8. 25
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‘OBLIVION
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А. beautiful as the game is, even Major League Baseball’
has its ugly side. For every perfect game and 6-4-3 double play,
there is a Don Mossi. An Andy Etchebarren. A Bill Skowron.
But MLB" 2005 and EyeToy’ change all that as they take you
into the ballgame, letting baseball buffs put their mug onto
customized players. The boys of summer have never looked
better as fans change the face of baseball forever.
mwa а: a
EVERYONE
CONTENT RATED BY
ESRB
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FROM THE DEVELOPERS OF THE BESTSELLING GAME,
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COMES THE NEXT GREAT SAGA
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PFA TING PENDING
Visit www.esrb.org
for updated rating
information.
PlayStation.
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©2004 Electronic Arts Inc. Electronic Arts, "Challenge Everything,” EA, ҒА GAMES and the ҒА GAMES lo
LLC and Simcoh, LLC. Phat Farm™ is used under license from Phat Fashions, LLC, Def Jam artists appe
registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries
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OUR BIGGEST )ОВ YET.
WE NEED A FAST LEARNER...
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cover story
THE ELDER SCROLLS
IV: OBLIVION
Is there anything we need to say beyond “next-gen
game" to create interest in this? Game Informer gets
the scoop on not only the future of one of the hottest
RPG series around, but the technology behind the
future of console gaming as well. Oh, and there are
some screenshots you may want to see, too. Seeing
as they're more drool-worthy than Princess Leia in a
brass bikini and all. Get the full story on page 50.
BASKETBALL BLOWOUT
Shaq's in Miami. Kobe's on trial. The good
news {5 that KG is still MVP and the next
season is dead ahead. That, of course,
means that the next round of basketball
games is just around the corner, and we
take a look at who's going to rule the
paint this year.
departments
STAFF
Read the team's latest favorites
GI SPY
Silly pictures of our life and times
DEAR GI
Your chance to fire back at us!
CONNECT
Where news, talk, and technology
collide
INTERVIEW
Relic Entertainment founder Alex
Garden talks about his studio’s
recent acquisition by THQ and
what may be in store for both
companies on the horizon
8 GAME INFORMER
THE 25 MOST INFLUENTIAL
GAMES EVER MADE
Fear not, loyal readers! GI once again comes
to the rescue with a list to argue over. The
Staff takes a long, hard look at the history
of the best hobby ever, and marks the most
Computer Space to СТА ІШ, get your slice of
history on page 64.
GEAR
Geeky gadget stuff for the
masses - from robots to TVs
OPINION
Raph Koster, chief creative officer
at Sony Online Entertainment,
muses on the massively
multiplayer genre and what the
future holds for it
CALENDAR
Get hip to this month's happenings
PREVIEWS
We spent some hands-on time
with GoldenEye: Rogue Agent,
and fill you in on what's up. New
Resident Evil 4 info and screens
|
MERCENARIES
What's better than rolling around in sto-
len cars and wasting unsuspecting fools?
Doing it in helicopters and tanks equipped
with the best firepower known to modern
ries, of course. This new LucasArts
title impressed at ЕЗ, and we get the inside
scoop on just why it looks so awesome.
and Dead or Alive Ultimate details
also await!
REVIEWS
Game of the Month: Fable for Xbox
CHARTS
Retail Sales Data and the СІ edi-
tors' Top 10 Games
SECRET ACCESS
Codes, strategies, and passwords
CLASSIC GI
Reliving gaming’s greatest
moments
GAME OVER
The end...or is it?
GAME
Alien Hominid . . 4 spa
Ape Escape: Pumped andi Primed.. vd
Army Men: Sarge's War .
Bard's Tale, Тһе .
Blinx 2: Masters of Space and Time
Burnout 3: Takedown 2
Cabela's Deer Hunt 2005 Season ..
Call of Duty: United Offensive .
ChoroQ Я
Colin McRae Rally 2005 Sus EE
Dance Dance Revolution: Extreme .
Dead or Alive Ultimate .
Def Jam: Fight for NY
Doom 3
Dragon Ball Z: Buu s s Fury
Dragonshard . . ^
Dukes of Hazzard: Return of the General Lee, The $
Dungeons & Dragons Online
Fables ses
Forgotten Realms Demon Stone
Funkmaster Flex Digital Hitz Factory
Galleon 4 d
Gallop Racer 2004 eis
Getaway: Black Monday, The .
GoldenEye: Rogue Agent .
Gradius V . M
Grand Theft Auto: San And eas
Guy Game, The
Headhunter: Redemption
Juiced
Katamari Dama
Kessen Ill
Killzone : ү
Kirby and the Amazing Mirror . .
Kohan II: Kings of War
Mario Pinball Land .....
Mega Man X Command M
Mega Man Zero 3 ..
Midway Arcade Treasures 2
Mortal Kombat: Deception .
Otogi 2: Immortal Warriors .. .
Outlaw Golf 2
Pokémon Fire Red/Leaf Green
Pure Pinball . . . .
Rapala Pro Fishi
Red Star, The ..
Resident Evil 4 .
Robotech: Invasion
Rome: Total War
Covenant
Sly 2: Band of Thieves .
Spy Fiction . . .
Star Wars: Battlefront 2
Star Wars: Republic Commando .... Е
Star Wars Trilogy: Apprentice of the Force .....
Street Racing Syndicate .
Terminator 3: Redemption . . .
Test Drive: Eve of Destruction
Thunderbirds ..................
Tiger Woods PGA Tour 2005 Ж
Tony Hawk's Underground 2:
World Destruction Tour .
Under the Skin
Warhammer 40,000: Dawn of War
WWE: Day of Reckoning ...
Yager ... ENSE
hts reserved:
VIDEO: YES. GAME: NO.
v,
e
43»
U.S. AIR FORCE
CROSS INTO THE BLUE
Phantom opponents are one thing, but being matched against a real adversary brings new meaning to the term "game over." And it takes a completely new
set of skills to play for real. In the United States Air Force, you're not just a player but a relevant, contributing part of the most highly advanced military on
the planet. Which is why we seek those with the talent to win and the intelligence to win under pressure. Call 1-800-423-USAF or log on to AIRFORCE.COM
and find out what we can do to help your game. And what you can do to help ours.
People Who Actually Get Paid To Play Video Games
THE SMALL
EDITOR-IN-CHIEF
Xbox 2, or whatever codename you like — Xbox Next or
Xenon - is the worst-kept secret in the history of hardware.
While Microsoft won't comment officially on its next-genera-
tion plans, the amount of leaked and confirmed information
is almost staggering. From the white paper we reported on
in the August issue to the bevy of new information you will
find in this issue, Xbox 2 is very real. I've seen it.
However, it is important to note that all this information
is a snapshot of a place and time. The specs and capabili-
ties that we talk about concerning the next-gen systems, be
it Xbox 2 or PS3, are all subject to change.
| ANDY McNAMARA
Reiner >> reiner@gameinformercom
Handle: The Raging Gamer Expertise: RPGs, Fighting, Action/Platform, Strategy,
Next Year To Play Them, Lucas’ Continued Tweaking Of The Original Trilogy Current
Favorite Games: Fable, Burnout 3: Takedown, Mortal Kombat: Deception, The Elder
Scrolls IV: Oblivion
Matt >> matt@gameinformer.com
Handle: The Original Gamer Expertise: First-Person Shooters, Action/Platform, Action/
Adventure, Action/Sports Interests: Thunder In The Valley (www.thunderinthevalleyb
and.com), The Stunning (http;//www.falserumor.com/thestunning), Kill Bill Vol. 2, The
Triple Rock Social Club (| Was Wrong About That Place, It Rocks), Next-Gen System
Rumors Dislikes: The Olympic Hype, Bob Costas Current Favorite Games: Sly 2:
Band Of Thieves, Def Jam: Fight for NY, Burnout 3: Takedown, Pac-Man
Kato >> kato@gameinformer.com
Handle: The Game Katana Expertise: Sports, Racing, Action/Adventure, Action/
AMEN FORMER,
OCTOBER 2004
TEXT Sports Interests: How Beautiful The Next Generation Of Gaming Looks, Angel, 1.618, Volume XIV * Number 10 + Issue 138
À Star Wars: Shatterpoint, Disaster Movies, My Newfound Love For Cooking (Call Me PUBLISHER
The Gamer Gourmet!) Dislikes: Seeing Next-Gen Games And Having To Wait Until Cathy Preston.
EDITOR-IN-CHIEF
‘Andrew McNamara
EDITORS
Executive Editor Andrew Reiner
Senlor Associate Editor Matt Helgeson
Associate Editors
Matthew Kato • Lisa Mason * Jeremy Zoss
Adam Biessener * Joe Juba * Matt Miller
Intem/Contributing Writer Bryan Vore
Mascot Arthur
PRODUCTION
Art Director Thomas Blustin
Production Director Curtis Fung
Production Assistant Rachel Nimerfroh.
! CONTRIBUTORS
Our cd story, Bethesda's newest game The Elder Platform Interests: Chicken Country USA, Frozen Turkey Hand Puppets, Star Wars тер
Scrolls IV: Oblivion, on the other hand, is not subject to Trilogy DVD, Bail Bondsman Correspondence Courses, Finger Bowls Dislikes: Тһе Ed Carreón
change - this is how the game will appear on Xbox 2, PC,
and presumably PS3.
We also doubt that there will be many changes to the
Xbox 2 technology or its planned launch in 2005. Microsoft
Olympics, Star Wars: The TV Show (Prepare To Have All Your Dreams Destroyed), Some
Games’ Misunderstanding Of Vietnam Current Favorite Games: Forgotten Realms:
Demon Stone, Colin McRae Rally 2005, Test Drive: Driven To Destruction, Tempest,
Kessen Ill, Fable
GAME INFORMER ONLINE
‘Managing Online Editor Billy Berghammer
Associate Online Editor Chris Cook
is gearing up for a battle of epic proportions, and this time ADVERTISING SALES
it knows that hardware isn't the key to victory (not that Lisa >> lisa&gameinformer.com SAN FRANCISCO
Doug Faust
Xbox 2 is lacking in any sense), the war is won or lost on
the software front.
It seems Microsoft has done its homework. The list of
developers that have approached Game Informer with infor-
mation is remarkable. On the opposite end of the spectrum,
we have yet to find any developers with any solid informa-
tion on PS3 or Nintendo's Revolution. It seems Microsoft is
that far ahead of the game.
So, with many of pieces in play, it makes me wonder
whether Xbox 2 is “pulling a Dreamcast" or making a mas-
terful move that could very well put Nintendo and Sony at a
disadvantage. Nine months ago ! would have said Microsoft
was committing too early in the cycle, and would leave itself
open to a Sony barrage of marketing that would make it an
immediate failure.
Handle: La Game Nikita Expertise: Survival Horror, Adventure, RPGs, Action/Platform,
Racing Interests: DVD Box Sets (Alias Season Three, Star Wars, And Invader Zim
Special Edition Are All Tops), Knitting A Poncho Before They're Terribly Uncool, The
Olympics, Medulla Dislikes: Bob Costas, Poor Tae Kwon Do Coverage, Realizing
4 That! Worry About A Kitten Too Much Current Favorite Games: Fable, Burnout 3:
Takedown, Pokémon Fire Red, Katamari Damacy, The Elder Scrolls IV: “The Awesome,”
Gran Turismo 4
Jeremy >> jeremy@gameintormer.com
Handle: Gamezilla Expertise: First-Person Shooters, Survival Horror, Action/Platform,
Fighting, Strategy/RPGs Interests: Next Generation Coolness, Shaun Of The Dead,
Bill Maher, Bushwhacked By Molly Ivins And Lou Dubose, Ted Rall, The Boondocks
Dislikes: Hearing About Great Games That Are Yet To Be Made, Technical Difficulties
During Movies, Owning A Non-Sexy Cell Phone Current Favorite Games: The Elder
Scrolls IV: Oblivion, Burnout 3: Takedown, Mortal Kombat: Deception, Terminator 3:
Vice President Advertising Sales
(650) 728-5647
Fax: (650) 728-5648
doug@gameinformer.com
MINNEAPOLIS
Rob Borm
Director of Marketing and
Midwest/East Coast Sales Manager
(612) 4866155
Fax: (612) 4866101.
rob@gameinformer.com
LOS ANGELES
Marc Minasian
Southwest Regional Sales Manager
(818) 991-9923
Fax; (818) 991:9923
‘marc@gameinformer.com
^ IN NUM. do. ы : MINNEAPOLIS
Now, after months of investigation, I'm singing a different Redemption, WWE: Day Of Reckoning ‘Amy Атой
tune. I'm starting to believe in the strategy. Of course, there ‘Advertising Coordinator and Online Sales
(612) 4866154
are many unanswered questions that could change the
landscape in a heartbeat, but it does seem Microsoft is on
the right track for the moment.
But you can’t help but wonder: Are developers and
publishers willing to spend the massive dollars it takes to
support Xbox 2, when PlayStation 2 has so many units out
there, which in turn equals more sales and profits? Or, at
the other end of the spectrum, can the PlayStation 3 and
Nintendo Revolution offer up consoles that are enough of
a forward leap in technology and innovation that they can
cancel Microsoft's head start?
No one knows the answers to these questions, and I'm
not willing to guess...yet. There are far too many variables
still in play. Sony's PlayStation is a behemoth in this busi-
ness and supplanting it will be incredibly difficult. And you
can never count out Nintendo, with its amazing stable of
licenses and countless innovations. Still, you can't help but
think that Microsoft is doing everything right.
No matter what happens, the gamers of the world win.
Plus, nothing is more fun to watch than multi-billion dollar
companies battling it out for our entertainment dollars.
/
Andy >> andy@gameintormer.com
4
Adam >> adam@gameinformer.com
Handle: The Alpha Gamer Expertise: RPGs, Strategy, First-Person Shooters, Fighting
Interests: The Westin Regina In Los Cabos, Orange Juice, Hello Kitty Flashlights, Andre
3000, Minnesota's Three Seasons That Don't Suck, Drizzt Do'Urden (The Consummate
Badass) Dislikes: Download Queues, When People Have A Billion Icons On Their
Desktops, Motion Blur, Spawn Campers Current Favorite Games: Doom 3, Kohan Il:
Kings Of War, Warhammer 40,000: Dawn Of War, Forgotten Realms: Demon Stone,
Mario Kart: Double Dash
JOE >> joe@gameinformer.com
Handle: The Real American Gamer Expertise: RPGs, Adventure, Strategy, Platform,
Puzzle Interests: Hank Scorpio (Best Character Ever), Blind Swordsman Zatoichi,
Smoothies, Chest Puffing And Bravado, Sebastian Shaw At The End Of Return Of The
Jedi Dislikes: Elle Driver, Homoeroticism In Top Gun (Goose Is Not The High School
Sweetheart!), Hayden Christensen At The End Of Return Of The Jedi Current Favorite
Games: Shadow Hearts: Covenant, Forgotten Realms: Demon Stone, Gradius V,
Pokémon Leaf Green (I Knowl), Final Fantasy ХІ, Peasant's Quest
Miller >> miter@gameinformercom
Handle: The Once And Future Gamer Expertise: RPGs, Action/Adventure, Fighting,
Platform, First-Person Shooters Interests: The King Of All Cosmos On A Tangent,
Frisbee, Seattle When It’s Sunny, Tearing The Plastic Off A New Game, Supreme Power
#12 Dislikes: McDonald's Commercials On The Olympics, Daily Beatings From Lisa,
Piranha, Flight Delays, Running Out Of Cookies Current Favorite Games: Fable,
Halo 2, Mario And Luigi Superstar Saga, City Of Heroes
Fax: (612) 4866101.
amy@gameinformer.com
CIRCULATION
CUSTOMER SERVICE DEPARTMENT
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Fax: (612) 486-6101
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Paul Hedgpeth
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Manufactured and printed in the United States of America.
The Editor welcomes company product information for
all video games. Such materials should be addressed
1o: Editor, Game Informer? Magazine, 724 North First
St, 4th Floor, Minneapolis, MN 55401. Unsolicited
manuscripts cannot be retuned or acknowledged. Entire
Contents copyright 2004. Game Informer® Magazine. All
rights reserved; reproduction in whole or in part without
permission is prohibited. Game Informer is a trademark
of 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
Handle: The Game Hombre Expertise: RPGs, Action/Platform,
Driving, First-Person Shooters Interests: The Auction At Classic
Gaming Expo (Best Show Ever!), The Bourne Supremacy, War Of The
Spider Queen, The Plastic Constellations, Next-Generation Platforms
Dislikes: The Fact That Broadband Isn't Cheaper And Faster *Shakes
Fist At Telcoms And Cable Companies* Current Favorite Games:
Rapala Pro Fishing, City Of Heroes, Forgotten Realms: Demon Stone,
Katamari Damacy, Burnout 3: Takedown, Fable
See ee Subsequent issue or the refund of any monies paid for he
advertisement. INDEMNIFICATION The advertiser andlor
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н publisher against any and all liability, loss, or expense
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of rights of privacy, resulting from the publication of the
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Member Audit Bureau of Circulations
10 САМЕ INFORMER
X
MORTAL KOMBAT f
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“BEST FIGHTING
GAME OF ЕЗ”
“BEST FIGHTING
GAME OF ЕЗ”
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—
OCTOBER 2004
MATURE 17+
Ф
> MIDWAY
PlayStation e ж LIVE =. POWERED BY
Blood and Gore
Intense Violence
Kombat Deception™ ©2004 Midway Amusement Games, LLC, All rights reserved. MORTAL KOMBAT, the dré MIDWAY, and the Mid
т names are trademarks Of Midway Amusement Games, LLC. GameSpy and the “Powered by GameSpy" design rks of G Industries, Inc. All rights reserved. Used by permission. Midway Amusement Games, LLC and its affiliates do not monitor, endorse
sponsibility for the content of any non-Midway website. Distributed under license by Midway Home: атаи б. 0 i Xbox Live, the Live logo, and the Xbox logos are registered trademarks or trademarks of Microsoft Cor poi п in the United States
and/or other countries and are used under license from Microsoft. "PlayStation" and the "PS" Family. 1900 аге егей J npuler Entertainment Inc... The Online icon (5 a trademark of Sony Computer Entertainment America Inc. Online play requires internet
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Way logo are registered trademarks of Midway Amusement Games, LLC. MORTAL KOMBAT DECEPTION, the M in a circle logo апа
ection, Network Айар 'or PlayStation 2) and Memory Card (8М8) (for PlayStation 2) (each sol 3
Candid Photos From The Seedy Underbelly
Of The Video Game Industry
Фут
12 GAMEINFORMER
YOU CAN CLICK
I ILLEGAL DOWNLOADING
Inappropriate for АП Ages мош
If you think you can get away with illegally swapping movies, you're wrong.
ШедаПу trafficking in movies is not just a dirty little secret between you and
your computer. The message is simple: if you are downloading
copyrighted movies without proper authorization, you are breaking the law. You
face serious consequences if you illegally swap movies. The only way not to get
caught is to stop.
Pursuant to the Copyright Act (17 U.S.C. Section 504(c)), statutory damages
can be as much as $30,000 per motion picture, and up to $150,000 per motion
picture if the infringement is willful.
€ 2004 Motion Picture Association of America, Inc.
G і The Readers Strike Back
TOO FAR FOR US?
| am a 23-year-old African American student who has
enjoyed your magazine for over a year now. Though
1 admit to not being an ardent gamer, 1 do love video
games. 1 write today to respond to a letter from one
of your readers, Elak Swindell, who argued that maybe
Rockstar had gone too far [with Grand Theft Auto: San
Andreas].
Your magazine once brought up commentary on race
and video games [Race and Video Games: An Unequal
Face, issue #130], and | fully agree with that article. The
problem is evident in games like Bushido Blade 2, Tekken
3 and quite a few others that have many stereotypical
black characters. However, | would ask that reader, Elak
Swindell, if the issue of race didn't bother him in this latest
endeavor by Rockstar, then why would one state “African
American gangster” or point out the fact that the Bloods
and Crips faced "Asian and Latino" rivals? If race doesn't
matter, then why point it out? Isn't it hypocrisy to disagree
with one brand of criminal activity, but then to accept
another form? Saying the Mafia formula is tried and true is
to say “organized crime” is much more acceptable. Do the
glamour, glitz, and suits make it a more lovely crime, thus it
is perfectly fine to present it to the public?
Crime is crime and criminals are criminals. If someone
believes something else, then they aren't only small-
minded, they are also ignorant. |, for one, thought Rockstar
was aiming for a feel more like movies such as Boys ‘N
the Hood, Menace II Society, or Juice. The race of the
characters never crossed my mind, because it was still just
a game about crime, not race
Walter Mwasi Williams 111
Via hotmail.com
First off, | would like you guys to know that your mag is
one of the better ones out there. But, | would also like
you to know that a letter written by one of your readers
that you guys decided to print was very offensive. | am
black and love the СТА series, and the fact that they are
using a main character that is black is great beyond words
could say. | have been waiting for the day that а game
company would step up and do something other video
game companies (besides EA Sports) would not do. The
writer contradicted himself when saying that we should
not be idolizing street gangs, but the Mafia. Why not? What
has the Mafia done to make America so great? Nothing.
They were no better people than the Enron crooks or the
LA street gangs.
Enbeezy
Via email
The response to Elak's letter in issue #136 was
almost as strong as the initial opinions on the
game in question - Rockstar's Grand Theft Auto:
San Andreas. The controversial franchise is taking
on an era that hits closer to home than the styl-
ized '80s Miami in Vice City or generic organized
crime of GTA III did. The first round of letters was
interesting because most people were defending
the Mafia mentality while decrying the street gang
theme, while this second wave focuses mostly on
how an honest portrayal of the culture and times
is something to look forward to. We're still in wait-
and-see mode and hoping that San Andreas lives
up to the responsibility, and just as importantly, the
shameless fun of the series.
YER LOOKIN’ REAL
PURTY, BARTENDER,
ANOTHER MARTOONI
PLEASE,
TRUE ROMANCE
Video games have given me some
of the best laughs, most joyful tears,
and happiest memories of my life. 1
remember a day when sitting down
and playing Excitebike, Kung Fu, Super
Adventure Island, Wizards and Warriors,
and RC Pro Am were the reason to get
my homework done. The reason for
doing my chores. And all the while |
was learning, | was becoming greater
than | was, and | didn’t even know it. It
saddens me to see where video games
are going. Connectivity with Hollywood
is great, but the more mainstream
video games become, the more junk
will be pushed on us.
The console market is one of the only
markets in which money is spent on
potential. We as gamers shell out the
cash because some great game might
be released on a certain console. Does a person buy a car because some new floor mat might be produced in
the future? Does a person buy a house because someday there might be a new type of garage door? | don't
think so. The fact that Nintendo and Sony are so secretive about their new games is, in a way, upsetting to те
Just let us in. We are investors and we need to know as much as possible
1 love video games, and ! consider myself to be a hardcore gamer. 1 have a top-loading Nintendo. | had the
Sega Nomad, Sega CD, and 1 even was the proud owner of a Virtual Boy...and the licensed Virtual Boy Barf
Bag (just kidding). 1 was, and most of me still is, in love with Princess Zelda from the Saturday morning cartoon
show. The point I'm making here is that | care about the video game world because in life I'm just Ryan Telles,
21-year old bartender. But in my games | am Link, | am Spider-Man, | am Master Chief, | am a hero, savior of
the world. Nothing else besides video games gives me the ability to be loved by everyone, to be a protector of
life. Video games are an alternate universe that not everyone understands, and ! would be very sad to see that
universe be ripped to shreds by the want for money. Love creates games, love keeps them alive, and hopefully
someday everyone can
a hero. But until then we must rely on games to give the people that feeling of joy.
Ryan Telles
Via email
п ...Sorry, one second...just need a tissue. That was beautiful, man. Yours is a flavor of optimism and
idealism that we haven't seen since, well, probably that first time we saw Braveheart. That freedom
speech still gives us goosebumps.
FOGGY PATH
BACK IN THE DAY
1 really enjoyed the Final Fantasy Chronology article in issue
#136. However, | recently picked up Final Fantasy Legend
1, Il, and Ill for Game Boy and | noticed that they weren't
even mentioned in the article. So my question is, are these
true Final Fantasy games, or was it an oversight not to
include them? | would just like to know, because I'd like to
experience all the Final Fantasy games. If not, | will keep
them sealed for collection purposes. Thanks for another
classic СІ article, the best part of the magazine!
Rodney Gonzalez
Palatine, IL
It's true that there are more games in the Final
Fantasy lineage than we listed in the FF Chronology
piece. Besides the three Legend titles (which are
close to traditional FF games) on GBA there is the
Tactics line to consider (Final Fantasy Tactics on
PSone and Tactics Advance on GBA) and a handful
of tenuously connected games like Kingdom Hearts
and Ehrgeiz. Being a Final Fantasy fan has never
been cheap, and it never will be - break open that
college fund because learnin' is for suckers, but FF
is forever.
Since arcades had some of the best games around, and
we have seen many of those great titles come to life on
our home consoles, wouldn't it be nice to finally get a col-
lection of the missing arcade rarities?
Some arcade games like The Simpsons, X-Men,
Dungeons and Dragons, and Aliens vs. Predator have
never had a console conversion. | would love to sit down
and play some of these classic arcade games in the com-
fort of my own home. Companies such as Namco and
Atari have already come out with classics on one disc, but
they should consider other arcade greats.
| have searched online for hours (I know it's wrong, but
I'm a desperate man) looking for these classics as ROMs
on the Super Nintendo emulator, since their graphics are
about equal. | found none, and | searched all the big-
gest sites. | have thought about trying through an arcade
emulator, but 1 have dial-up and it would take me years to
download the file.
You all know "people," so maybe they would listen to
you and not some ranting, raving, whining guy wanting
good old classics in his home. | am sure there are many
others who want to see this happen as well. Please, help
gamers that don't want to stand upright for the hours it
Send your comments to Game Informer. Snail Mail: Game Informer Magazine е Attn: Dear GI • 724 North First St., 4th Floor е Minneapolis, MN 55401 Email: deargi@gameinformer.com
14 GAME INFORMER
—— «ww
RIPTHROUGHAN ONSLAUGHT OF
SKYNET MACHINES AS THE T850
n>
Language ^
Partial Nudity C2 PICTURES"
A RETE талым ent
Violence
INTERMEDIA |р: т
SEIZE CONTROL: OF 20+ VEHICLES IN
THE BATTLE TO SAVEIHIUMANITY.
INATOR 3
E. REDEMPTION
PlayStation.
Е 0000 2371 1505 00А0 E 3 2347 1505
takes to beat the game! Try to get these on home consoles
50 everyone can have some fun.
Chris Owens and
Phillip Fannin
Via email
в Dudes, gaming used to involve sacrifice and for-
titude, now it's all people that want to sit on their
couches and lounge in the comfort of their own
media nooks. Well, back in the old days, we had to
stand up to play games! And, we had to go some-
where else to enjoy them - away from our pets, our
phones, our personally stocked refrigerators featur-
ing favorite munchies (mmm...red velvet cake)! We
even had to deal with people that we didn't like;
honestly, we don't like most people, but still... Wait!
Actually, this "playing at home on our own terms
with the comfort of a seat" thing doesn't sound so
bad. Chris and Philip, we salute you for a good idea
well stated.
IT HURTS INSIDE
Normally | would protest about games you guys have either
underrated or overrated. However, based on the loony e-
mails you guys get, | decided to try to fit in with everyone
else, so here goes my impression of a video game extrem-
ist who is completely horrified of the rating you gave Mario
Party 5.
WHY DID YOU GIVE A CHILD'S GAME SUCH A CRAZY
LOW RATING? | MEAN 1 HAVE A CHILD! AND NOW HE'S
NOT [expletive deleted] PLAYING HIS [expletive deleted]
GAME! 1 [expletive deleted] PAYED FOR THAT PIECE OF
[expletive deleted]!
Andrew Doe
Via gmail.com
s You аге painfully correct. Seriously, it hurt a little
when we read your letter, although that could
have been the Taco Pocket we ate an hour earlier.
Sometimes it's hard to tell with these things.
WEEPING FOR THE PRETTY ONES
I'll be the first to say that | don't think | am the most hand-
some person on the planet, but | am a decent looking
guy. But whenever | tell someone how obsessed | am with
video games, they never believe
me. | think people are too focused
on their preconceived ideas of
what a hardcore gamer looks like.
No one takes me seriously when
it comes to gaming — and it's just
because of my looks. Why should
| have to school everyone in the
room before | am believed?
Luke Avichouser
Via hotmail.com
п Wow Luke, it's
really sad that you've
been exposed to
such derogatory and
unsavory conduct
because of the way
you appear. We get a
lot of email from hot
people just struggling
to be taken seriously
as gamers - some-
thing that current
society doesn't readily accept. There's a long road
ahead of you; but keep fighting the good fight for
yourself, and more importantly, for the next genera-
tion who will follow in your footsteps. Charge on,
brave attractive one, and godspeed.
16 GAME INFORMER
KATIE HOLTKAMP
Once Pikachu went from Pokéballs to
Goofballs, things went downhill
Enter the Game Informer Envelope Art 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 include your name,
phone number, and return address on the back
of the envelope. If you're the monthly winner,
we'll feature your work in Сі and you'll receive a
video game prize from the Game Informer vault.
Send to:
Game informer
Envelope Art Contest
724 Ist St. N, 4th Floor
Mpls, MN 55401
VIRI BALDERAS
Who's out? Angelina Jolie.
Who's in? Rosanne Barr
CASEY ROBINSON
Sure do! Got pants?
ALEXANDER JORGE
“Seriously, feel this! | am so buff!"
CORRECTIONS
In last month's issue, Gran Turismo 4 was mistakenly listed as a PS2,
Xbox, and GC release. This title is exclusive to PS2. Conversely, Kirby
and the Amazing Mirror is not a PS2 game. It's only available for GBA.
DIDIER SAINT LOUIS
Smurf-cenaries: Blue assassins-for-hire
“We have SOLID
oroof of their
of mass |
uction.”
- October 16, 1962
AON!
WWW.METALGEARSOLID.COM
RATING PENDING ЕЕЕ
Visit www.esrb.org
for updated rating
information.
CONTENT RATED BY
ESRB
METAL GEAR®, METAL GEAR SOLID® and SNAKE EATER™ are either best trademarks or trademarks of KONAMI COMPUTER ENTERTAINMENT JAPAN, INC. ©1987 2004 KONAMI COMPUTER ENTERTAINMENT JAPAN. KONAMK is FORMAT PLAYSTATION 2, ХВОХ > STYLE 1 TO 10-PLAYER SPORTS (Р52), 1 TO 4-PLAYER (XBOX
(UP TO 10-PLAYER VIA PS2 ONLINE OR UP TO 8-І А XBOX LIVE) > PUBLISHER SEGA;
GLOBAL STAR SOFTWARE > DEVELOPER VISUAL CONCEPTS > RELEASE OCTOBER 5
é
і
| 52 САМЕ INFORMER
NBA LIVE 2004
reestyle control is nothing new to NBA Live, but the control you get in the Slam Dunk
F Contest is unreal. Giving it a Tony Hawk-like feel, everything from your toss to your
celebration is user controlled though button combos and the right analog. More user
control also exists for offensive rebounds, where separate face buttons dictate whether you
pull the ball down or go for a tip in or dunk, with varying chances of success.
Right away, gamers will also notice some new changes for this year's Live. Players are
noticeably more detailed, and even feature rim lighting. On the court, EA Canada has toned
down the effectiveness of the pro hop, forcing you to pass the ball in mid-jump to avoid the
foul or loss of possession. EA won't talk about Live's franchise mode yet, but it promises its
depth will be similar to Madden's. As the series continues to stiffen its defense, we eagerly
await to see if it has enough offense in its other areas to take on ESPN.
> FORMAT PLAYSTATION 2, XBOX, GAMECUBE, PC > STYLE 1 TO 5-PLAYER SPORTS (PS2), 1 OR 2-PLAYER (XBOX),
1 TO 4-PLAYER (СО), (UP TO 10-PLAYER VIA PS2 ONLINE, UP TO 2-PLAYER VIA XBOX LIVE) > PUBLISHER EA SPORTS
isn't the only new thing to peep.
> DEVELOPER EA CANADA > RELEASE OCTOBER 5 Live's freestyle All-Star dunks will
make your head explode
NBA STREET V3
C onstruct your very own court, customize your apparel, build up your reputation, and show off
your ability to fly in the all-new dunk contest. As you can see, this year's NBA Street is all about
self-expression and bringing the player closer to the action than ever before. Boasting online
functionality (presumably for Xbox and PlayStation 2) and the same killer three-on-three gameplay, EA
is also moving away from the graffiti-influenced look toward photorealism. Jerseys sway realistically as
the player moves and the backgrounds are buzzing with life. Along with the NBA's most promising stars,
Street will once again pay tribute to the legends, this time focusing more on their individual histories. If
EA can deliver on the content that it has laid out, V3 should be another slam dunk release for the series.
> FORMAT PLAYSTATION 2, XBOX, GAMECUBE > STYLE 1 TO 4-PLAYER SPORTS (ONLINE TBA) > PUBLISHER EA SPORTS BIG
> DEVELOPER EA CANADA > RELEASE EARLY 2005
Ш When he's not playing hoops,
King James works as a volunteer
for the Cleveland fire department.
His specialty? Leaping and grabbing
kittens out of trees
| |
| | А, ad
|
| | NI 1
È
| Ҹу |
TT |
Join the
Next Movement
All players are not created equal. Some big men look for the
open 19-footer, others crash the boards like a wrecking
ball with an afro. That's what Next Movement with
IsoMotion? technology is all about. Every player performs
with the same skills and style as he does in real life, which
makes ESPN NBA 2K5 the most complete, most authentic
NBA video game you can buy. Check out ESPN NBA 2K5...
and let the Next Movement begin. [
“the most complete
hoops game on the market.”
-ІСМ.сот
EVERYONE
4 PlayStation.
Sega is registered in the U.S. Patent and Trademark Office. Sega and the Sega logo are either registered trademarks or trademarks of Sega Corporation © SEGA CORPORATION, 2004. АП Rights Reserved. The NBA and individual NBA member team identifications used on or in this
intellectual property of NBA Properties. Inc. and the respective NBA member teams and may not be used, in whole or in part, without the prior written consent of NBA Properties. Inc. © 2004 NBA Properties, Inc. MI rights reserved. ESPN is a trademark of ESPN, Inc. "PlayStation" andl
Entertainment Inc. Online play requires internet connection, Network Adaptor (for PlayStation 2) and Memory Card (BMB) (for PlayStation 2) (each sold separately). The Online icon is a trademark of Sony Computer Entertainment America Inc. Microsoft, Xbox, Xbox Live, Xbox Live logi
marks of Microsoft Corporation in the 05. and/or in other countries and are used under license from Microsoft. ESPN is a trademark of ESPN, Inc. ESPN Branded Elements ©2004 ESPN, Inc.
$13. 9
ТЕЕ сот
= J ( 2K5 c NBA. Сом
connect
CREATURE
KEEPER
GI LOOKS AT THE CREATION OF NEMESIS
FOR RESIDENT EVIL: APOCALYPSE
at it and thought that the
zombies had been done,
the dogs had been done, the licker had been
done. ..but not Nemesis. | want to do just the
Nemesis,” says special-effects maestro Paul
Jones, whose work includes the Hellraiser
sequels, FX: The Series, The Bride of Chucky,
and G inger Snaps. He is the man responsible
for bri nging one of the most iconic villains in
video games to the big screen. In Resident
Evil: Apocalypse, Nemesis, in all of his hulk-
ing, sraarling glory, trades blows with Milla
Jovovi ch's Alice, who returns from the
first movie.
It should be no surprise to
anyon e that Nemesis plays a
big part in Apocalypse - his
appea rance was foreshad-
owed at the end of 2002's
franch ise opener, and a
tough er Alice needs some-
опе to spar with. We were
on set last October and got
to see Nemesis' headpiece
first-hand, and finally realized
that scomeone who had been
such аа terror during so many
hours of game time was going to
be pla yed by an actual human. The man
хл/һо falls those shoes and fits into Jones' cos-
tume is Matthew Taylor. A giant block of a man
at abo ut 250 lbs. and well over six feet tall,
the fir al costume gets him to just under seven
feet, making him believably huge enough that
the tell escoping rocket launcher looks just right
wvhen perched on his shoulder.
Just as he had planned after reading the
script, Jones was hired to work exclusively on
the Nemesis costume. "Everyone is going to
go to this movie expecting [specific things] of
the Nemesis. All that they're going to get is a
real, tFiree-dimensional interpretation of the
character.’ To start the process, Jones went
to the concept art, screenshots, and even
fan-produced paintings of the games and
this character. As it turns out, the first sculpt
that they did was a keeper - something that
almost never happens when translating a
character between mediums.
This approval started a 10-week break-
meck Construction process to build the seven
Ieathe ғ outfits, three heads (one "hero" héad-
piece wwith animatronics and the others which
were visually identical, but lacking machinery,
hey offered me the whole
movie, they told me to bid
on the whole job. І looked
36 GAME INFORMER
Nemesis as seen
in the upcoming
Resident Evil:
Apocalypse...and
really close to what he
looks like in our worst
nightmares
for stunt work and distance shots), and three
muscle suits. The big problems were twofold:
Nemesis would need to move fast and do a
lot of stunt-heavy action sequences, and the
character would be filmed close-up on mul-
tiple occasions. A hybrid suit of silicone and
rubber was designed along with a handful
of black, buckled leather outfits to put on
top.
Three machinists were brought in to
make the leather costumes, and the
end of filming saw every single one
of them destroyed. One particularly
abused outfit was strapped with 400
squibs (small charges used to
make the effect of bullets
hitting something) - at
the end, it was totally
shredded. After
Jovovich asked
in rehearsals if
she could hit
the costume,
another copy
of the suit was
created entirely
in rubber. Why?
So that she could
safely beat the crap
А Раш Jones,
out of it. shown below
A single studio focusing on sculpting
Nemesis' head-
piece, opted to
work exclusively
on the iconic
villian. The full
costume, at right,
weighs more
than а small sofa
and was totally
destroyed by the
end of filming
one character isn't necessarily a
groundbreaking decision, but the result is
immediately apparent - Nemesis looks badass
in the flick. With critical video game fans on
the hunt for anything out of place, it appears
as though Paul Jones has pulled it off and
made the Nemesis an actual lead character,
life-like and intimidating as hell.
IN STORES SEPTEMBER
The only beauty you'll find in the new Test Drive series is in the crashes. Huge, gorgeous, stunning
crashes. The kind you only dream about. Choose from 33 different vehicles, including a school bus and a
hearse and 25 different disaster-inviting courses. Reckless driving. Tons of crashes. It's a beautiful thing.
DRIVE IRRESPONSIBLY AT WWW.ATARI.COM/TESTDRIVE
PlayStation.? MONSTER
© 2004 Atari Interactive, Inc. All Rights Reserved. All trademarks are the property of their respective owners. Manufactured and marketed by Atari, Inc., New York, NY. Developed by Monster Games, Inc. “PlayStation"and the "PS" Family logo are registered trademarks of Sony
Computer Entertainment Inc. Microsoft, Xbox, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries and are used under license from Microsoft.
connect
CAREER HIGHLIGHTS
1994 v
1997 Y
Ei
ii
Ё
Ei
g
1997 Y
2004 v
A New Beginning
In May of 1997, along with Luke
Molony, Garden co-founds Relic
Bringing back the franchise that
put it on the map, Relic releases
38 GAME INFORMER
interview
ALEXGARDEN
CO-FOUNDER, RELIC ENTERTAINMENT/DIRECTOR OF PRODUCT DEVELOPMENT, THQ
>> Although still young in comparison to many of his contemporaries, Relic Entertainment co-founder Alex
Garden has already had a career that many would envy. Game Informer sat down with Garden to get his
take on Relic’s recent acquisition by THQ, and what the future holds for both companies. <<
Homeworld - the game that you're most
associated with - was a really huge suc-
cess, and received a lot of critical acclaim.
Following that, you became the public face
for Homeworld. People started saying, "Alex
Garden is the next Sid Meier" and things like
that. Was that a lot of pressure to deal with?
Sure. 1 definitely felt a tremendous amount of
pressure to repeat the success that we had with
Homeworld. And that product came from personal
interest and not from some sage-like vision of
where the industry was going. So, 1 went back to
my personal interest and built Impossible Creatures.
And, the truth is, 1 don't think that was the right
product at the right time. That was very difficult, but
on the other hand, it taught me an incredibly valu-
able lesson. That is: "Don't believe your own press,
but | can tell you this. Relic was started with a goal,
and we stayed very focused on the goal of becom-
ing the number one RTS company in the world on
every platform. Partnering with THQ is a move that
is definitely going to help us reach our goals faster.
[So far], it's been such a positive experience that
| really don't think that there's been any regret ог
emotional downside whatsoever.
Are you staying on at the Relic offices in
Canada, or are you relocating to THQ's head-
quarters in California? What is your position
going to be after the merger?
Relic is probably up around a little over 100 people
now, and that studio has really grown creatively and
professionally beyond anything 1 could have hoped
for. Ron Morovek, who was our chief operating offi-
systems, and that is something in which we plan to
continue. | can tell you that some of the stuff we
have planned for the DS and the PSP is going to be
pretty revolutionary.
What excites you about those systems and
their capabilities?
| think that you have to look at the platforms sepa-
rately, because they really talk to different demo-
graphics and different markets. With the DS, | think
that having the touch screen is going to bring a
tremendous amount of control that wasn't possible
before to that console. With the PSP, you know, it's
just a very, very powerful piece of hardware. I've
had a chance to finally take a look at it now and
it has an incredibly robust feature set. Something
that's exciting about both the DS and the PSP is
Warhammer's going to be a big wake-up
call to a lot of our competitors.
remember your roots, and stay true to those no
matter what happens around you”
The big news recently for you and Relic is
being purchased by THQ. Could you talk a lit-
tle bit about some of the motivations for the
deal and why you felt it was the right move
for Relic at this time?
When it came time for us to start thinking about
our next big RTS, we worked with a group of
consultants at Price-Waterhouse who helped us
understand where each of the publishers were stra-
tegically. They identified THQ as a rising star. And
so we went and looked at the portfolio of licensed
products that THQ had available, and we saw that
the Warhammer 40,000 license was really appeal-
ing to us. We felt like it would do a lot to bring
depth and richness to the world that we were going
to create. We started working on a deal around
Warhammer, and it was actually, without sounding
like too much of a lackey, the easiest deal we've
ever done. We had so much success working with
THQ that we decided to do our next [two] products
with them. At that point, we started to think, “Well,
we're doing so much work with this one company.
Wouldn't it be great to remove all of the overhead
associated with working on business development
and focus all of that same effort on making our
games even better?"
Was it hard emotionally to sell your "baby,"
the company that you helped build?
Well, a lot of people have asked me that question,
cer at Relic, has had a tremendous amount to do
with that success. As part of the acquisition, | pro-
moted him to the general manager of that studio.
He took over my job. And THQ asked me to come
down and work actually in the office as director of
product development.
So, you're basically going to aid THQ in evalu-
ating and picking titles to publish.
That's a pretty good summary. There are three areas
of focus that 1 have right now. The first is working
on helping shape the portfolio goals for our next
generation handheld plan — with a special focus on
Nintendo DS and Sony PSP. And the second is start-
ing to think about what THQ's goals are going to
be for the next generation of the consoles, for Xbox
2 and PS3. And third is that THQ has a deepening
focus on the triple-A, high-end market. That's show-
ing with some bets they're making in Warhammer
40,000: Dawn of War and S.TA.LK ER. But we
remain focused on our core business, and that's
the licensed stuff. We're growing our business
and deepening our relationship with companies
like Nickelodeon and Pixar. We're really starting to
double-down on that space and increase the quality
of the work that we're doing. A big part of the focus
that | have right now is evaluating those licenses
and helping match them to the right developers.
What are your plans in terms of supporting
the PSP and the Nintendo DS?
THQ has a clear reputation as being the number
one third party publisher of products for handheld
their Wi-Fi connectivity. It's just great to see that
we're going to be able to play together on those
platforms now.
Are people going to really take advantage of
the dual- and touch-screen features of the DS,
and do enough developers have good ideas
about how to use the DS to its full capabilities?
Well, when they put Neil Armstrong on the moon,
they started off by sending a small satellite into
orbit first. | mean, everybody has to take small steps
towards the eventual goal. | think that expecting
people to turn their full creative genius on like a
tap sometimes is unrealistic. The goal | think now
is to provide consumers with an experience which
is demonstrably more fun than they could have
had on a single screen system, one that didn’t have
the touch screen interface. Once we learn more
about the DS and start to understand what it's really
capable of with that interface, | think you're going to
see a lot of creativity flourish as a result of that.
What else can we expect from Relic?
We're making much bigger bets, and we're investing
more in the character and the quality and the depth
of our products than we've ever invested in the
past. [We're] competing at a level that | think people
would be surprised by. Know that Warhammer's
going to be a big wake-up call to a lot of our com-
petitors. But what we're doing next is a significant
leap forward in what's been seen in the RTS space.
And people are going to be very surprised by it.
HOMEWORLD
CREATOR SUITS
UP FOR THQ
9 Relic founder Alex Garden is ESE
now helping THQ plot the course \ (
of its next-gen games publishing M Ne
Photo: Ed Carreón GAMBINFORMER 39
A
LIGHT TRAVELS АТ A s
——
PlayStation.?
The: year is SD 712. Fayt's vacation on the peaceful world of Hyda is shattered when an unknown military force attacks.
Separated from all he knows and loves, Fayt must brave the galaxy to recover what he has lost. > y ons
TEEN SQUARE ENIX. Ппвогву)
www.square-enix-usa.com
Published by Square Enix U.S.A., Inc. твое SQUARE ENIX
(MOBILE
WWW.SQEXM.COM
Blood
Violence
7» connect gear
Home Theater
ome theater in a box sys-
tems, like most technology
bundled together for the
sake of the masses, gets
a bum rap sometimes. Usually it's
because sub-par components are
grouped together or the system
won't allow for upgrades later in
the product's lifecycle. So, how does
a home theater bundle "designed
for gamers" play out in real life? We
got our hands on a Kenwood HTB-
S715DV (not the catchiest name,
is it?) and set the sucker up in our
office for a test drive.
First off, it's is put together so
that anyone who isn't colorblind
can set it up. It's a 6.1 channel
system (meaning that there are
front center, front left, front right,
rear left, rear right, and rear center
speakers along with a separate,
powered subwoofer) where each
end of the supplied speaker wire
is color-coded to a specific speaker
and to the receiver. The instructions
let you know which speaker should
go in which position within the
room. People will have more prob-
lems finding the shrimp-flavored
ramen noodles in a supermarket
Manufacturer: Kenwood
Website: www.kenwoodusa.com
List Price: 51,000
than they will have setting this unit
up.
In addition to the normal bells
and whistles of a complete theater
setup (progressive-scan DVD player,
the whole suite of Dolby technolo-
gies, and multiple supported for-
mats for playback like MP3, JPEG,
DVD, and CD), the system has a few
that are geared towards gaming
enthusiasts. Audio and video inputs
on the front of the unit automatical-
ly detect when a gaming system is
turned on, and change the receiver
settings accordingly. The other two
"gamer features" revolve around
headphone use. The system will
simulate a surround sound environ-
ment, even with standard stereo
headphones - something that you
can get with expensive headsets,
but don't need —
with this unit.
The other is
what Kenwood
calls Dual-
Source/Single
Zone operation,
which lets the
headphones and
the speakers
output different audio sources,
like gaming sounds through the
headphones and a CD through
the speakers.
The gaming features are a
mixed bag of usefulness for
those with multiple systems,
but overall the unit is a really
nice option for those who don't
want to (or don't care enough) |
to pick out their own individual
components for a home the-
ater. It's a good choice for a
living room system, and the
added goodies are a
nice touch.
42 GAME INFORMER
[import]
$23.99
GAME TUNES ON THE GO
OM etc |
Video game music has always stuck in
our heads long after playtime is done, but
some titles deserve to have their great-
est musical moments captured on CD.
Gaming tunes are becoming more readily
available every month, and all of these
are available from a variety of both brick-
and-mortar and online retailers (we found
great listings on Amazon.com).
Voodoo
Miner $12.98
| [import]
$39.99
FABLE
FOR EVERY CHOICE, A CONSEQUENCE.
What if the choices you made had everlasting repercussions? Your every action would immediately affect your
appearance and change the way people perceive you. Would you wield a sword in the name of virtue, create a path of
evil with spells and treachery, or become something in between? Before you create your destiny, know this: no two Fables
are the same. What will yours be?
xbox.com/fable
MATURE 17+
Blood
Sexual Themes
Strong Language
X
Xeo»x
Iu Microsoft
5тио105 gamexstudios
итш Violence
ESRB
it's good to play together
еіс |
THE HITCHHIKER'S GUIDE
TO THE GALAXY
Deluxe 25th Anniversary Edition
Manufacturer: Harmony Books
Website: www.42words.com
List Price: 555.00
Everyone has read Hitchhiker, right? What, you haven't? It'll be okay.
Don't tell anyone! Just go to the store, grab a copy from the shelf
(try to find it yourself, you really don't r т
want anyone to know that you're gn" x»
without), and walk calmly to the
checkout. On your way there, take че ТНЕ
a look at the illustrated Anniversary
Edition — we've gotten to check the
book out and can safely assert that
it kicks total butt. Quotes and anec-
dotes from Douglas Adams' friends
and colleagues share space with
"interesting" Hitchhiker memorabilia жа;
and history. Oh, and read the freakin’ Ж E OUGLAS
book or you have no right to call \ АПА MS
yourself a human. Seriously.
IrcHHIKER'S|
Ў GUIDE TO
THE GALAXY
Manufacturer: |deazon
Website: www.ideazon.com
List Price: (Zboard) $49.99, (Doom 5 Keyset) $19.99
Ideazon's Zboard is an interesting product — the base unit accepts
different modules designed for wildly varying applications. The
gaming ones (like their limited edition Doom 3 keyset) feature
licensed graphics and labeled keys for common commands.
Each set is different (the Age of Empires set, for example,
doesn't have a "Throw grenade into mouth of hellspawn" key)
and they also offer more work-related sets for programs like Excel
and Photoshop. The modules are hot swappable, and all have a
bucketload of programmable hotkeys for further customization.
UNLIMITED ENABLED
SAMPLE CHAPTER
EH
THE MAKING OF DOOM 3
Manufacturer: McGraw-Hill/Osborne
Website: www.mcgraw-hill.com
List Price: $19.99
Steve Kent (who astute readers will
remember from our first Opinion
piece, “A Shift in the Game,” issue
133) got unprecedented access to id
Software while the company worked
on creating a game that would live up
to the world's epic expectations. We
make lots of "when it's done" jokes
about the developer, but Kent lays it
all out (in a far more mature manner)
in this book, due out near the end of
September.
44 САМЕ INFORMER
The San Diego Comic Con, along with a few other collectable-related
events, has brought announcements of some nice gaming-related
toys. HeroClix is putting out a City of Heroes-themed figure, the first
series in the World of Warcraft line is due out with the game's launch,
and the Star Ocean figures should show up by the end of the year.
Star Ocean
Manufacturer:
Kotobukiya/Diamond Select == mm
Website:
wwwartfx-kotobukiya.com
List Price:
$15.99 - $16.99
City of Heroes
HeroClix —
The Statesman
Manufacturer:
WizKids
Website:
www.wizkidsgames.com
List Price: $6.95
World of
Warcraft
Manufacturer:
SOTA Toys
Website:
wwwsotatoys.com
List Price:
$38.99 for set
THE ULTIMATE PLAYER.
-e
The Mobile Entertainment System. DVD, CD, МРЗ, SD, MPEG4, JPEG....you name it. We'll play it.
Available February/March 2004 Learn more about a special offer at panasonic.com/mobiledvd
д "
;; connect opinion
WHAT’S KEEPING MASSIVELY
MULTIPLAYER GAMING FROM i
REACHING ITS FULL POTENTIAL? 1,
^"
туе
nyone remember what cyberspace
looked like a decade ago? There we
were, all fresh arrivals in the Metaverse,
dreaming of Snow Crash's virtual bars
and William Gibson's skies like televi-
sions on dead channels. We wondered
if the Holodeck would require one of those new-
fangled 3D hardware video cards or not. If we were
really old-school sci-fi fans, maybe we thought about
Bradbury's Veldt or Vernor Vinge's “True Names”
Back then, we dreamed about dynamic worlds
that we could morph on the fly with a thought (or a
twitch of the mouse). We had a lot of grand visions
about really realistic NPCs that would move about
the world like the ones in Ultima VII did. We thought
maybe the orcs would be invading virtual towns
because they wanted to, not because there were
spawn points set up by the city gates.
These days, after suffering through Lawnmower
Man and Disclosure, maybe our dreams are a bit
less lofty. Heck, these days, a lot of kids don't even
know what static on a dead channel looks like. As
gamers, we're all a bit more familiar with how online
worlds and virtual realities work. We know about NPC
schedules, and we've sunk enough hours into the
games to see exactly where Maid Marian walks every
day on her predefined path, until we wish she'd trip
and fall head-first into her milk bucket. We know how
spawn points work, and (thanks to strategy websites)
exactly how often the watery floozy will raise her
hand and offer us Excalibur.
Even worse, we're all starting to wonder where
exactly the stories are. After all, there was a plot in
those novels and on those TV shows. Yes, even in
VR.5 (if a plot falls іп the forest and nobody is there
to watch it, does it make a sound? What about if it
makes no sense?). These stories were full of a sense
of purpose, and we look around our adventures in
Norrath, Vana'diel, Dereth, Rubi-Ka, Britannia, and
BY RAPH KOSTER, CHIEF CREATIVE OFFICER,
SONY ONLINE ENTERTAINMENT
Paragon City, and sometimes wonder if "phat lewt” is
really what it's all about.
MMO fans will, of course, tell:you in a heartbeat
that it's the friendships they make online that make
the difference, that they have experienced epic sagas
and incredible gripping stories; But even they will
probably admit that we're not quite at the dream of
cyberspace yet.
Online worlds offer us more than just a game —
they offer a virtual space into which many games
can be placed. The problem, really, is that it's a bit
too broad a canvas for us game developers. The
issues facing the genre today are mostly still a mat-
ter of leaming curve on the part of game creators.
The curious thing about online worlds is that the first
ones — text MUDs [multi-user dungeons — Ed] got
going in the late ‘70s and early ‘80s, but we still have
a lot to leam.
Let me tell you where | think we're going. | think
we're heading for a time and place where Maid
Marian sometimes does trip. She might even cuss
a bit sometimes. Where the orcs invade the town
because there's something there they want, and
where players fight them off because the town is too
important to lose. | think that the grass will die where
players trample it too much, and enterprising players
might divert a river to grow their crops. | think we're
heading for a game where purpose arises organically
out of the game, because Evil Overlords dwelling
in the Misty Mountains who try to bring about the
Worldending Winter are just part of how the game
world works.
These aren't unsolvable problems. They're hard,
don't get me wrong, but they can be dealt with. It's
more a matter of having the will than not being able
to find a way. And, of course, it needs to make com-
mercial sense, and it needs to be fun in the end. Too
often, the simulations built into games make them
less fun, rather than more so. But that, too, is some-
| think
we're
heading
for a game
where
purpose
arises
organically
out of the
game.
thing we can solve, | think.
A bigger question is whether the game industry
will be willing to be patient while we work on licking
these problems. There's going to be a lot of false
starts and mistakes made along the way. We're
already seeing a lot of announced MMORPGs fail to
make it to market because publishers are seeing the
costs skyrocket and the development challenges rise.
But there's encouraging signs all over the world — the
rate of growth of MMORPGs as a whole is exceed-
ing the rate of growth of the Intemet, and in some
countries, it's the accepted normal way of gaming. Try
picking up a console in China. Xbox? What's that?
We're also seeing the single-player gaming world
start to converge towards a lot of the basic premises
of online worlds — shared profiles, online items,
regularly updated content. | think we're going to see
more of this in the coming years. Right now a lot of
folks get hung up on the business model — paying
subscription fees — but business models change in
response to the market. The way the money flows
may change over time, but I'm betting that online
gaming is not only here to stay, but that it is going
to absorb a pretty large portion of the games market
as a whole.
Just a few years ago, that last sentence would have
seemed not radical, but loopy crazy. And in the end,
that's why I have faith that online worlds will eventu-
ally reach that wacky impossible cyberspace dream.
We've come a long way from “> North. You see an
orc here" So I'll meet ya in the virtual bar, and maybe
we can take a whack at stopping the Worldending
Winter. I'll introduce ya to Marian. Heck, even the
invading orcs are kinda nice guys once you get to
know them. B Ili 8E
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.
46 GAME INFORMER
Five great new ways
to take on your rivals on
the new N-Gage QD.
Pathway to Glory Gena
Game exclusive to N-Gage game deck:
* historically accurate strategic missions
* take on players from around the world via
N-Gage Arena
Crash Nitro Kart Ge Ghost Recon
Exclusive N-Gage Arena features: Features exclusive to N-Gage game deck:
* time trial shadow racing * play up to 8 players via Bluetooth
* one unlockable secret character * all maps, missions and modes are
original for N-Gage
N-GAGE ---
CTN
on ERI 2.
Spider-Man 2 The Game CARENA Operation Shadow CARENA
Swing through the skyline to Game exclusive to N-Gage game deck:
defeat Doc Ock: * up to 4 players in a variety of
* exclusive N-Gage Arena features death-match modes via Bluetooth
* multiple 2D and 3D environments * post your high scores on the N-Gage Arena
5 new games for your pocket with
the N-Gage" QD game deck
Wireless multiplay via GPRS and Bluetooth
Exclusive N-Gage games and top publisher titles
Pocket-sized
Quick and easy game changing
Mobile phone
n-gage.com N- С 38 Е EIE anyone
ere
GameSion NOKIA ай
Copyright © 2004 Nokia, All rights reserved. Nokia, N-Gage, N-Gage QD, Pathway to Glory and Operation Shadow are trademarks or registered trademarks of Nokia Corporation. Crash Nitro Kart interactive game © 2004 Universal Interactive, Inc. Crash Bandicoot
and related characters are ® and © of Universal Interactive, Inc. All rights reset vendi Universal Games and the Vivendi Universal Games logo are trademarks of Vivendi Universal Games, Inc. ©2004 Gameloft. All Rights Reserved. Gameloft and the Gameloft
logo are trademarks of Gameloft in the U.S, and/or other countries. Under license by Ubisoft Entertainment. Ghost Recon, Jungle Storm, the Soldier Icon, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.
Spider-Man and all related characters, TM & © 2004 Marvel Characters, Inc, Spider-Man 2, the mo 2004 Columbia Pictures Industries, Inc. Published by Activision Publishing, Inc. Game code ©2004 Activision, Inc. Activision is а fered trademark of Activision,
Inc. АЙ rights reserved. All other trademarks and trade names are the properties of their respective owners. SEGA is registered in the U.S, Patent and Trademark Office. Ай rights reserved, www.segamobile.com. Bluetooth is a registered trademark of Bluetooth
SIG, Inc. Some features and services are dependent on the network
connect
octob
Killzone releases
on October 26th
NEW RELEASES
* Colin McRae Rally
2005 - Xbox
* Dead or Alive Ultimate —
Xbox
* ESPN NBA 2K5 - PS2, Xbox
* Fatal Frame ІІ: Crimson
Butterfly - Xbox
* Robotech: Invasion — PS2,
Xbox
MAGFEST M3
(OCTOBER 1-3)
Held in Willamsburg, VA,
MagFest is an event run for
fans by fans. In addition to
a rockin’ concert with video
game cover bands, 24-hour
game and LAN rooms,
MagFest hosts tons of tourna-
ments from Halo to Puzzle
Fighter. This is the place to be.
if you're a hardcore gamer.
03
The creepy serial killer movie
Saw opens in theaters on
October 1. World declares this
the finest Danny Glover film
since Predator 2.
04
NEW RELEASES
* Mario Pinball Land – GBA
* Metal Slug Advance - GBA
* Mortal Kombat: Deception -
PS2, Xbox
“Теп Pin Alley Il — PS2
05
NEW RELEASES
* Conflict: Vietnam — PS2,
Xbox
* Get on Da Міс- PS2, Xbox
* Leisure Suit Larry: Magna
Cum Laude - Р52, Xbox, РС
* NBA Live 2005 - PS2,
Xbox, GC
* Tony Hawk's Underground
2: World Destruction
Tour – PS2, Xbox, СС
* Tribes: Vengeance - РС
MADDEN CHALLENGE
10/3 Jacksonville The Avenues
10/9 Miami Bayside Market
10/10 Tampa Raymond James
Stadium
10/16 Nashville Opry Mills
10/17 St. Louis Union Station
10/23 New Orleans Riverwalk
Marketplace
10/24 Houston Galleria
10/30 Dallas Valley View
Center
10/31 San Antonio River Wal
COMIC, ANIME &
HORROR FEST
(OCTOBER 9-10)
There's nothing we'd like to
see more than an axe-wield-
ing Jason chasing a pasty, fat
comic dork around a conven-
tion center as people dressed
up as Goku look on in horror.
Celebrity guests include
Troma's Lloyd Kauffman,
director Jeff Burr, and Jackson
Bostwick (a.k.a. Shazam).
27%
Scott Bakula
turns 50
today...
also, the
50th
person
watches
Lord of
Illusions.
10
XTREME GAME
DEVELOPERS XPO
(OCTOBER 9-10)
Aptly held at the Computer
History Museum in Mountain
View, CA, the Xtreme Xpo is a
place where game developers
can mingle and explore the
future of the industry.. to
the Xtreme! Keynote speakers
-include Shiny's David Perry
and Nvidia's Sim Dietrich.
11
NEW RELEASES
* Midway Arcade
Treasures 2 - PS2, Xbox, GC
* Paper Mario: The Thousand-
Year Door - GC
* Tak 2: The Staff of Dreams –
PS2, Xbox, GC, GBA
12
NEW RELEASES *
+ Bloodrayne 2 - PS2, Xbox 4%
* FIFA Soccer 2005 — PS2,
Xbox, GC
* King of Fighters 2002 &
2005 - Xbox
* Outrun 2 - Xbox
* Street Fighter Anniversary
Collection - Xbox
* Under the Skin - Р52
* Worms Forts: Under
Seige - PS2
Bloodrayne 2
|
|
PROJECT BAR-B-Q
(OCTOBER 14-17)
Celebrating its ninth year,
many of video games top
sound professionals will attend
Project Bar-B-Q, a conference
that focuses on influencing
music hardware and software
over the next five years. Of
course, you'll have to bring
your own wieners!
15
Team America; World Police
opens in theaters, Matt
Parker and Trey Stone sud-
denly favored for Presidential
election,
17
NECRONOMICON '04
if you fancy science fiction or
fantasy, then you'll probably
feel right at home at this
year’s Necronomicon. Shop till
you drop, drool on Timothy
Zahn, or join in the Create-a-
Character Origami session.
18
SERIOUS GAMES SUMMIT
(OCTOBER 18-19)
The focus of this conference is
using interactive gaming tech-
nology in non-entertainment
sectors. Just imagine what
would happen if rumble tech-
nology was combined with ice
cream, or better yet, memory
cards wath brain implants.
Serious Games will be held at
Loews L'Enfant Plaza Hotel in
19
NEW RELEASES
* Boktai 2: Solar Boy
Django - GBA
* Grand Theft Auto: San
Andreas - PS2
* Kirby and the Amazing
Mirror - GBA
* Otogi 2: Immortal Warriors —
Xbox
* Outlaw Golf 2 — PS2, Xbox
* Teenage Mutant Ninja Turtles
2- PS2, Xbox СС
“Тол 20: Killer App - Xbox
Snoop Dogg turns 32...has
birthday dinner at 5 a.m. at
White Castle.
CLASSIC COMPUTER
AND GAMING SHOW
(OCTOBER 23)
Deep within the halls of St.
Paul's Presbyterian Church in
Mentor, OH, gamers will be
shopping, swapping, and get-
ting their geek on. If you're in
the market for dassic gaming
merchandise, this might be a
good place to look. Also, be
sure to give a shout out to the
Lord while you are there.
Peter Jackson celebrates 43rd
birthday at a fancy restaurant
and is thrown out when mis-
taken for a hobo.
Washington О.С.
25
NEW RELEASES
“Асе Combat 5 - Р52
* Ghost in the Shell: Stand
Alone Complex - PS2
* The Incredibles - PS2,
Xbox, GC
26
NEW RELEASES
* Close Combat: First to
Fight - Xbox
+ Godzilla: Save the Earth -
PS2, Xbox
* Killzone - PS2
* Kuon - PS2
* Neo Contra - PS2
+ Star Wars Galaxies: Jump to
Lightspeed - РС
* Vampire — The Masquerade:
Bloodlines - РС
г 27
NEW RELEASES
* Men of Valor - PC
* SpongeBob SquarePants:
The Movie - PS2, Xbox,
GC, GBA
* Taiko Drum Master - PS2
28
Bill Gates celebrates 49th
birthday by buying a dia-
mond-studded thong.
| Gran
rele
Auto: San Andreas
on October 19th
OCTOBER бтн
www.thug2online.com
Use of Alcohol
Violence
ESRB CONTENT RATING — www.esrb.org
© 2004 Activision, Inc. Activision is a registered trademark and THUG is a trademark of Activision, Inc. All rights reserved
Tony Hawk is a trademark of Tony Hawk. PlayStation 2, GameCube and Xbox versions developed by Neversoft Entertainment
Inc. Game Boy Advance version developed by Vicarious Visions. "PlayStation" and the "PS" Family logo are registered
trademarks of Sony Computer Entertainment Inc. Online play requires internet connection, Network Adaptor (for PlayStation 2)
and Memory Card (8MB) (for PlayStation 2) (each sold separately). The Online icon is a trademark of Sony Computer
Entertainment America Inc. ТМ, ® and Nintendo GameCube and Game Boy Advance are trademarks of Nintendo. © 2001
Nintendo. Microsoft, Xbox, and the Xbox logos are either registered trademarks ortrademarks of Microsoft Corporation in the
United States and/or other countries and are used under license from Microsoft. GameSpy and the "Powered by GameSpy
design are trademarks of GameSpy Industries, Inc. All rights reserved. The ratings icon is a registered trademark of the
Entertainment Software Association. All other trademarks and trade names are the property of their respective owners.
activision.com
E
The Sider Scrolls ТҮ
OBLIVION
ethesda Softworks is a company well
known to fans of the role-playing genre. Its
long-running The Elder Scrolls series won
IS. legions of followers on PC, garnering critical
acclaim and winning scores of awards. With
The Elder Scrolls ІІ: Morrowind, Bethesda
introduced the series to the Xbox, resulting in the first hit
role-playing game on the console. Now, the independent-
minded company is taking the series into bold new territory.
Another Elder Scrolls game for the Xbox would be a sure-fire
moneymaker, but Bethesda has far loftier goals. The Elder
Scrolls IV: Oblivion is on its way, and it's being developed for
next-generation consoles. Once the gaming world sees what
it has in store, Bethesda will be the developer everyone, not
just the RPG fans, will be talking about.
The next generation, as most gaming fans know, refers
to the upcoming consoles currently known as Microsoft's
Xbox 2 (also referred to by the codename Xenon), Sony's
PlayStation 3, and the Nintendo Revolution. Officially,
Oblivion is scheduled for PC and unspecified next-genera-
tion consoles. Bethesda is unable to formally confirm which
platforms the game will be released on. There is enough
evidence out there to support an educated guess about
which consoles it will come to — but we don't need it. We
can confirm beyond a shadow of a doubt that The Elder
Scrolls IV: Oblivion is coming to Xbox 2. Barring any sort
of exclusivity deal that may рор up between now and the
game's release, it's also coming to PlayStation 5. We can
guarantee here and now that this is the real deal — the start
of next-generation gaming.
While many of the details about the actual consoles
remained secret, Bethesda's executive producer Todd
Howard was surprisingly forthcoming about the new Elder
Scrolls project. He walked us through Bethesda's goals for
the title and the technology used to create it, and revealed
to us the game's absolutely stunning visuals. One look at
Oblivion will shatter your conceptions about what is possible
in a video game. Every shot on these pages is real — nothing
has been retouched or altered. This is what games on the
Xbox 2 will look like. As the PS3 development tools have yet
to make it into the U.S, it is still unknown what exactly that
system will be capable of. If and when Oblivion comes to
PS3, there's no telling how it will look.
We visited Bethesda's headquarters in Rockville, Maryland
to get the world's first glimpse at a next-generation game
in development.
CONTINUED ON PAGE 53 6
гал
СУМ
UNLIMITED ENABLED.
XBOX 2 | PLAYSTATION 3 | PC
> STYLE 1-PLAYER ROLE-PLAYING GAME
> PUBLISHER BETHESDA SOFTWORKS
> DEVELOPER BETHESDA SOFTWORKS
Ў, > RELEASE WINTER 2005
se cover story
4
GAME INFORMER 51
Everything in this shot is
a real part of the world. You
can ride your horse through
the forests and up to the very
top of the mountains in the
distance
52 GAME INFO!
x
“
During our visit, we spied on
the desks of several programmers
a PC-sized object draped in black
cloth. Could these mysterious
objects be the vaunted Xenon
development kits? We weren't
permitted a look, but one thing is
for certain: what Bethesda is doing =
: older games in the series, a
> third-person option is available,
> but it is inherently designed for
£ the first-person view. While by no
£ means а twitch-based game, the
£ action element has been ramped
: up: Combat will be bloody and
with Oblivion is far beyond the
capabilities of current-generation
machines.
"Right after Morrowind, our
motto was ‘go big, go early,’ and
be ready for whatever Microsoft,
Sony, and Nintendo do next,"
Howard energetically exclaims.
Work on Oblivion began almost
immediately after the completion
of Morrowind. If the title is any-
thing, it's big. Oblivion will actually
be a smaller game than the
massive Morrowind, but Howard
expects that it will still be much
larger than most early next-gen-
eration titles. He predicts that the
average length of a next-gen game £
will shrink for two primary reasons: =
: opponent's armor, and the attack
£ you unleash. Your opponents
£ will block and dodge, so taking
* down an enemy is entirely on the
First, budgets and schedules for
games will not change much,
while the enhanced graphics will
require more development time.
Secondly, it's a fact that, statisti-
cally, gamers prefer shorter games,
and often do not finish more
involved titles. Creating one of the
most expansive titles for the early
days of the next generation is one
of Bethesda's key goals.
Another of its goals with
Oblivion is to produce the
definitive role-playing game
of the generation. Bethesda's
strategy, states Howard, is to
make the game as appealing as
possible to mainstream gamers
without alienating the hardcore
players who prefer more complex
RPGs. This is no small task, and
Bethesda plans to accomplish it
by making sure that every basic
activity is entertaining. Success in
activities like picking locks, mixing
potions, and forging armor will
no longer be determined by an
off-screen dice roll; each of these
activities will be a separate mini-
game which can be completed
through skill and luck. Of course,
> will function as a “fantasy world
} these games will be harder when
* your skill level in these areas is
low, and become easier as you
increase your proficiencies.
The first-person perspective of
: the game is another technique
used to increase Oblivion's appeal
to the average gamer. Like the
visceral, and is designed to recall
the intense swordplay seen in
movies like Braveheart and The
Lord of the Rings trilogy. According
= to Howard, the combat will be
every bit as exciting as it is in
: a first-person shooter. Contrary
to the RPG convention, the
outcome of combat will not be
: decided by virtual “dice rolls" The
damage that you dole out will be
determined by your strength, your
player's shoulders.
Engaging combat is certainly
> a huge part of a successful
game, but Bethesda's final goal is
something even bigger. Oblivion
> Y This is a room in the prison
simulator" It should feel every you will escape from at the
bit as vibrant as the Middle-earth Beginning of your quest
: seen onscreen in Peter Jackson's
> version of Tolkien's trilogy.
Thanks to the amazing technolo-
gies fueling the future of game
development, this goal is entirely
feasible. Oblivion, like the other
> Elder Scrolls games before it, takes
lace in the world of Tamriel, spe-
cifically in the Imperial Province of
Cyrodiil. The world of Tamriel is a
beautiful place; these are, without
a doubt, the most amazing
£ graphics that the console gaming
= world has ever seen. Dungeon
: walls look rough, uneven, and
£ glisten with vague, indefinable
: dampness. Light plays off of all
> objects realistically,
= from human faces
2% cover story
At the beginning of
your quest, you can
tweak your appearance
to your liking
GAME INFORMER 55
to armor. Creatures display a savage
menace that is both intimidating and
captivating, like a lion in a cage. But
most impressive of all is something
that would seem like a mere backdrop
in many games: the forests.
While Morrowind's quest took
players primarily through dark interior
locations, Howard and the rest of the
team at Bethesda see exteriors as
integral parts of a convincing fantasy
world. "Fantasy, for us, is a knight on
horseback running around and killing
things," says Howard excitedly. In
Oblivion, you will do just that. Either
on foot or on horseback, players can
explore a huge exterior world that
looks shockingly real. The trees in
Oblivion look like photos of the woods
not far from Bethesda's headquarters.
Light shines realistically through the
branches, and wind causes the leaves
and underbrush to sway naturally. This
truly is a virtual fantasy world, and
it is all thanks to the powerful new
development tools that make next-
generation games possible.
There is a trick to creating a world
as huge and lifelike as this — the
development tools used to make the
game can be taught to do much of the
work. In Morrowind, every single object
in the game was built by hand. Artists
modeled every rock, sword, barrel,
and building individually. Handcrafting
objects is still a huge part of Oblivion's
creation — it will always be necessary
in game development — but much of
the environments can be generated
automatically by Oblivion's powerful
Elder Scrolls Construction Set program.
With this tool, artists can pick an area
of the map, set parameters for what
should be there, and the program will
randomly populate the area according
to the input. For example, an area
can be designated as a forest, and
the artist can select the types of trees
and bushes that grow there. Intricate
details such as the soil type can also
be set — as many or as few param-
eters can be used as the creator sees
fit. The Construction Set will then build
the area, place trees, adjust the land-
scape based on how the soil erodes,
and cover it with vegetation. The
areas can be (and are) tweaked by
hand by the artists, moving or placing
certain objects, or simply adjusting the
Construction Set's results. In essence,
the program helps create a world that
looks more real than any game to
date, while making the process faster
and easier so time can be devoted to
other areas.
Of course, the Construction Set has
other applications as j
well. It can also be used
E This shot demonstrates
the incredible forests
that can be generated by
the Xbox 2
u
without a
doubt, the
most amazing
graphics
the console
gaming world
has ever
seen, 77
These two women are
actually the same character.
Her age has been tweaked in
the Elder Scrolls Construction
Set program to demonstrate
the power of the tool
...these are,
2° cover story
These two shots illustrate
how ап МРС can display how һе
feels about your character
to generate more complex creations,
like characters. The world of Oblivion
will be populated Бу 1,000 non-play
characters. Each of these denizens will £
2 tool the company is using to create
2 the vast world of Cyrodiil. However,
5 the lush look of the virtual realm
be completely unique — just like the
foliage, the Construction Set can be
given a set of parameters to generate
a random individual. The generated
model can then be tweaked by
hand. With a series of sliders, artists
can lighten or darken a character's
skin, alter his or her hairstyle, or
instantly change the character's age
by decades. The program dictates not
only how the NPC looks, but how they :
: The basic shape is modeled out of
= polygons — the walls, floor, and ceiling
£ are created, including any major
behave. The character's aggression,
energy level, confidence, and social
responsibility can all be set, dictating
how he or she will act in certain situa- =
tions and react to various stimuli.
Not only does the Construction Set
program make things simpler for the
artists at Bethesda, it will also help
players make the world their own.
The program is slated to be included
with the PC version, so gamers will be £
able to utilize the powerful technol-
ogy to create their own characters
and mods. Whether or not the tool
will be included in the Xbox 2 or
PlayStation 3 versions is up in the air,
as user-created content is inherently
more difficult on a console. However,
Bethesda hopes to provide download:
: able content for all versions.
The Construction Set, which is
responsible for what Bethesda calls
“procedural” world building, is one
is thanks to several other impres-
: sive technologies. Many steps are
: required to make the visually stunning
> dungeons, vistas, and castles, and
: the terminology can be confusing.
= In simple terms, an area is created
with polygons - let's say for this
example that the area is a dungeon.
changes in shape, like a pillar sticking
d out of a wall. Then, a series of tools
: called pixel shaders are used to add
: layers of detail. The layers they create
= аге called maps, and each map is
: responsible for adding an effect to
2 increase the realism of the finished
‘dungeon. A diffuse map sets the color
£ ofthe dungeon, while a parallax map
> adds a grayscale textured surface that
2 creates the illusion of depth, although
it is actually flat. In the dungeon, that
texture would be a brick wall, and
the parallax map creates the look of
volume without actually
rendering the individual
GAME INFORMER. 55
bricks. The color set by the diffuse
map is moved by the parallax map to
coincide with the textured surface.
Several more layers are added
before the dungeon is finished. A
normal map sets lighting info — it
dictates how light reflects off of the
dungeon wall from every angle.
Specular highlighting determines how
shiny a surface looks — the wet look
of the dungeon walls is a result of
this technique. The lighting is further
augmented by a rendering process
called high dynamic range shading,
which creates the most realistic light-
ing ever. High dynamic range shading
simulates how the human eye adjusts
to let certain amounts of light in. This
causes the brightness of objects or
Spaces to increase or decrease, based
on the overall light level of the scene.
The best example is how bright an
outside area looks after walking out of
a dimly-lit cavern. These technologies
are representative of the capabilities
of the Xenon and DirectX 9.0's Shader
Model 3.0.
There are obviously many more
techniques used to create the
astonishing look of this game, much
É of which is too complex for those of
us who aren't programmers. But there
2 isso much more to Oblivion than its
£ look. As Todd Howard says, “You don't
: need a pixel shader to make good
gameplay" The technology power-
t ing this next generation title is doing
2 so much more than simply making
: everything look great, it's also chang
= ing the rules of how virtual game
2 worlds function. As mentioned before,
: the area of Tamriel that is the setting
£ for Oblivion is populated with 1,000
Í NPCs. Unlike current games, these
* characters don't simply disappear once :
: the player leaves the area, they exist
: 24 hours a day, seven days a week.
: Every character has its own virtual life
і and its own schedule to follow.
Each of the 1,000 characters in
the game is given a basic schedule
of events to follow throughout each
+ virtual day. They will shop, explore, eat, :
= report for work, and more. However, :
= while the characters are told what
: goals they need to accomplish, they
£ are not told how to complete t
$ For example, a peasant who wants
: food may acquire it in several different :
> ways. If the character has money, һе
will probably buy food; but if he is
broke, he will try to obtain it some
other way. He may go out into the
forest to hunt, but hunting in the
wrong place may get the guards on his :
: player freedom, you can attack NPCs
{ without provocation if you so choose.
? An assaulted townsperson may stand
case for poaching. So, the character
may opt to steal food — he may even
try to steal from you.
Interaction between the player and
the virtual characters that populate
the game is yet another area in which
Oblivion is pointing towards the future
of gaming. Characters will converse
with one another in free-flowing,
non-scripted discussions. Every NPC
t features unique spoken dialogue.
; Listening to the characters may reveal
* hints about a quest, or it could simply
t bea random conversation about
* shopping habits. When a player joins
into a conversation with an NPC, you
2 will actually be able to tell how they
feel about you and how willing they
2 are to cooperate with you. A character
t that dislikes you will scowl and furrow
t his brow, while someone who likes
: you will greet you with a smile. The
t facial animations of every character are £
generated on the fly, so their expres-
2 sions can change fluidly and instantly,
st like a real person.
The way characters respond to your
£ actions adds another level of realism
: to the world of Oblivion. As The Elder
Scrolls games have always encouraged
and fight, he may run, or he may
2 simply cower and wait for the finishing
; blow. Players can stroll through town
: killing everyone in sight, but guards
* can and will be summoned to pursue
£ you. The province of Cyrodiil is the
£ capital of Tamriel, so a full law enforce-
* ment system is in place to protect
2 the people. Guards will certainly Бе
2 sent out after you if you scoff at the
{ law, but you may also witness them
: hunting down an NPC who has com-
; mitted a crime.
Crime and punishment is not only a
crucial piece of the gameplay mechan-
ics, but also the story of Oblivion. As
is traditional with The Elder Scrolls
‘games, it begins with the central char-
= acter in prison. Unbeknownst to you,
an assassin has entered the Imperial
CONTINUED ON PAGE 59 oe
тн هت هک نهک کیت هده مه وکن نمی هکان i NES A айыл tN AS ———Н
4
Each of these weapons "a
is real and can be picked
up and tested on the
combat dummy in the
background
ыы
LJ
-% cover stc
%
ш Goblins are only ойе
of the many kinds of
monsters you will басе.
TEL
These shots demonstrate the effects that are used to create Oblivion's lush look. The diffuse map sets the base
color of each pixel, then normal mapping sets the lighting, and parallax mapping makes the bricks pop out.
Specular highlighting is added, and then all the effects are combined to make the final product.
— ЕБ
M The same cell with —
п Here is Oblivion's р : ‹
jail сей with just а T 3 t “normal mapping and 18 An example of
diffuse map applied parallax mapping — £ Specular highlighting.
GAME INFORMER 5
4
lAs graphics
get more
powerful,
the artistic
nature
of things
77
increases.
— — Todd Howard,
executive producer
2° cover sti
Every item on this table is
fully modeled and interactive.
Each piece will move realisti-
cally when manipulated, thanks
to the Havok physics used by
the game
city on a mission to kill the Emperor of :
Tamriel. The Emperor's guards decide £
: who can close the gates to Oblivion
2 and save Tamriel from destruction.
to evacuate him through a secret
tunnel that leads through the prison.
More specifically, it runs straight
through your cell. As the guards
appear in your cell with the Emperor,
they warn you to stay back and not to
follow as they open your steel door.
However, the pursuing assassin kills
a guard, so you pick up his gear and
make your escape. Running along
the guards until you are the last man
standing with him. While you help
him escape the prison, he is mortally
wounded by the assassin. Before
dying, he hands you an item called
the Amulet of Kings and instructs
you to “find him and close shut the
marble jaws of Oblivion"
Oblivion, in simple terms, is Hell.
The death of the Emperor weakens
the magic that prevented the foul
beasts of Oblivion from entering
the world of Tamriel. But with his
death, portals from Oblivion begin to
open, allowing demons to enter the
world. Your task, as appointed by the
Emperor, is to find the one person
While the central quest in this
: game is clearly defined, there is much
more to it than its basic premise.
“Ме wanted to do a 'save the world'
+ thing that is also a character drama,"
i explains Howard. Much of the game
{ focuses on how your character
: grows as a person, as well as your
with the Emperor, the assassin kills off £
t tasked to find. The central character
+ can be as heroic or evil as the player
relationship with the person you are
sees fit — the main quest, as well as
the countless side missions, can be
completed in any number of possible
ways. The Elder Scrolls games are
about freedom, and Oblivion takes
that freedom to a whole new level.
"Compared to Morrowind, it's
night and day," says Howard. "Not
just in terms of visuals, but how it
plays" First of all, the combat is a
much bigger focus than in the earlier
CONTINUED ON PAGE 61 de
Mi
These candles demonstrate
high dynamic range shading,
a technique that results in the
most realistic lighting ever
i
t
GAME INFORMER
44 Oblivion, in
60
simple terms, is
Hell. The death
of the Emperor
weakens the
magic that
prevented the
foul beasts
of Oblivion
from entering
the world of
1.77
Та rie
This creature is a Daedrorth,
one of the monsters from
Qblivion that invades Tamriel
GAME INFORMER
games. Attacks will be mapped to the
right trigger and blocking to the left on
the Xbox 2 controller. Hitting the trigger
activates basic swipes, while holding it
down and pushing a direction on the
analog stick results in a power swing.
Each direction performs a different
power swing (which will improve as the
character increases his combat skills), so
the combat system offers a wide range
of attacks in as simple of a way pos-
sible. A weapon selection that includes
Swords, axes, maces, and daggers adds
to the combat variety.
Of course, any fantasy game worth
its salt has to include magic as well,
and Oblivion features six different
mystic schools: Destruction, Restoration,
Alteration, Illusion, Conjuration, and
Mysticism. Each school focuses on a
different type of magic, and players can
mix magic effects to create their own
custom spells. Not only can you create
your own magic, you can join one (or
all) of the different factions that exist
in Cyrodiil. The factions include the
Fighters Guild, the Mages Guild, the
Thieves Guild, The Dark Brotherhood,
The Nine Divines, and the Arena Guild.
The Fighters and Mages Guilds are noble
factions, while the Thieves Guild and
The Dark Brotherhood are much more
sinister. The Nine Divines are a religious
order that the player can join if he or
she wishes to become a monk, and the
Arena Guild logically focuses on gladiato-
rial combat.
Players can advance through the ranks
of the various guilds to the point where
they become the leader. Each faction
has its own unique missions associated
with it, which players can tackle at their
discretion. While a player could conceiv-
ably join (and become the head of)
every faction all during the course of one
game, the multiple guilds are designed
to keep the replay value high. Should
you join a different sect each time you
play, you will have a completely different
experience. You will take on different
missions, your skills will grow in different
ways, and you will discover new ways to
tackle familiar situations. “The experience
of our game,” says Howard, “is seeing all
the choices that pass you by"
Choices are something that Todd
Howard and the rest of the team at
Bethesda see as a huge part of the
next generation of gaming. Not only
will massive, open-ended games like
Oblivion let the player experience
a greater scope of choices, but the
Possibilities in game development will
increase as well. Howard vehemently
disagrees with the notion that the
increased emphasis the next genera-
tion will place on graphics could have
an unintentionally detrimental effect.
While graphics will be closer than ever
to being truly photorealistic, we will
never see games that look exactly like
the real world — that would be boring.
While obviously highly detailed, Oblivion
is intended to look “like a fantasy
painting — realistic, but just a tinge off,”
says Howard. If anything, he adds, the
ability to create realistic graphics will only
increase the imaginative and fantastic
things we see in games. “As graphics get
more powerful,” Howard explains, “the
artistic nature of things increases" More
powerful technology means the artists
have fewer limitations, and are capable
of bigger and wilder things. The crea-
tures that populate the world of Tamriel
are evidence of that. We witnessed
a minotaur strolling through the lush
forest, and our first reaction was how
natural and at home it looked. While
the forest looks completely real, the
imaginary creature was rendered in such
detail that it too looked like it could have
come from the real world. Over 40 types
of creatures will populate Tamriel, includ-
ing mythical beasts like goblins and
animate skeletons, real-world animals
like deer and horses (which you can ride
to speed your travel through the massive
world), and demons from Oblivion.
You'll also face huge boss monsters,
treacherous humans, and devious
deathtraps. You will slog through dimly lit
subterranean dungeons, explore ancient
tuins, and travel through cities and towns
teeming with people going about their
daily lives. You will experience a truly
living, breathing world brought to life
through cutting edge technology that
will power the games of tomorrow. With
The Elder Scrolls IV: Oblivion, Bethesda
Softworks is pioneering the future of
gaming. As an indicator of what the
Xbox 2 and PlayStation 3 are capable of,
Oblivion proves that the future is bright
indeed. MIN IN
Se cover Story
Last month it was announced that Bethesda had acquired the
Fallout license from Interplay, and the company has confirmed
that Fallout 3 will follow The Elder Scrolls IV as a new next-
generation title. While only in preproduction stages at the
moment, the game will use the same technology as Oblivion,
and is planned as another open-ended role-playing game. This
game however, will be decidedly darker. Imagine a survival
horror-esque version of the Fallout world, with all the things
you expect out of the series still intact, but with deeper, more
immersive gamplay.
The post-apocalyptic theme (and tongue-in-cheek humor)
of the series is still present, with your character having spent
the first 20 years of his life living underground. Because of this,
his eyes are unaccustomed to the light of day, thus players will
have to train their eyes away from light sensitivity by using a
special pair of goggles. Todd Howard claims that Fallout 3 will
be one of the most original and violent titles ever, and will be
set in a familiar U.S. city.
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the classic Star Wars
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POWERED BY _
D
© 2004 Lucasfilm Entertainment Company Ltd. or ilm Lid i is pia: the ks of Сотриё Entertain
Xbox, Xbox Live, the Live logo, and the Xbox loo registered trade fig iade * In GameSp Powered by Gam
am
GAME INFORMER D n aes
INFLUENG
gaming is a natural one. However, most of the time, lists in magazines
seek only to rank games by their commercial success or overall quality. This
month, Game Informer presents a list with a subtler goal in mind: to present the
titles that we feel have made the largest impact on the art and science of game
creation. To that end, we've created the 25 Most Influential Games of All Time,
a chronological listing of the products that have changed the way games are
played, made, and experienced. Some of the entries might be controversial -
one isn't even a video game at all — but all have made an impact on the industry
in one way or another. Hopefully, this list will help spark a dialogue about how
we got to where we are, and where we might be headed in the future.
T he urge to list and quantify the titles that create our obsession with
ШИТТІ?
nacade Campaigns Playable with Paper and Pencil
oso йй Though not actually a video game, it can certainly be argued that this paper-and-pencil
i a RPG has had more impact on the industry than any other entry on this list. Created by
You'll often see a game called
phrase has never been more accurately used than when
being applied to Computer Space, the very first video game
ever commercially released. Yes, kids, the first game wasn't
Pong or Pac-Man, but future Atari founder Nolan Bushnell's
Computer Space, released
back before most of our
readers were born,
in 1971. Based on
MIT student Steve
Russell's Spacewar
program (which had
only been circulated in
the academic commu-
nity), Bushnell was the first
to attempt to bring gaming
to the mass audience. We say
"attempt" because Computer
Space's complex space shooter
gameplay was too difficult for
most to grasp, and only 1,500
were ever produced. Still, if
you had to identify one point at
which the video game
industry began, this
would be it. Every
game released hence
owes a debt of grati-
tude to Computer Space.
Also, this is basically the
prototype for any game
that ever featured a
spaceship shooting
things, from Asteroids to Star
Wars: Rogue Leader.
ZORK - 085-80 << Pac-Man - пасайе
Adventure gaming of today,
with its alarmingly realistic
environments, complex puz-
Дес, and player motivation
provided solely by well-to
stories, has a more low-
tech ancestor that made
the entire genre what it
a
DUNGEONS В опадцопѕ - саб. 21:0ғ
Roles for Fantastic Medieval Wargames
epic-level nerds Gary Gygax and David Ameson, the game was published by Tactical
Studies Rules and became the world's first commercially available role-playing game.
Thankfully, the influence of Dungeons and Dragons is seen far beyond just the games
soaked in its mythology, like Baldur's Gate and Forgotten Realms: Demon Stone.
Expanding on the ruleset of other popular wargames of its era (like Chainmail), its guide-
lines governing combat, character growth, and interactions cleared the way for
the modern story-driven RPG, and still serves as the foundation for even
the most basic hack n' slash games. Wherever you see a list of statistics
induding Strength and Dexterity, when you gain new abilities as you level
up, and every time you create and customize a character, you are witness-
ing the impact that D&D continues to have on the world of gaming.
"ahead of its time," but that
FSI FLIght SimULaGOR -
APPLE Il
Widely recognized as the first entertainment flight
simulator, FS1 had a far-reaching impact on how
games were perceived and what they could do.
With every last basic function present, from altitude
and heading to airspeed and fuel indicator, it showed that
games could be more than an abstract concept — they could emulate reality. Originally playable only on an Apple II
with a black/white display and a whopping 16K of memory, it was a daunting programming task that was accom-
plished by Sub Logic's Bruce Artwick. With FS1, he not only established himself as the father of modern flight simula-
tors, but also laid the groundwork for games like SimCity and Full Spectrum Warrior, which use reality as the basis
for compelling gameplay. In addition, Gran Turismos of the world, which seek to accurately mimic
the physics of real cars, must also tip their hat to FS 1. While other titles sought to be become
more and more fanciful, Ғ51 made itself unique by going the other way. With his early flight sim,
Artwick created a world where the player's actions and goals were tied to real-life situations, and
the success of the game was based on the authenticity of the experience.
FS1 Creator
Bruce Artwick
Created when programmer Toru Iwatani saw a pizza with one slice
missing, Pac-Man was undoubtedly the first true blockbuster title
ever released. To this day, it remains one of the most popular
games of all time and has reportedly sucked up more than a billion
dollars in quarters. But more importantly — and a huge reason why
the game was so successful — was that it was the first one ever with
a real central character. Before Pac-Man added a name, a face, and
a personality to video games, they were populated by generic cars,
BEST OF HOUSE
is. Zork is a text-based аа АНЕ кі Нн spaceships, and even featureless cubes. The Pac-Man character was so
adventure, and although [== popular that he spawned toys, a TV show, lunch boxes, cereal, and even a Pac-Man lunchbox
it wasn't the first, it was — ye hit song. He was conceived by Iwatani as a non-violent protagonist who would and phone
the first to become Бета ыны ҒАРЫ اع appeal to women as well as men. But Pac-Man wasn't alone in bringing а
popular. Started on the ум face to video games — his enemies the ghosts each had their own names,
internet-precursor called and even nicknames. These days, practically every single video game
ARPANET, the students |" giers battle cont released features a protagonist with a personality, and it's all due to
A quer
who would become
»drinc
Infocom's founders had |7 nave to be notaing the glass өше first.
made one of the first ы
games to require player
interaction with environ-
ments, creative use of items,
character development, and
"hands-on" problem solv-
ing. Current survival horror,
stealth, and RPG games each
have something dif-
ferent to thank
their forefather
Zork for.
tity of water
a little yellow maze runner
inspired by an Italian meal.
water
А.)
Рас-Мап5
maze-based
gameplay was
$0 addictive
that it spawned
a pop culture
phenomenon
that endures to
this day
є _ / NFORMER 65
n 3— أ
RÜVEnGURE
Few games can claim a title that is
now a literally a genre in and of itself.
Adventure did just that, putting you in
the role of an enterprising square pixel
that wandered labyrinths, searched out
keys to castles, and slew dragons with a
sword. Incredibly complex to program,
it was a graphical recreation of a text
йе game of the same name by Willie
m Adventure creator Crowther and Don Woods. One of the
Warren Robinett
richest gameplay experiences available
on the 2600, Adventure makes this list for an entirely differ-
ent reason: the first Easter egg. Due to Atari's tendency at the
time to not give programmers credit for their creations, cre-
ator Warren Robinett placed a secret room in the game that
revealed his name illuminated in flashing lights. This estab-
lished a precedent for hidden secrets, codes, and unlockables
that are an integral aspect of today's gaming culture. From
Contra's famous extra lives code to unlockable Dead or Alive
characters, it all started with a little game called Adventure
that let us know sometimes that what
you see is not all you get.
RS
i:
i REE
GEGRIS
The story of Tetris isn't just about
a game that spawned a pop culture
phenomenon in the eighties. It's one
of those titles that impacted the public's perception
of video games the world over. First of all, it's synony-
mous with the term “puzzle game,” and its influence
is so strong that it has not only spawned countless
imitations and direct copies (even the new Mortal
Kombat includes a Tetris-like minigame), but the
title hasn't even bettered itself. Secondly, Tetris has
changed the landscape of who plays video games.
Like Ms. Pac-Man, Tetris brought many casual and
Bi Tengen's superior version featured female players
two-player, but wasn't widely released into the fold,
due to a lawsuit from Nintendo and by being
packed in with
3 Nintendo's
FEXXFFXXYXFXEXXFEXEXFEFKEKEEE,
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66 GAME INFORMER
> Game Boy, one could make a strong argument that the
3 handheld — and the company's dominance in the hand-
3 held market — is owed to the universal appeal of Tetris.
Ў Two decades later, the gameplay of Tetris is still instantly
Ñ addictive. Created by Russian mathematician Alexey
У Pajitnov, Tetris is based on the game pentominoes, and
> its staying power is an everlasting testament to the pure
Ñ power of gameplay above all else.
Gauntlet
For a game released almost 20 years ago, Gauntlet holds a very special posi-
tion — it's still an entirely relevant title to compare today's games to. One of the first
four-player cooperative hack 'n slash dungeon crawlers, direct imitations
of the classic are produced in staggering numbers every year. While their
specific tales may differ, the idea of grouping with friends, coordinating
your efforts, and escaping the perilous mazes as a group is constantly
begged for by gamers of all ages. What Gauntlet brought to the table
could arguably be called the greatest gameplay convention known to this indus-
try — cutting foes to bits with your friends will always be a good time.
Super Mario Bros. is arguably the most important title in
the history of video games. Everyone can remember the
time and place that they first saw this game in action. It
changed the industry and the way that we look at the
games we play. As the grandfather of the platforming
genre, its significance stretches far and wide. Building
off the work of pioneering titles of Pitfall! and Moon
Patrol, its side-scrolling gameplay sounded the death
knell for the single-screen games of the past, and started [AM с а
us down the path towards the lush 3D adventures ме |
enjoy now. Super Mario Bros. also brought about an age | Ew
of gameplay finesse, where complexity of control and — 3
user skill blended seamlessly. Whether you were simply
jumping on a goomba's head or running and leaping to
the flag at the end of a level, the level of control at your
fingertips was unprecedented at the time, and again, its
effect on the industry can be seen in virtually every game
you play. As if it could be any more influential, Super
Mario Bros. also ushered in the age of unpredictability
with its array of mind-boggling secrets — whether it be
hidden warp pipes, extra life loops, or invisible blocks. To
this very day, there has yet to be a platformer that even
comes close to touching its brilliance.
|
|
|
|
Gamers have been racing since the very beginning of video games, but 1986's OutRun from
Sega (developed by the legendary Yu Suzuki) brought together many of the elements now
commonplace in racing games. Although Pole Position was wildly popular, it took OutRun
for the genre to break out of racing that involved a fixed point in the middle of the screen.
More importantly, however, it really brought a feeling
of freedom to players. You could choose from one
of three songs on the radio, there were branching
Eon paths for your adventure, and the eye candy in the
Suzuki seat next to you was a nice cherry on top. An added
dose of realism was thrown in with road traffic and
letting you get behind the
[TIME ІШ ЩЫ wheel of a Ferrari — a licensing
leap from the generic Formula
One cars of cabinets like
Pole Position. Speaking
of cabinets, OutRun
also came in a sit-down
version, and both had
force feedback wheels. All
of this proved that driving
was more than just steering
a car, it was an immersive
experience — something that
all video games strive to do,
regardless of genre.
ROCKSTAR GAMES
PRESENTS
A ROCKSTAR NORTH
PRODUCTION
COMING SOON
TO PLAYSTATION®2
Visit www.esrb.org
for updated rating
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© 2004 Roda logo, Grand Theft
trademarks ore prope Note: Rockstar will be g ESA is go
intended to represent any oc m between опу character, i person, business or o
Se feature
Atari's trackball, tabletop football game intro-
duced the masses to a literal representation
of the Xs and Os of America's real favorite
pastime, but Tecmo Bowl brought something
much more lasting and important: the passion.
When EA Sports' Madden toumament rolls into
town and plays host to hundreds of gamers, or
when sports athletes spend copious amounts
of their free time throwing down with video
game football, Tecmo Bowl is largely to thank. Although introduced to arcades іп 1987 (with
four players and two screens), it's the NES edition that was the first to give us the all-important
staple of real players, and it helped spawn a ravenous sports video game culture fueled by
intense multiplayer and the all-important bragging rights. Sure, it may have also introduced the
phrase, “money play,” but everyone loved kicking ass with Lawrence Taylor and Walter Payton.
In this day and age where the nuances of realism make most football games almost unplay-
able to those without years of experience, Tecmo Bowl taught us that making someone your
biatch with an 80-yard run is what's fun about football, not salary caps.
The Sims is a phenom-
enon matched only by
the hugest of the huge in the world of video games. Eleven years before Sim-speak charmed
the nation, however, the simulation genre was popularized by Maxis first masterpiece: SimCity.
While its contemporary and rival Populous (also released in 1989) had its own innovations built
on а similar concept of influencing a working system in real-time (rather than directly controlling
a character, empire, or whatever), SimCity opened people's eyes to the fun of non-competetive
sandbox gaming. Like building a big castle out of Legos, it challenged players to make some-
thing cool bound only by the rules of the system — no worries about "winning," just trying to
create. Indeed, a well-designed SimCity was a work of art to a fan. Not only that, but prior to this,
who would have thought that planning a city and dealing with tomadoes and the like could be
entertaining? Even better, the interactions within a SimCity and the strategies they created were
deep and intricate without being brain-crampingly complex. Because it was based on real life, it
made sense immediately even to non-gamers; no longer was gaming accessible only to those
with a BA in Dorkology.
68 GAME INFORMER
т 2003's SimCity 4
she jegend оғ zelda -
From the looping forest maze and ingenious
dungeon designs to the lake of Fairies and
almighty Magical (Master) Sword, The Legend |
of Zelda will forever be remembered for its rev- ~
olutionary non-linear approach to adventure gaming. From the first second that gamers were dropped into the world
of Hyrule, no guidance was provided and no clues were given. It was up to the player to figure out where to go and
7 what to do next. The complexity of puzzles, incredible boss battles, and robust inventory system were unprecedented
atthe time, and set the stage for all adventure games to follow. With a tiny battery tucked inside its golden chrome case,
The Legend of Zelda also became the first NES game to feature back-up save capabilities. Thanks to this historic release,
gone are the days of scribbling down lengthy, time-consuming passwords. When the gameplay is powerful enough to make
young boys wearing tight green spandex seem heroic and badass, you know you've got a hit on your hands.
131
&
Zelda slashes and Mario jumps;
but be honest here, real people
don't move like that. Prince of Persia's
rotoscoped animations (an early version of
motion capture) created the first popular char-
acter that moved like a real person. He'd pull
himself up from ledges and leap across pits, all
with the illusion of weight, physics, and an actual
human anatomy. Prince of Persia's longstand-
ing resonance is largely because of the game's
realistic movement — something that we still are
impressed by when it shows up in current games.
Motion capture and hand-drawn animations are
often mixed to produce a staggering amount of
realistic movements for each modem character.
Still, the Prince was the first to really pull it off.
Sid MEIER’ 5 CiViLizatiün - РС
Everyone wants to take over the world. Admit it — you know that all those international crises
wouldn't be an issue if you were crowned Dictator-for-Life. Sid Meier's Civilization allowed
gamers to test their mettle in the school of hard knocks, as the player was responsible for mold-
ing their tribe of hunter-gatherers into an empire to put Rome's to shame. Its incredibly layered
strategy was leagues beyond any of its contemporaries. You were tasked with a delicate balanc-
ing act in several arenas: keeping your people both happy and productive, supporting both the
cost of government and funding research, and building a healthy economy while waging wars
of conquest or discouraging aggressors. Also, you had to contend with rival Al leaders, each of
whom had distinct personality traits. Civilization also included a random map generator with
mutable parameters like continent size, providing nearly infinite replayability. In many ways,
the gameplay of Civilization is still the bar that strategy games must measure up to — even Sid
Meier's own later titles
< have been unfavorably
compared at times.
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if there's one thing you can count on when you pick up a fighting game, it's
that quarter circle forward+punch will do something. You have Street Fighter
| to thank for that. Just one simple motion introduced “Hadouken” into the
national vocabulary, and changed the face of gaming forever. In the months
after its release, arcades replaced schoolyards as proving grounds, and feuds
were resolved in just a few rounds for the low arbitration fee of 25 cents. As
the number after its name implies, SF Il did have a
predecessor, but the original Street Fighter didn't
have an array of quirky characters or myriad spe-
cial moves that would appear in its sequel — and
subsequently every other 2D fighter that fol-
lowed. However, not only do franchises like Mortal
Kombat and Dead or Alive owe a debt to SF Il;
extreme sports games that focus on complet-
ing complicated button sequences to > j
string together combos, like 2 (
Tony Hawk's Pro Skater, also
have roots in this historic
game's mechanics.
ашай aul - ann
Before you start posting
"Road Rash - OMG WTF
LOI" on our forums, hear us
out. No one is suggesting
that Road Rash's automotive
combat — although admittedly
cool — was a visionary glimpse
of things to come. Rather than
the gameplay itself, this title's
real influence is felt today in
its soundtrack, which used
2 Soundgarden
the 3DO's then state-of-the-art CD-ROM drive to deliver tracks by a host of the
early-'90's hottest up-and-coming alt-rockers, including Soundgarden, Monster
Magnet, Swervedriver (remember them?), and Paw. In the coming years, mining
the sounds of the Billboard charts became a common practice in video gaming,
sounding a death knell for the catchy MIDI tunes of our
NES youth. Today, a slot on a best-selling title like
Tony Hawk's Underground
or Madden NFL is as cov-
eted by record companies
as heavy rotation on MTV.
More importantly, Road
Rash showed that the
future of video games
would be won by com-
panies that embraced the
larger world of popular
culture, setting the stage
for everything from Def
Jam Vendetta to Grand
Theft Auto.
70 САМЕ INFORMER
ALone in the Dank
-PE
Although Resident Evil is typically credited with
popularizing horror games, its major inspira-
tion was Interplay's Alone in the Dark. Not
only was it one of the first games to draw
upon the works of classic horror writers like
H.P. Lovecraft, it also established many of the
genre conventions later utilized by Resident Evil. It featured a spooky supernatural story along with two play-
able characters, one of each gender. It discarded the traditional video game camera system in exchange for
cinematic camera angles that set the mood and highlighted the tension. Audio was also used to great effect,
with both an atmospheric score and genuinely creepy monster sounds. But perhaps its greatest contribu-
tion to the horror genre was its gameplay, which established the even mix of action and puzzles that is still
used in nearly every horror game. The combat engine was robust, but it was always better to avoid fighting
if possible. Nearly every aspect of Alone in the Dark's gameplay was replicated in Resident ЕМІ, which in turn
influenced countless scary games. Resident Evil may have spread fear, but Alone in the Dark created it.
Yes, we hear the cries already: "Heresy! Wolfenstein
3D is clearly the godfather of the first-person shooter
genre!" And yes, we agree. However, Doom’s place on
this list is assured by far more than its contribution to
a single gaming genre. While it did take
the FPS seeds that Wolfenstein planted
and spread them to an even wider audi-
ence, Doom's biggest contribution to the
4 world of gaming happened in bedrooms
and basements, not the development studio. The mod community that swelled up around Doom is truly
amazing, and it popularized the practice of taking an already great game and tweaking it to your liking.
Whether it was merely creating an original arsenal of weapons or replacing the hellspawn with presiden-
tial candidates, the possible variants of this game seemed endless. It is true that many prior titles included
level editor and creation tools, but Doom was the first to introduce global modifications and have them
widely distributed, used, and evaluated among an enthusiastically receptive fanbase.
Anyone who has dabbled in PC gaming in the last
decade knows about real-time strategy, either
by reputation or experience. At this point, it's no
longer just popular — it's ubiquitous. While many
people credit Dune: The Battle For Arrakis (1995,
also by Westwood) with being the first RTS, and others point to
WarCraft: Orcs & Humans (1994, by a little studio called Blizzard
Entertainment) as bringing the genre into the limelight, Westwood Studios' C&C really pushed it forward into
what we know and love today. For one thing, the two factions are very different, with unique strengths and
weaknesses which have a huge impact on tactics and strategy. For another, the interface put other games
to shame with the smooth way it put the action right at your fingertips — something any RTS veteran will call
out as absolutely critical to a title's worth. Finally, it was simply a hell of a good time in a way that no other
RTS had managed until that point. C&C paved the way for the genre to become one of the major factors in
PC gaming — after gamers got their hands on this, it was abundantly dear that RTS was here to stay.
© C&C Generals, the
latest C&C installment
STUDYING ROCKET SCIENCE IS MORE ~
FUR WHEN YOU ACTUALLY HAVE ROCKETS. `
There’s only one place you can get hands-on training with the most advanced
technology in the world and that's the U.S. Navy. If you're up to the challenge,
log on the Life Accelerator at navy.com or call 1.800.USA.NAVY.
© 2004. Paid for by the U.S. Navy. All rights reserved
SUPER MARIO 64 - Nintendo GY
Launching with the Nintendo 64, Super Mario 64 was a true system seller — a
game so popular and well received that it inspired people to buy the N64 con-
sole specifically to play it. The game moved Nintendo's mascot from the world
of side-scrolling action to a fully three-dimensional realm. Everything about
Mario's first 3D adventure — such as the move set, level design, objectives, and
the camera controls — seemed so well-executed at the time that Super Mario
64 has become the template for all 3D platformers to follow. In addition, this
was the first title to tap into the power of the analog stick — now an industry
standard for controllers. No matter what current generation action games try to
differentiate themselves from the other titles on the market, all owe a debt to
Super Mario 64 and its brilliant establishment of how a virtual 3D world should
look and feel. Unfortunately, some of the conventions established by the game
have become lazy developer shortcuts — item collection is all too common in
platformers these days. But as a whole, Super Mario 64's contributions to the
gaming world remain largely positive, and many claim it is still the
best title to ever emerge from the 3D platformer subgenre.
e
Final Fantasy vil - PS опе
Many call it the greatest RPG of all time. They could
be right. Final Fantasy VII ushered in a new era for
RPGs, assuring their place in the gaming main-
stream and changing the way people thought about
storytelling and scope in a game. With an epic and
emotional story spanning an impossibly large three discs, FF VII had
an enormous budget and was three years in development, both of
which were unheard of at the time. But perhaps its greatest legacy
for the future was its incredible use of cinematics to tell the story.
Full motion computer graphic cutscenes served not only as a
storytelling tool, but as one of the primary reward systems
for progressing through the world-spanning tale. Consider the
integral nature of cut scenes in Ninja Gaiden, Warcraft III, ог
Metal Gear Solid — all games where the cinematic weaves
seamlessly together with the story and gameplay. It's now
unusual for a game to not have staff members
devoted exclusively to the production of the
in-game movies. The seventh volume of
Final Fantasy pioneered the strategy with
its innovative use of CG — giving birth to a
whole new aspect of the industry.
As much as the hardcore PC gamers may complain that they've
only got a couple of genres left to them, there's a reason those
few are popular to the exclusion of everything else. Prior to UO,
there were ways to get your geek on 3
over a modem, notably through text-
only Multi-User Dungeons. Unless
you're Zork, though, it's hard to build
much of a following without graphics.
Ultima Online more or less single-
handedly spawned the massively
Metal свав SOLid -
PSone
While many make the claim that Thief is the originator of
gameplay related to shadows and darkness, any game that
claims to have stealth elements should probably be paying
royalty checks to Hideo Kojima and Konami. With the utmost
silence, Metal Gear Solid came out of nowhere and created
the stealth genre. Clinging to walls, crawling through ventilation
shafts, hiding under boxes, sneaking up behind guards and
silently disposing of them, and tapping into an array of high-
Grand theru AUGO
Ш - PLagstatinrn 2
tech spy gadgetry proved to be a sexy alternative to the popular
running and gunning of the time. Metal Gear Solid is also one
of the first action games to focus heavily on character develop-
ment and plot. Solid Snake actually has
depth of character; and the supporting
cast, whether it be Revolver Ocelot
or Psycho Mantis, instantly became
as famous as Batman's rogue gallery.
Along with games like Final Fantasy,
Metal Gear Solid is one of the first to fea-
ture motion picture-quality cinematics and
voice acting — showing that games are not
only fun to play, they are fun to watch.
multiplayer online phenomenon,
bringing thousands of dorks the world РА
around together іп a virtual fantasy ! Richard Garriot, aka Lord
Playground for the first time. It was Eire crestor of Utm
graphical, easy to use, and gamered
the critical mass of players for a functioning community. The
concept of building entire societies, economies, and relationships
within the game world
| proved so compelling
that the march of imi-
tators, everything
from EverQuest
ÎÎ to City of Heroes,
} continues to this
day — and PC
gamers con-
tinue to line
up to buy the
MMO du jour.
Other genres are even
starting to incorporate elements pioneered by UO, whether it's
something like PlanetSide transplanting first-person shooting into
a massively multiplayer context or the forthcoming Mechassault
2: Lone Wolfs Live-only Conquest mode.
72 САМЕ INFORMER
Every generation of consoles has its "defining" game,
and we expect that Grand Theft Auto III will be
associated with gaming in the early 2000s as much
as Super Mario Bros. is with the NES era. GTA III's
genius isn't necessarily in coming up with new forms
of gameplay like the greats of the past did, but rather
combining existing genres in a framework that creates
the illusion that you're taking part in a living, breathing
world, From the minute it was released, GTA quickly
became a pop cultural phenomenon, gamering mil-
lions in sales and even becoming a hip touchstone
for celebrity gamers like Dave Chappelle. However,
GTA is important for much more than just its popular-
ity. Even in the three years since it's been released,
we've seen scores of companies trying to emulate
the GTA formula, and even more titles from very dif-
ferent genres (like SSX 3 or Jak II) incorporating its
“open world” level designs.
They Fought For Fre
a
reeaom...
They Fought For E
ЫШ \/ C PC
CD-ROM
[SOFTWARE
© 2004 2015, Inc. All rights reserved. Developed by 2015, Inc. Men of Valor, 2015 and their respective logos are
>
4
205,
MATURE
17+
Blood
Drug Ref ence
Strong Language
Violence
ESRB CONTENT
RATING www.esrb.org
lemarks of 2015, Inc, Vivendi Universal Games and the Vivendi Universal Games logo are trademarks of Vivendi Universal Games, Inc. Unreal and the Unreal logo are registered trademarks of Epic Games, Inc. Microsoft, Xbox, Xbox Live, the Live
logo, and the Xbox logos are either rogistored trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. © 1998-2004, 0C3 Entertainment, Inc. and its licensors. All rights reserved. Dolby and the double-D symbol are trademarks of Dolby Laboratories. All ther trademarks are property of their respective owners.
PlayStation.e
moment
Visit www.esrb.org
for updated rating
information.
UR COMMANDS MUST BE TAKEN EVEN FA
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using Wingman Command to turn the tides of war.
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Dogfight and dive-bomb in air, sea and land
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to defend its nation's interests at home and abroad. However, sometimes an army simply
isn't enough, and specialists need to be brought in for some of the dirtier assignments. A
mercenary is a warrior of desperation. They may come with a high price tag, and they may . | Lin
Switch loyalty at the drop of a hat, but despite their questionable moral fiber, they have the
skills, the weapons, and the training to get the job done. „а Эш
76 GAME INFORMER а
to mind is Star
Wars - and rightly so. Many of
recognizable works have been
release, Star Wars: Battlefront.
However, with recent critically
acclaimed games under its |
belt like Gladius and Armed
and Dangerous, LucasArts is
beginning to flex its muscles in
other areas. Ironically, one of
the games that will draw atten-
tion to the fact that LucasArts
is capable of more than just
Skywalker-centric games
is coming out of Star Wars:
this developer/publisher's most
affiliated with that galaxy far, far
away, including its most current
Battlefront developer Pandemic
Studios. That title, about the
exploits of highly trained sol-
diers-for-hire, is Mercenaries.
in its genre: "One of the major
things is the sheer interactiv-
ity of the environment. Pretty
much anything you encounter
Thanks to the smashing suc- can be destroyed, stolen, or
cess of Grand Theft Auto III in used somehow. In a lot of
2001, there have since been games, buildings and other
many games trying to duplicate structures are pretty much
its free exploration and mis- treated as terrain, but іп
sion-based structure. However, Mercenaries you can - and
sometimes have to - level
? cities. It's cool!"
While it borrows familiar соп-
ing th cepts from similar titles, it also
improving it. LucasArts and takes them in different direc-
Pandemic hope to change that
with Mercenaries. Pandemic
Director Cameron Brown
explains one of the things that
he believes sets Mercenaries
apart from other games
3 feature.
By observing the player's rela-
tionships with various clients,
multiple (and equally viable)
solutions to nearly every prob-
lem, and an array of weaponry
that feels more like Battlefield
1942 than Driv3r, it is clear that
Mercenaries is more than a
mere clone. Get ready to take
on the role of highly qualified
warrior in a politically unstable
environment, where it is up to
you to mollify the hostilities or
fan the flames of conflict.
GAME INFORMER. 77
PICK YOUR POISON
Though you are working with several
armies (sometimes simultaneously),
the job of the mercenary is ultimately a
lonely one. Choose your character wisely,
because you won't be able to switch
among them between missions. After
all, you're in this for yourself. If you need
teammates to babysit you, then you're in
the wrong profession.
MATTIAS NILSSON
One crazy Swede. A natural
athlete and very agile, Mattias
is surly and built like a brick
y its very nature, war involves two or
\ more groups of people who want
different things. It is no different
with Mercenaries. Once you assume
the identity of one of the three available
characters, it becomes your job to not only
suppress the threat of dozens of key terrorists
dubbed the "Deck of 52," but also negotiate
the favor of feuding factions in the area. And,
try as you might, it's nearly impossible to
keep everybody happy.
To set the stage, Brown described the
game's basic story, which serves as the
reason your character is in North Korea to
begin with: "The overall goal is to apprehend
terrorists all the way up the ladder until you
get the Ace of Spades. An international coali-
tion has invaded North Korea in response
to a nuclear situation. You work your way
through the Deck of 52's high-value targets,
collecting bounties all the way, to get to the
Ace, a man named General Song, who's
JENNIFER Mul
A former member of British
Intelligence. Jennifer's
strengths are striking from
afar with a sniper rifle, and
sneaking up close to wipe out
= From tanks to emplaced guns,
all weapons have limited ammo,
forcing you to vary your assaults
: CHRIS JACOBS
An American soldier. With
custom-built body armor, Chris
can take more punishment
than the other operatives,
making him an ideal candidate
for wading into gunfights.
staged a violent military coup and is generally
an unpleasant gentleman?
Among all of the conflict, there are five
active groups in the North Korean Theater
of Operations, each one with its own
goals and objectives. The Allied Forces are
always friendly to you, the North Koreans
always hostile, and the Russian Mafia,
South Koreans, and Chinese are all vying
for power — and their opinions of you vary
depending on how often you help them
out...or how much you tick them off. "Each
faction has a specialty," Brown informs us.
"The South Koreans have a lot of stealth
tech; the Chinese a lot of armor; the
Russians are all about cheap, plentiful muni-
tions; [and] the Allies have all the kick-ass air
strikes — and by working with a faction you
define the kind of support you'll be using”
The game progresses on a contract-by-
contract basis, which are assigned to you
personally when you visit a faction's HQ and
talk to the head honcho. Sometimes these
jobs will just be simple protection or delivery
missions, but usually they revolve around
nabbing one of the cards in the infamous
deck, typically involving some blazing fire-
fights and heavy artillery. Successful comple-
tion of these objectives not only makes the
world a little bit safer, but it also makes you
exorbitant sums of money. After all, as a
soldier for hire, your main goal (in addition
to causing enough political unrest to ensure
your job) is to accumulate vast wealth. Sure,
it's great that you are ridding the world of
52 dangerous militants, but what good is
having a peaceful world if you don't have
the funding to enjoy it?
IMPLEMENTS oF WAR MADE EASY
As a mercenary, could there be anything
more embarrassing than barging onto the
battlefield with last year's model of an assault
rifle? Of course not, which is why you need
ae е = Tc " ت е
Some factions will generously $9 feature
provide you with vehicles and
free air strikes if the sit
Thanks to awesome particle effects,
all of the carnage is incredibly vivid
Hijack the friendly skies
Whether it's.a military
installment or a civilian
building, all structures
can feel your wrath
to dish out some cash to keep up with the drops delivered right to your location, rang:
latest and greatest in carnage-causing con- ing from basic health and rifles to weapons
traptions. As usual, you can nab guns off of only good for destroying small chunks of
fallen foes, which is good in a pinch, but if the planet. The Merchant of Menace has an
you have the bankroll, you can constantly alarmingly wide (and illegal) selection, offer-
make sure you have the optimum equip- ing you other such quality wares as rocket
ment for any job. launchers, surface-to-air missiles, and sniper
All told, players will have access to 30 rifles, The Mafia has also got its hands in hot
weapons and 70 vehicles, all of which are wheels, allowing you to order vario
surprisingly similar to their real life coun- Jeeps, and cargo vans all from the
terparts, "They're all based on real life with your bunker.
some tweaks and adjustments where neces: When the situation arises where yo
sary," Brown says. "Let's just say that we have someplace to be, but are running too low on
some serious, hardcore military geeks on cash to utilize your black market connections,
the team, and they keep us pretty honest in you won't need to settle for traipsing around
terms of realism. It's not exact — Mercenaries оп foot. In addition to "borrowing" any of the
is not a simulator — but you'll definitely rec- empty vehicles you run across, you can also
ognize [the vehicles and weapons]" hijack just about anything that moves. In one
The game features a unique system for case, we had angered South Korean troops
getting the gear that you want. At first, you'll to the point that they called in a helicopter to
just need to take what you can find, but as cut us down. However, as it flew overhead, ў
you progress, you'll be able to use your pay- ме managed to jump ир and grab a hold on j
checks (as a freelance warrior, no one covers the low-flying bird, do a gymnast-like flip up
your expenses) to acquire all sorts of weap- to the cockpit, and chuck the stunned pilot
ons, vehicles, and special attacks to make to the ground below. After that, the air was whom we owed allegiance. deciding to play for the other team. This
you a more efficient killer-for-hire. By getting ours, with easy controls that made flying the means that if your contract is to help the
in the Mafia's good graces, you gain access friendly skies as pleasant (and explosion- FLEXIBLE LOYALTIES South Korean troops maintain moi
to their underground, black-market website, riddled) as driving a tank on land. Naturally, Nothing is certain when fealty i is up for sale, fighting back the advancing North |
the Merchant of Menace (www.menace.ru) the Chinese were happy we had cheesed off Though itis in your и can beat
via your handy-dandy PDA's Wi-Fi connec- the South Koreans, the South Koreans меге.
tion. From he site you can upset that we stole their equip (е (espe:
A STRIKE ron ALL OCCASIONS ii
While many of the weapons you
acquire are staples of the action genre,
such as assault rifles and grenades,
you also have a set of special tacti-
cal strikes that can be accessed for
a price. Order up an air strike and
reduce an enemy encampment to
cinders. Call in a laser-guided missile
to hit your targets with unerring preci-
sion. Once the world around you is
smoking in ruin and you've subdued
your target, throw a signal grenade
to call for aerial extraction to get the
scum out of your sight. Each of these
tricks comes at a cost, but you've got
to spend money to make money, and
the price on some of those bounty
heads is pretty sweet.
cially since we had just completed a contract ^ (you do get paid for completing them, after fa
for them), and no one was quite sure to all), there is nothing that prevents you fro
GAME INFORMER 79
Mattias practices
amateur phrenology to
make some extra dough
LT
recoilless rifle turret on the unsuspecting and
weakened SK army. You will lose your con-
tract, as well as pay for your betrayal in both
blood and cash, but you're pretty hardy, and
another army in need is never far away. Plus,
ou'll be surprised how much you can sabo-
е a faction before it categorically refuses
o deal with you.
: піке games like GTA Ill, in which gangs
turn on you as soon as you move against
„them, the relationships in Mercenaries are
Just imagine: You could get
paid for doing this
80 GAME INFORMER
Oops!
One of the key aspects of being
a warrior-for-hire is making sure
that there are actually people
alive who can request your
services. Nearly every building
in Mercenaries is destructible,
which also includes the head
quarters for the five major
factions. So, if by some freak
accident (or an overly itchy trig-
ger finger) you find that you've
annihilated all of your employ
ers' strongholds, you'll either
have to load a previously saved
game or roam the expansive
environment creating mayhem
without purpose.
more nuanced. Each faction has a bar that
displays its current affinity (or lack thereof)
for you at any moment, and every time
you successfully complete a contract for
a group, your relation with it improves.
However, whenever you destroy a vehicle,
shoot a soldier, or otherwise act like a pain
in the ass, your relationship worsens. At
first, this doesn't sound too challenging
to manage; you could just try to play the
consummate soldier who only shoots the
Look closely. That's a
Jeep, not a missile
bad guys. Unfortunately, who exactly the
"bad guys" are is ambiguous, and most of
your contracts for the factions necessitate
gaining prestige with one at the expense of
your trust with another.
In one example, we accepted a contract
from the Chinese involving the destruction
of South Korean gun emplacements. When
we succeeded, China rewarded us for our
effort, but the South Koreans were (with
good cause) a bit miffed at our aggression.
Thus, as you progress, you are playing a
constant game of push and pull, trying to
keep as many people satisfied as possible.
Eventually, you might just be better off to
choose one faction to neglect while building
on the others. You'll have to carefully con-
Sider which faction you can risk offending,
though. For instance, you'd want to think
twice before double-crossing the Mafia.
Not only is it their garage a source of some
bonus challenges (like stealing vehicles and
returning them to a chop shop), but the
number and type of items available from
the Merchant of Menace website is directly
dependant on whether or not you're on the
mob's good side.
Even with the sliding scale, it doesn’t
mean that you need to plunge into the
negatives before a faction will attack you.
You may be able to “accidentally” shoot
someone's reinforcement-bearing helicop-
Vehicle-mounted weaponry
can turn the tide in your favor
ter out of the sky once or twice, but you'll
only get the benefit of the doubt for so
long. The troops in the game aren't stupid,
and they will meet repeated aggression
with appropriate force, regardless of your
standing with their leaders. In other words,
we hope you enjoyed shooting down that
chopper, because won't get another freebie
for a while.
ANY Way You WANT IT
Offering multiple paths to a goal isn't new to
gaming. There are many titles that claim to
offer several viable solutions to their prob-
lems, but there usually ends up being a dis-
tinct right way and wrong way. If you're given
a choice of walking, swimming, or driving to
a destination, and the only difference among
them is travel time — that isn't variety. When
you can drive to a warehouse іп 50 seconds,
why would you want to spend five minutes
swimming there? Fortunately, Mercenaries
provides a great deal of genuine flexibility in
the ways you can approach your objectives,
as well as reasons to vary your technique.
For instance, when you accept a contract
to destroy a museum (take that, culture!)
doubling as a North Korean communica-
tions base, you have multiple options avail-
able. You can steal a North Korean Jeep
and drive undetected right into the battle
zone (providing you don't honk your horn
The North Korean HQ
looks more like the Black
Gate into Mordor
1 draw attention to yourself) and then
k behind the museum to plant some
. Alternately, you can call in for a sniper
ply crate (your Mafia hook-ups can help
with this) and pick off all of the opposi-
as they scramble around trying to find
source of the attack. Lastly, if you prefer
ng stompy to being stealthy, you can hop
› one of the many heavy artillery vehicles
ow down your foes — just hope they
t have rocket launchers.
еп as you are apprehending your high-
| bounty targets, you will be faced with
осе on how to confront them. One
ion is to get up close and use a takedown
euver, which involves an animation of
character beating the daylights out of an
my before slapping on the cuffs. While it is
sible to use this technique against anyone
en friendly soldiers and civilians), you'll
nly want to bring it out only when dealing
members of the Deck of 52. "You want
ake them alive,” clarifies Brown. "You get
verely reduced bounty for bringing them
er...not alive, so taking them down and
sing them up before throwing them into
extraction 'copter is good for business.
ourse, the downside is that you have to
y get up close and personal, and that can
заа for your health”
be had in between jobs, too. After all, the
ultimate goal of Mercenaries is for players
to enjoy themselves and find their own way.
Engaging in this philosophy to the fullest, at
one point we were able to hijack an Apache
helicopter, fire off anti-ground missiles in the
middle of city, and then lower a winch cable
to pick up a Jeep loaded with passengers.
Now, we could have set them down gently,
but it was much more entertaining to repeat-
edly ram them in into buildings before hurl-
ing the poor saps off into a canyon. Was it a
contract? Nope. Was it good for any of our
faction relations? No way. Was it entertaining
Takedown moves allow you
to capture your target alive
p.
as all get-out? Hell yes.
Even with all of freedom that Mercenaries
offers, the world needs to be carefully
assembled so that everything can fall into
place. For instance, you'll notice some amaz-
ing explosions and mesmerizing particle
effects thanks to the implementation of
the Havok physics engine. "It's been so
much fun developing with a robust phys-
ics engine like Havok,” explains Brown. "It's
really allowed us to do some crazy stuff.
Mind you, | think people get the impression
that you just drop something like Havok
in and everything magically works. It's not
quite like that — it takes talented peo
get the best Out of any technology, a
Mercenaries team is brimming with
dedicated people”
Underneath all of the gorgeous gra
intricate relations, and tenuous аага
its core Mercenaries will deliver pure
a way that is a refreshing twist on farri
territory. As Brown puts it, "We have
Havok physics, and a bunch of vehi
weapons, and air strikes, all with diff:
strengths and weaknesses. When you
it all together, you can get very creative:
your destruction.” EN NH BH
“You know, Hal, 1 feel pretty Ts
tough - but am | menacing?”
GAME INFORMER ЖЗА
Blood
Language
Lyrics
Sexual Themes К Р
Violence GAMECUBE
HAVE TO START SOMEWHERE.
A Glimpse Into The Future Of Gaming
The First Noble Truth
is the harshest lesson
PLAYSTATION 2 | XBOX | GAMECUBE
GoldenEye: Rogue Agent
> STYLE 1 TO 4-PLAYER ACTION (UP TO 8-PLAYER VIA XBOX LIVE OR PS2 ONLINE) > PUBLISHER ELECTRONIC ARTS
> DEVELOPER EALA > RELEASE NOVEMBER
A LICENSE TO KILL EVERYBOD
he Bond franchise has officially been shaken,
stirred, and blown up in an entirely new
direction, and just wait until you see the
explosive results. In Rogue Agent, you play
as an exiled member of Ml6. Think Bond, but way
meaner. Your tactics were apparently so brutal and
unconscionable as to warrant being thrown out of
Her Majesty's Secret Service. With your leash taken
off, you'll waste no time becoming embroiled in a
turf war between archvillains Auric Goldfinger and Dr.
No. — and that's where the fun starts.
The new GoldenEye is all about being bad. Real
bad. And from what we've seen, that's a really
good thing. After losing your natural eye to Dr. No,
Goldfinger equips you with a new "golden eye"
that outfits you with some cool powers. There's a
magnetic polarity shield to block bullets, and the
magnetic induction field picks up enemies and
sends them flying acrosss the room or through a
window. MRI Vision lets you see through walls, and
the EM Hack allows for the manipulation of electron-
ics — including enemy weapons. The Rogue Scoring
System rewards sinister and villainous acts, like
taking a human hostage/shield or flinging enemies
to their deaths. You'll spend much of the rest of your
time dual wielding weapons like the handheld rail
gun, setting off death traps on hapless enemy min-
ions, or sliding down zip lines at your foes.
As you're killing, you'll be accompanied by a fully
realized musical score by mixmaster Paul Oakenfold.
Senior Producer Chris Plummer filled us in on the
creative process between EA's game developers and
the world famous DJ. "It's a fully interactive, context
sensitive music system that's like Paul spinning in
your living room. When the action is hot, it totally
kicks in, and when building anticipation it gets quiet,
and Paul has created all of it. Every level has its own
score which is fully dynamic" Apparently, much of
the music was created with developers playing the
84 GAME INFORMER
game in front of Oakenfold while he would
mix and create music in response to
onscreen action. These mixes were then
refined for use in the game. Sweet?
Indeed.
The original GoldenEye game is most
fondly remembered for its multiplayer
mayhem, and this new version should be
no different. “We focused completely on
two-and four-player split-screen first, before
anything else, and then we also have up to
eight-player online," Plummer informed us. "Our
duel maps are made for one-on-one - they're not
huge giant maps. These are maps pulled right out
of the movie — where Bond and Trevelyan had a
showdown at the end of GoldenEye on the satellite
uplink. Or Golden Gate Bridge, from A View To A Kill"
We got a chance to play this last level and
see exactly what Plummer was talking
at least 15 that will show up in the final Ж.
version, and it's perfect for some quick
one-on-one. High atop one of the spires
of the world's most well-known bridge,
you can frag a buddy to your heart's con-
tent, dropping him with a rocket launcher,
or sending him tumbling off into space by
deploying a pit death trap.
We also played one of the brand new
single-player levels, where we got a sneak
peek at the invasion of Dr. No's secret
base near the end of the game. With the
archvillain's minions swarming every-
where, we can happily report that the
original GoldenEye's blistering difficulty
has happily remained intact in this villain-
ous sequel. Expect to get down with your
bad self when Rogue Agent releases to
stores in November.
5 Ah, the relaxing Hong
about. The Golden Gate map is one of Kong nightlife
EVIL AI
Your enemies in GoldenEye are as lifelike as they
are deadly. EA created its own system for describ:
ing the approach to enemy intelligence, which
we've detailed below:
motion: All your foes have behaviors motivated
by emotions that you can influence. Intimidate
your foes and they will respond with fear.
Mes moments: Many in-level events are
unscripted. Instead, the Al will trigger unique
actions to match the situation, thereby creating
a more involving experience. In some instances,
baddies will trigger a trap on you — other times
they'll take a hostage.
Қа Fully aware of their environment,
they'll aggressively use cover, peek around cor-
ners, and shoot while running between safe areas.
earning. Enemies will observe your actions and
Eo in kind. They'll watch what weapons
you're utilizing, and then move into an area to
best react. And if you destroy their cover, they'll
realize it and move somewhere else.
3: preview:
в Eat your heart out, 007
Wi The neon sign translates:
We Humbly Suggest You
Shoot This Man
5 ...and sometimes you ән
take them
GAMEINFORMER 85
There is nothing ! can't do |
No truth ! can't find
No evil ! can't stop
PlayStation.e
GENIUS AT PLAY
With one well-
placed shot, Leon
takes out Emperor
Palpatine before he
can rise to power
named Luis. All we
know about him is
that he's sexy and
loves long walks on
4 seriously doubt we'll get our
damage deposit back now.”
GAMECUBE
Resident Evil 4
> STYLE 1-PLAYER ACTION > PUBLISHER CAPCOM > DEVELOPER PRODUCTION STUDIO 4 > RELEASE JANUARY 11
E KING OF THE DEAD SPEAKS
apcom’s Resident Evil 4 is undoubt-
edly one of the hottest titles coming
to the GameCube in the next few
months. While the game is set to hit
in January, Capcom has maintained an air of
mystery around the title, which has led to much
speculation about we can expect to see In the
latest chapter of the esteemed horror franchise.
Fortunately, Resident Evil 4's Producer Hiroyuki
Kobayashi was good enough to speak with us
about what he considers a fresh start for the
series, and set the record straight on several
issues.
One point Kobayashi made sure to drive
home is the emphasis this entry places on
action versus problem solving. While puzzles —
a Resident Evil standard — will still be present,
they will take on a noticeably different tack.
"There's more action in this one for sure,” says
Kobayashi. "You will see fewer puzzles in this
game than you have in other RE games, but
that is because they have been replaced by
‘action puzzles,’ which will require more hand-
eye coordination and timing than just straight
thinking” How these puzzles fit into the plot
is still unknown, as Kobayashi is reluctant to
share any more information on the still mys-
terious plot. We know that much of the quest
requires Leon to protect a young girl named
Ashley, but Kobayashi revealed that she is only
with you for about half the game. “Leon gets
sloppy and will get captured at one point and
have to escape before he can rescue Ashley,”
he says. He also revealed that there will be
other playable characters, but declined to
comment on who they would be or how they
figured into the plot.
Whatever the plot turns out to be (which,
judging by the new screens released, seems
to involve a strange type of cult), Kobayashi
assured us that it would scare our pants off;
like all Resident Evil games, the fourth title will
be quite scary, but this one will create a new
kind of fear. Unlike the previous titles, the open
level design won't stress the close-quarters
horror the series is known for. “You can still
create fear without being claustrophobic,” says
Kobayashi. “With the large amount of enemies,
and the fact that they will try to sneak around
behind you and throw a sickle in your back,
you can be sure that the tension is still all
there. However, the later Castle levels in the
game are pretty enclosed, so basically you are
getting the best of both worlds.’
The Resident Evil series, while certainly
beloved, isn’t exactly known for making huge
leaps from one entry to the next. Resident
Evil 4 represents the biggest evolution the
series has yet undertaken, and we have no
doubt that its departure from the formula will
please both fans and neophytes. Kobayashi
even hinted that fans should prepare for
change to become the rule for the series rather
than the exception. When asked where he saw
the series going, he simply said “I'd imagine
this story arc we have created will be coming
to an end and a new one will be starti Е
off” шшш
$ preview:
B "Hey guys, who
wants to go visit
Frankenstein?"
i Leon takes a time
out from fighting evil
to throw firecrackers
at frogs
M This guy is affectionately
b м m known as "El Gigante," and
best game ever k 1 SN there will be more than one of
1 à " ! these enemies іп the game
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I “By placing this
webcam, | should be
able to find out who's
been stealing my Teddy
Grahams”
® This creepy cult will
soon be creepy chunklets
Boe j у Á ү! ® Leon takes саге
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MORE ELITE THAN EVER - FIGHT ENHANCED
AI TERRORISTS IN 10 NEW AND STUNNING
SINGLE-PLAYER MISSIONS.
T
3 оз
GREEN TEAM пес TEAM
EVEN BETTER WITH NEW OBJECTIVE-BASED
MULTIPLAYER AND XBOX LIVE 3.0 ONLINE FEATURES.
(| THE BEST XBOX LIVE™ GAME OF ALL TIME GETS
|
ТТТ ПИЯ
Mesi,
а STYLE 1 OR 2-PLAYER ACTION (UP TO 8-PLAYER VIA XBOX LIVE) > PUBLISHER TECMO > DEVELOPER TECMO/TEAM NINJA
> RELEASE OCTOBER 15
HOT ONLINE CATFIGHTING!
id you know that if you go online,
you can meet some really hot girls?
Lots of them aren't even wearing
many clothes. We're talking about
Dead or Alive Ultimate, the new online fight-
ing game from Team Ninja, of course. What
did you think we were talking about?
The Dead or Alive series has always been
known for its great-looking female charac-
ters, and Dead or Alive Ultimate will show-
case just how far the series has come. It's a
deluxe two-disc set, the first of which is an
exact port of the original Dead or Alive with
added online play. The second disc features
a tricked-out port of Dead or Alive 2, which
has been rebuilt with the graphics tech-
nology from Dead or Alive Xtreme Beach
Volleyball and Ninja Gaiden. If you thou;
Dead or Alive 5 looked good, wait until you
see DOA Ultimate in action. Characters are
even more lifelike and move more fluidly;
which means, of course, that the girls are
even hotter. You'll even be able to dress
them in some of the outfits fom DOA
Beach Volleyball (you dirty dog!) — every
character has a huge collection of costumes,
some as many as 20.
Of course, dressing up your character in
Sexy outfits isn't the main draw of this col-
lection (although it is a nice bonus). The
92 GAME INFORMER
main attraction is the online play. We've had
a chance to take it for a spin on Xbox Live,
and will attest that it runs silky smooth, with
nary a framerate hiccup to be seen and no
discernable lag. Online play features several
different game types, including one-on-one,
team battle, survival, kumite, loser stays, and
tournament. Thanks to the "virtual
arcade" technology used for online
play, you can set up game rooms for
up to eight players and define your
rule set. One option allows players to
vote on which type of game to play,
and those not actively playing can
watch a match and talk smack about
the players with full voicechat support.
There are several other online good-
ies as well, including a quirky naming
system that allows you to add fun
things like bunnies and pandas to
your name, US/Japanese compat-
ibility, and more. These bells and
whistles are nice, but they wouldn't
make up for a sub-par fighting engine.
Fortunately, DOA Ultimate plays as
well as the previous entries, and fea-
tures a tweaked countering system for
an extra layer of strategy. The game
is just as sweet offline for those poor
souls living without Xbox Live. Story
IS PREORDER IN ORDER?
Preorder bonuses for big games
are more and more common these
days, and gamers in Japan have been
receiving a pretty nice gift for reserving
this one. The "Digital Venus" disc is a
CD-ROM that includes DOA wallpapers,
icons, and sound clips for your PC. It's fairly likely that the Digital Venus disc will
make it stateside. However, there's little chance that we'll see the DOA Ultimate
Xbox bundle, a special blue console that comes with a life-size Kasumi "love
pillow.” Yikes.
mode is back and has been fleshed out
with new cutscenes that explain the origins
and motivations of some of the characters
more fully. ООА5 story mode has always
been fun, but the real draw of this release
is the online play. Judging by what we've
seen so far, we have no doubt that this fully
stacked collection will be the hottest thing
online since that celebrity video you heard
so much about. шш
5 preview
18 This beach will look familiar to those
who have played Dead or Alive Xtreme
Beach Volleyball. Did you know you
could play volleyball in that game? We
spent all of our time tanning
m “This is what you get
for wearing the same ”
outfit as me, skank!”
E Ten new levels are m “Yeah, I'm sweet. You
included, along with ten know what's sweeter?
classic stages Kicking your sorry ass
im
= w
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GAME INFORMER 93
ENGEANCE REIGNS FEI ABOVE,
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S- a "Sparinto Battle —
Jetpack, ski and pilot your way through
the most savage battles on land and in the air.
Tribes” i5 back with a vengeance. The ultimate high-flying.
Multiplayer FPS battle experience returns with deadly new
weapons, faster and mare versatile flight. in-depth strategic
team action, and the first-ever Tribes single-layer campaign. yen жм $ Ё AN © Е
Destruction. Chaos. Retribution.
PLAYSTATION 2
The Getaway: Black Monday
PUTER ENTERTAINMENT AMERICA > DEVELOPER TEAM SOHO > RELEASE FEBRUARY
> STYLE i-PLAYER ACTION/RACING > PUBLISHER SONY
ENGLAND SWINGS
iting during the first wave of GTA III
mania, The Getaway's rough-hewn
English gangland saga was a mas-
Sive sales hit. Despite this success,
critical reception was mixed, with some
praising (Game Informer among them) its
hard-boiled storytelling and ambitious struc-
FORMER
ture, while others decried its often erratic
control.
In order to make its upcoming sequel, The
Getaway: Black Monday, a title that appeals
to both camps, Team Soho has been hard
at work on improving the nuts-and-bolts
issues while at the same time continuing to
innovate in the realm of video game story-
telling. If these efforts are successful, Black
Monday could indeed be a new benchmark
in cinematic game development. If not, well,
the path that leads to Driv3r is a hard road.
Black Monday begins two years after the
conclusion of The Getaway, and focuses on
a trio of all-new characters. Central to the
events is Ben Mitchell, a police officer who
is back on the force after a long suspen-
sion. Sadly, his reemergence is going to be
marked by a series of shocking and dra-
matic events, most of which are related to
the plight of another main character, ama-
teur boxer and hoodlum Eddie O'Conner.
O'Conner has taken part in a bank robbery
that went tragically awry, and is now fighting
for his life and for revenge on those who
did him wrong. Luckily, Eddie will have the
help of a beautiful hacker and sometimes
Motorcycles have been added to
the already potent driving portion
of The Getaway
criminal named Sam. Each of these three
characters will be playable during your
adventure, and you'll often make choices
that influence the outcome of the story, as
Team Soho has revealed that there are mul-
tiple endings to this crime saga.
The Getaway won praise for its storytell-
ing, and Team Soho has even more ambi-
tious plans for Black Monday. Much like
Quentin Tarantino's epochal Pulp Fiction, the
tale will be told in a fractured manner, with
events unfolding in a nonlinear fashion, at
different times and from the perspective of
different characters. Of course, the conclu-
Sion you end up with will finally unveil what
Team Soho promises will be a stunning
finale that ties all the stray threads together
in a shocking ending.
Just as much effort is going in to the
gameplay and environmental side of the
project. Although the game still takes place
in roughly the same area of London, the
city has been modified to incorporate much
more depth. You can now traverse rooftops
or head into the grim sewers. Underground
will also hold a new mode of transport: a
fully operational subway system (or "tube"
as they say in the U.K.). On the streets,
you'll notice a whole new level of graphical
detail, including many shortcuts, some of
which are so narrow you'll only be able to
use them on motorcycles, which have been
added to the game's stable of vehicle types.
Although it remains to be seen whether
the original's sometimes sticky camera has
been righted, targeting and hand-to-hand
combat has been greatly improved. You can
now grapple an enemy, then administer
head butts, knees, punches, kicks, throws,
and even a few cool finishing moves. The
targeting also seems to be heading in the
right direction, and now allows you to strafe
more easily if you don't have a ready target.
The already excellent driving engine has
been revamped as well, actually making the
physics less realistic to better implement
some of the team's more outrageous new
vehicle sequences.
Let's keep our fingers crossed that Team
Soho's grand designs come to reality,
because we honestly can't get enough of
this franchise's profane Cockney jive and
tough-guy theatrics. B IM IN.
The "caveman" style of court-
ship is still alive and well!
„° previews
8 Computer hacker Sam*is one
of three playable characters, and
relies on brains more than brawn
= Expect bloody gunfights
to be the order of the day
W In your adventures, you'll spend
a lot of time high above the streets
on the rooftops of London
9 On some missions,
you'll work with an
Al-controlled squad
m Mom says: “А little ginger
M Who knew the sewers of >” ale will get that blood stain
London were so clean? 1 right out!”
GAME INFORMER 97
[UNLIMITED ENABLED 1 ENABLED
PLAYSTATION 2
Kessen lll
> STYLE 1-PLAYER ACTION/STRATEGY > PUBLISHER KOEI > DEVELOPER KOEI
> RELEASE JANUARY
NOBUNAGA'S AMBITION
oei has been travelling a long road
in search of a series that can rival
its blockbuster Dynasty Warriors
franchise. It's tried an anime-inspired
title (Mystic Heroes) similar to Dynasty
Warriors. It's tried to give the DW series an
RPG bent (Crimson Sea), but that also failed
to distinguish itself. Koei even did a kick-ass
music game (Gitaroo Man) that has left
fans screaming for more — but it didn't sell
enough to garner a sequel. By the way Koei, if
you're listening, we promise Adam's first child
and second finger for another Gitaroo Man
(What?! No deal? What the hell are we sup-
posed to do with this bloody finger, then?!).
Anyway, the company is bringing back
an old favorite — Kessen — to try and rouse
gamers. Ironically, the last Kessen worked
Kessen's Cluster engine has
been reworked for even more
spectacular results
well because it attempted to sprinkle in
some strategy to bolster its Dynasty Warriors-
esque hack 'n slash element which has since
grown stale. Hopefully Kessen III will more
fully realize this promise, and give gamers a
meaty mix of shrewd decisions and decisive
Sword strokes.
The first Kessen introduced the Cluster
Engine, which Koei used to great effect not
only in presenting large numbers of units
onscreen, but to imbue them with Al to help
determine the outcomes of its large scale
battles. For Kessen Ill, the Cluster Engine has
been revamped to fully render everything in
3D, and also give players real-time control
over troops' movements and actions, This
should help bridge the gap between being a
commander and a battlefield warrior by let-
|”
„° previews
as
OS ۴ 2
=A v - = 5
More RPG-esque elements will help you shape both officers (above) and soldiers (below) Hopefully castle sieges (below) will be more interactive than in the last Kessen
17 ЧҮЙ "I dry - Р А ее "
ym %9 ig
ting you make decisions on the fly, merging The game takes place in Japan's war- the series, Koei is trying to answer some of been looking for? Seeing that the company
the planning and combat stages of the ga ring states period, setting the stage for the fans’ criticisms from the last Kessen. This tile has a chance to spectacularly marry action
into one fluid segment, This new Cluster infamous Oda Nobunaga to rise to power contains a non-linear story path, and it also with strategy, we think that the answer lies in
Engine also lets allied units join your forces in the squabbling and shifting alliances of adds more RPG elements - including growth just how many strategy and RPG elements
to unleash combo attacks. Unfortunately the land (Yes, that's уош). In the course of for both your officers and troops. Hopefully Kessen III contains (and how well they
for fans of Kessen 1/5 breathtaking spells, this conquest, you'll face real life historical this means you'll be able to shape your are implemented) to augment its familiar
it's unclear whether that Chinese magic will figures such as Kenshin Uesugi and the forces more to your liking than in the previ- Dynasty Warriors fighting formula. The results
return in this new title due to this game's cavalry units of Shingen Takeda. Although ous games. could even outmuscle Koei's most famous
Japanese history storyline. Nobunaga's inclusion is old hat to fans of Is this the step forward for Koei that we've | franchise in the end. ШШШ
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Enter the amazing world of Vana diel*
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B Why sit in traffic when
you can ride a chopper?
9 Here's a look at some of
the modifications you can
make to stock vehicle types
in San Andreas
4 B No water wings for СІ,
dawg can swim with the
» best of them
Іш
UNLIMITED ENABLED
ЕСІ goes hard to
the hole!
PLAYSTATION 2
Grand Theft Auto:
oan Andreas
> STYLE 1-PLAYER ACTION/RACING > PUBLISHER ROCKSTAR GAMES > DEVELOPER ROCKSTAR NORTH > RELEASE OCTOBER 19
THE STREETS OF SAN FIERRO
ith each passing week bringing us closer
to Grand Theft Auto: San Andreas’
release, and Rockstar steadily revealing
new gameplay details and screenshots
regarding this blockbuster project, it's becoming
increasingly apparent that October 19th will likely be
a day for the video game sales chart record books.
By now, it's obvious that San Andreas is going to
simply blow any and all of the GTA copycats out of
the water, and that — in terms of size and scope —
this title is in a league all of its own. This impression
is only strengthened by a recent batch of informa-
tion we received regarding the game's second city,
San Fierro, and a host of new gameplay mechanics.
As you probably know by now, San Fierro is the
game's doppelganger for San Francisco, one of
the world's most beautiful and culturally rich urban
areas. Fittingly, many of the Bay Area's iconic land-
marks have been recreated in adapted form, includ-
ing the Bay Bridge (Garver Bridge), Golden Gate
(Gant Bridge), Chinatown, and the Haight-Asbury
District (know here as Hashbury, home of the
Hashbury & Garcia “Joint Festival”). In addition, you'll
be able to ride the city's legendary trolley car system
or motor around in the classic hippie “Camper”
(based on the VW minibus). Rockstar also hinted
that San Fierro will see the return of the feared
Triads, in the form of longtime friend of CJ's, gang
leader Wu Zi Mu.
Even more exciting are revelations
regarding some completely new types of
gameplay and character development being
implemented in San Andreas. For example,
keeping in the spirit of the urban culture
that has inspired the game, CJ can now take
part in fully playable street basketball games
(another good way of keeping the fat off).
Also, in Chinatown you'll be able to hit the
Cobra Martial Arts dojo to learn new hand-
to-hand combat moves like the roundhouse
kick, drop heel kick, running front kick, and
CJ's own unique "street fighting" style.
In addition, despite the jabs that Driv3r took
at GTA's non-swimming character, CJ (and other
characters in the game) will be able to swim. There
are three basic styles of swimming: the default dog
paddle (for treading water), the breaststroke (done
by simply pressing forward on the analog stick), and
the faster freestyle swim (performed by timed press-
ing of the X button). This should make for some
killer getaway scenes. For example, you can now
drive off the Santa Maria (née Santa Monica) Pier in
Los Santos, get out of the car, start swimming out to
sea, and then jack a motorboat for a quick escape.
Rockstar North is also implementing elements
from some of the company's other successful
titles, additions that will make the GTA experience
even more immersive and complex. In a nod to
Midnight Club, you can now take your stolen rides
to various part and chop shops and outfit them
with custom paint jobs, bumpers, exhausts, spoilers,
rims, and even nitrous boost systems. The influ-
ence of Rockstar North's own Manhunt is felt in the
new “silent kill" abilities, which allow CJ to sneak up
on an unsuspecting enemy, raise his hand as he
approaches, and deal a sudden and quick death.
What more can we say? All that's left now is to
break up with your significant other in time for
October 19th, because we expect gamers the world
over will be occupied for months after San Andreas
hits the streets. I I Il
“Mercy is for the weak!"
"P
MEGAMAN IS BRINGING A NEW STYLE TO THE WORLD OF RPG
Play the hero in Mega Man X’s latest adventure with a brand new three-person battle option — fight the enemy
simultaneously! Your mission is to infiltrate Gigantis Island and thwart General Epsilon and his evil Liberion Army
with the help of teammates Ах! and Zero. Customize any of five new characters, build up your experience points,
then go in for the attack!
SOM ad trademarks of CAPCOM CO. L
any ind NINTENDO GAMECUBE LOGC ета
lemarks are owned by their respective owners.
EVERYONE m EESE Y A "
E eee | |
^ NINT N
©) GAMECUBE PlayStation.
Se previews
"Don't cross the streams!
es
UNLIMITED ENABLED
XBOX | PC
Multiplayer will support up to
16 players, and includes popular
game types like Deathmatch,
Capture the Flag, and Assault
The Trandoshans are
one of the races you'll be
gunning down en masse
G
у
These death machines
are the pefsonal guards
of General Grievous
Because of their realistically intelligent AI,
your squadimates are capable of handling
threats'by themselves. Each of your team-
mates has his own skills and personality
Star Wars: Republic Commando
> STYLE 1-PLAYER ACTION (UP TO 16-PLAYER VIA XBOX LIVE OR ONLINE) > PUBLISHER LUCASARTS > DEVELOPER LUCASARTS > RELEASE FEBRUARY
BEGUN THIS CLONE WAR HAS
ucasArts has some exciting news for
Star Wars fans. "Republic Commando
is the bridge between Episode II
and Episode III. The game ends as
Episode III begins," say Steve Matulac and
Tim Longo, the producer and director of the
game respectively. "Your team of Republic
Commandos, Delta Squad, are an elite
branch of the Star Wars military. They are the
best of the best, and as such, are visibly beef-
ier and stronger than the clone troopers seen
in Episode Il. They have special equipment,
Wookiees will play a larger role
in Republic Commando, and we
mean large. Some Wookiees will
appear noticeably bigger than they
ever have before
104 GAME INFORYER ]
ich allows them to stay in the field longer
than a clone trooper.” If you are a Star Wars
fan, Matulac and Longo's claims are probably
enough to sell you on Star Wars: Republic
Commando. The duo was more than happy
to talk with us about the game, and what they
had to say will make Star Wars fans foam at
the mouth in anticipation.
“The game begins at the Battle of
Geonosis,” Matulac and Longo continue.
“Amidst the chaos of the infantry battle, the
elite Republic Commandos are deployed to
nn
hunt down the Separatist leader
Sun Fac — a job only they сап
handle. The squad is then tumed
loose on a mysterious Republic
ghost ship. Little do they know
fierce Trandoshan mercenaries, intent on
tuming the ship over to the Separatists, have
captured it. But why are these two strange
factions allied? All becomes clear when the
commandos take a covert mission to the
Wookiee planet of Kashyyyk, where they
uncover a Separatist plot, conceived by
none other than General Grievous, the new
villain from the upcoming Episode IIl. The
commandos fight alongside brutal Wookiee
warriors against Trandoshan slavers and the
mechanized droid armies, in a battle to take
back a city balanced high in the trees”
The story alone should be enough to get
fans of the movie series on board, and the
squad-based gameplay should appeal to
action fans who aren't necessarily Star Wars
experts. According to Matulac and Longo, the
squad mechanic is "completely flexible and
dynamic. The player can be just as effective if
he either chooses to run ahead of the squad
and eliminate all the threats himself, or just
Sits back and orchestrates squad positions
and assignments, or a combination of both
approaches. Each of the three squadmates
have their own unique characteristics. One
squadmate is the team's paranoid psycho-
path, but also happens to be a sharpshooter.
Another is the explosives expert and anti-
armor wise guy. He's very sarcastic, but pro-
fessional. The third is the foundation of the
group. His 'by-the-book attitude is the base
of his authority. He is the squad's second in
command, he's military through and throi
He salutes his breakfast in the morning”
“The central character is our clean slate,”
they continue. “We want the player to relate
to him in the way they wish to. He is voiced
by Temuera Morrison, who played Jango Fett
in Episode II, but he is more militaristic and
official about his actions. He is the leader of
the squad, and is really who holds the whole
thing together. The central character is also
the jack-of-all-trades. He is able to use each
weapon and perform each squad maneuver
just like all the others, but by doing so he
sets an example of perfection for the rest of
his squad”
With a story that blends seamlessly with
the Star Wars universe, frenetic squad-based
gameplay, and, of course, online play, Star
Wars: Republic Commando is easily one of
this winter's most exciting Xbox/PC titles. We
have a feeling that the Force is truly strong
with this one. B IN IM
19 missions in the single player Command an elite squad of Special Utilize any means necessary to gain Xbox version supports В players
campaign - 17 of the best from the PC Forces troops for maximum control of key enemy territory - online in 9 multiplayer levels!
version and 2 new missions exclusive tactical strategy. gather intelligence, call in air strikes. Download new maps and missions!
for the console!
Lv =
Stroi
ESRB CONTENT RATING
ng Language
Violence
www.esrb.org
PlayStation.@ тол = m
© 2002-2004 Illusion Softworks a.s. Vietcong, Illusion Softworks and the Illusion Softworks logo are trademarks of Illusion Softworks a.s. Pterodon and the Pterodon logo are trademarks of Pterodon a s
Gathering of Developers, the Gathering of Developers logo, Take-Two Interactive Software and the Take-Two logo are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc
Coyote Console, Coyote Developments and the Coyote Logos are trademarks of Coyote Developments Ltd. Developed by Coyote Console in association with Illusion Softworks and Pterodon. Published by
Gathering of Developers. Microsoft, Xbox, Xbox Live, the Live Logos and the Xbox logos are registered trademarks of Microsoft Corporation in the United States and other countries. The ratings icon is a
trademark of the Entertainment Software Association. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Uses Bink Video. & 1997-2004 by RAD
Game Tools, Inc. Render Ware is a registered trademark of Canon Inc. All other trademarks are properties of their respective owners. All rights reserved
®
Se previews
PLAYSTATION 2
Killzone
Somehow, no one
cowered in fear at
the sight of the happy
sunshine cannon
> STYLE 1 TO 4-PLAYER (UP TO 16-PLAYER VIA ONLINE) > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER GUERRILLA/SONY COMPUTER ENTERTAINMENT
EUROPE/SONY COMPUTER ENTERTAINMENT AMERICA SANTA MONICA STUDIOS » RELEASE OCTOBER 26
HISTORICAL FUTURE
fter a long wait, Killzone is nearly upon
us, and we're more than ready for
the challenge. Promising a blistering
level of realism within the context of
а sci-fi military shooter, Killzone looks to raise
the bar for the PS2 FPS. The setup has you
pick among four playable characters that make
up your squad, each with unique abilities and
strengths to exploit as you move through the
game. Though you won't be commanding your
team, they will react intelligently to your actions
by pursuing objectives utilizing their own indi-
vidual strengths.
The Rockford,
Illinois of the
future is even
more of a dive
than it is now
سسس
Perhaps the coolest aspect of Killzone is
its attempt to meld historical warfare authen-
ticity with a futuristic setting. All of the 27
distinct weapon designs are based on past or
modem instruments of war, so you won't be
seeing any laser guns here. Instead, as with
all aspects of the game, the goal has been to
craft a predictive version of the not-so-distant
future, with all of the technology seeming
familiar but out of reach at the same time.
This strategy has extended to the design of
the world called Vecta, a colony planet being
attacked by the antagonistic Helghast. As elite
„ military members of
|| the Earth-loyal ISA,
it's your job to halt
the blitzkrieg of the
Separatists. Many
of the levels are
designed to emulate
famous battlefields
of the past. Areas
outside Vecta City are
reminiscent of the
killing fields of WW I,
with gouged out
trenches and a dev-
astated countryside.
City areas are mod-
eled after the tattered
remains of Stalingrad
Finally, a game with a
Peeping Tom Mode
during the Second World War. Even the
jungle fighting of Vietnam has been tapped
and reimagined for this eerie sci-fi future.
Enemy Al should be similarly sweet — foes
will provide cover fire for their comrades
and peek around corners to check for a
dear field before moving out as coordi-
nated teams. All these elements should
combine to create an intense vision of
the future of war.
While the single-player experience
should be stellar, it might be the
multiplayer features that end
up truly impressing the crowd.
Killzone will be available for
play by up to 16 players
online, and will include USB
headset support for voice-
chat. Alternately, you can
play offline with 4-player
split-screen and the other
12 slots filled by Al bots.
Killzone seems poised to
wrest its own spot in the
crowded shooter genre. If
everything comes together
as promised, we can chalk
this one up on our grow-
ing list of holiday must-
haves. IN INI
Twenty-seven
distinct weapons make
an appearance
Holy Crap! How
big is this gopher?
974
zanga
WITCH
EDAL PIS.
Cissrar
0 / 850
в5 180 360
UNLIMITED ENABLED
PLAYSTATION 2 | XBOX | GAMECUBE
і
D a
Flip + Nose Manual + BS S050 2%
7790
pt
БП Нагарір +
Tony Hawk's Underground;
World Destruction Tour
> STYLE 1 OR 2-PLAYER ACTION/SPORTS (UP TO 8-PLAYER VIA PS2 ONLINE) > PUBLISHER ACTIVISION
> DEVELOPER NEVERSOFT > RELEASE OCTOBER 5
HIT THE STREETS
ast year's skateboarding title
from Neversoft, Tony Hawk's
Underground, was undoubt-
edly a departure for the series.
Featuring a story mode in which the
player is the central character, THUG
changed the series drastically by
revamping your goals, changing the
look, and placing a new emphasis on
plot. While THUG was certainly well
received, some players longed for the
classic Tony Hawk gameplay as seen in
the earlier titles. Fortunately for every-
one, THUG 2 will feature both the Story
mode and Classic mode. Each will have
its own set of levels. In many ways, it's
two skating games for the price of one.
We had a chance to get our grubby
little hands on THUG 2 recently,
and spent some time checking out
0
. 25 / 1000 GOAL PTS.
one of the new levels in Classic
mode — Barcelona. Not only does this
Spanish city feature plenty of great
lines and choice ramps, it also features
a level-changing event, much like the
earthquake in the popular Los Angeles
level in Tony Hawk's Pro Skater 5. This
event is triggered when you throw an
apple at a bull, causing him to freak out
and chase a mime. Obviously, chaos
ensues.
Throwing objects is one of the new
moves added this year, which has all
kinds of fun applications, most that
involve causing mischief. Other new
moves include a 360-degree flatland
spin, the sticker slap (which can be
used to push off against walls and
change your direction), graffiti tagging,
and a new special mode that slows
You'll unlock a lot
of hidden characters
in Story mode, but
they all pale in com-
parison to this guy
Best tag ever. Officially
MODIFY TEXT
ERASE LAYER "
time and zooms in on your skater.
All of these new moves can be used
in Classic mode as well as Story, and
some of the series' best stages from
the past will show up again, so you can
test out your new moves in your old
favorite runs.
Classic mode is only one part of the
huge amount of new content added to
this year's title. Unlockable characters
populate every stage in Story mode,
including new pros, strange characters,
and a few celebrity guests like Jesse
James from the show Monster Garage.
With all of this new content, as well
as a gameplay mode for every type of
virtual skater, we have no doubt that
this will be the finest Tony Hawk title
yet. ишш
E RR
CANVAS
TRANSHIRM LAYER
SWAP
BACKWARD
SWAP FORWARD
COPY Т0 OPEN LAYER
INFORMER
-
^ т v
$ previews
m The bigger units are
downright impressive
W We're gonna
have to bet on the
Space Marines over
the Jawas
108
GAME INFORMER
Warhammer 40,000:
Dawn of Wa
> STYLE 1-PLAYER STRATEGY (UP TO 8-PLAYER VIA INTERNET OR LAN) > PUBLISHER THQ
> DEVELOPER RELIC ENTERTAINMENT > RELEASE SEPTEMBER
THE NEW STANDARD?
hat is it with licensed games these
days? Warhammer 40,000: Dawn
of War, from everything we've
seen so far, looks to be another
one that not only doesn't suck — in all honesty,
we can't wait for this thing to release so that
we can play the full version. The obvious care
and passion that veteran real-time strategy
developer Relic Entertainment has put into the
title, along with the rich background fiction of
the Warhammer universe, is shaping up into
one of the best RTS titles we've had the plea-
sure of playing in a long time.
For one, the graphics are top-notch. Models
are detailed and very well-animated, lending
much more personality to typically faceless
troops. Even the structures reflect the charac-
teristics of their builders, from the immacu-
late Space Marines' Chapel-Barracks to tl
ramshackle, thrown-together Orkish Pile о”
Gunz. The sound design is likewise brilliant,
with explosions rocking the house and profes-
sional voice actors giving life to the cutscenes.
From a presentation standpoint, Dawn of War
definitely has nothing to worry about.
In terms of gameplay, Relic is aiming to
make one of the widest and deepest RTS
titles ever created. Each faction has dozens
of units, from anti-tank squads to stealthy
snipers and gigantic war machines of every
description. Furthermore, the number of
upgrades available is staggering. Sure, you
can do the normal things like increase the
armor of your infantry, but there are also
specific weapons to outfit your grunts with,
special abilities for various troops, and differ-
ent types of ordnance for tanks. That's just
the beginning, too — when you consider that
no two factions progress up the tech tree the
same way, much less share units or tech, it's
clear that there's a whole lot of meat to the
strategy in Dawn of War.
Finally, some interesting concepts are
integrated into the RTS framework. Resource-
gathering takes place largely through control-
ling strategic nodes on the map, which makes
being aggressive and holding territory the
name of the game. Infantry is commanded
on the squad level, and can have heroes, cap-
tains, or support units like medics attached
to increase their effectiveness in battle. And
finally, most every unit in the game has
both a melee and ranged attack that you
can tell them to favor — Space Marines with
their high-tech weaponry will want to keep
their distance from hulking Ork Slugga Boyz.
Should enough of their comrades bite it,
however, or if they catch sight of something
intimidating like an avatar of the Eldar gods,
they'll break and run.
All in all, there are enough new ideas, excel-
lent technology, and veteran polish in Dawn
of War to have any RTS gamer frothing at the
mouth in anticipation. Fortunately, we don't
have long to wait for its (as of press time) late
September release. LI
PLAYSTATION 2 | XBOX | PC
The Bard's Tale
> STYLE 1-PLAYER ACTION/RPG > PUBLISHER INXILE ENTERTAINMENT/VIVENDI UNIVERSAL > DEVELOPER INXILE ENTERTAINMENT > RELEASE OCTOBER
WE PROMISE, HE’S NOT SPOONY
few of you old-school PC RPG gamers
may remember the Bard's Tale franchise
from way back in the day — 1985, to be
exact. However, the original producer,
Brian Fargo (who also had a hand in founding
Interplay), and several other refugees of that sink-
ing company have come together to form new
studio inXile Entertainment for the express pur-
pose of retelling the original Bard's Tale.
Powered by a version of Snowblind Studios'
engine (which showed up first in Baldur's Gate:
Dark Alliance), The Bard's Tale is obviously an
action/RPG. More than capable of taking care of
himself in а fight with a variety of weapons, the
Bard can also summon magical creatures to help
him out of tight spots. Though you start with only ТТЫ
the capability to call a measly rat, behemoths keep track of your
q allies’ health as well
and elementals will eventually fight by your as your own
Side. Between the summoning spicing things up
and the certified hack ‘n slash pedigree of the simply as the Bard, is a charming rogue, selfish and mer-
Snowblind engine, it's hard to foresee any problems with ће cenary by nature. Cary Elwes (The Man in Black from The
action in The Bard's Tale. Princess Bride) voices the Bard, and the narrator is played by
What's unique about this title, however, is the flavor that Tony Jay, known as the Elder God from the Legacy of Kain
permeates the entire game. The main character, know! games among many other roles. This level of voice talent is
really only the tip of the iceberg, though. What
we've seen of the script is clever, funny, and
saucier than just about any other game we've
seen. Having "snarky" and "nice" dialogue
options doesn't sound that cool, but when
you choose to snap back at someone who
ticked you off and the Bard cuts them down
with a scathingly witty rejoinder, it's all worth it.
Developer inXile assures us that the choices you
make determine how the story progresses as
well, which you can't help but love.
E The bouncing Бай Those who may be looking for a slightly more
lets you sing along pui у
with the drunks? intelligent action game ought to keep an eye on
The Bard's Tale. If it all comes together like we
Яопе [от ыз ћез LCT ык ыр эа сһеєғ/ Чот UCT hope, it could very well deliver one of the best
Charlie Mops, the man who invented beer beer beer ШШ Л.Л
5 previews
Dragonshard
Ф `m > STYLE 1-PLAYER STRATEGY (UP TO 8-PLAYER VIA INTERNET OR LAN) > PUBLISHER ATARI > DEVELOPER LIQUID
” ENTERTAINMENT > RELEASE SPRING 2005
DUNGEONS TOO, BELIEVE IT OR NO
Dungeons &
Dragons Online 2,7
> STYLE MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME > PUBLISHER ATARI > DEVELOPER TURBINE
> RELEASE 2005
NOT WHAT YOU THINK -
ts a good thing that veteran online
developer Turbine knows what
they're doing. If ever there was a
title that looked ripe for a generic,
uninspired knock-off, Dungeons &
Dragons Online is it. This, however,
is anything but. Turbine is gladly jet-
tisoning MMORPG conventions by the
truckload and making a game more akin
to tabletop D&D than any existing video
game on the market.
One surprising design decision is
to stick very closely to D&D character
progression. As anyone who has played
D&D knows, that means an incredible
amount of room for customizing your
hero — two human Fighters of the same
level can easily have radically differ-
ent abilities. Another departure from
MMORPG canon is the fact that play-
ers don't get experience or loot from
killing monsters. However, the world
of D&D Online will teem with quests
and missions, all of which take place
in instanced (private to you and your
group) settings and reward players
handsomely with goods and experi-
ence. The quest areas will also change
depending on which ones you've
110: САМЕ INFORMER
te
ab
P *;
undertaken; for instance, if the king
hasn't asked you to save his daughter
from the trolls, that entire encounter
won't even spawn.
For another thing, combat is more
Maximo than EverQuest. A mouse
click will swing your weapon, while
missile targeting takes place in a first-
person view. If you acquire the Dodge
feat, you'll even be able to perform an
evasive roll. Also, as characters level
up and gain more martial skill, attack
combos become available. The battle
system looks a bit more involved and
interactive than is usually found in the
genre — no pressing the attack key,
making a sandwich, and coming back to
your PC to find the monster dead.
Between the true-to-the-books hero
creation, the lack of grinding rats to
death for fifteen hours to level up,
and the more action-oriented fight-
ing, D&D Online could very well be
the MMORPG that shows us all what
the genre has been missing these last
seven years. Here's hoping it lives up to
its potential between now and its 2005
release. ШШШ
rankly, when first we heard that
Atari had a Dungeons & Dragons
real-time strategy game planned,
we were far from excited. After get-
ting a chance to see Dragonshard in action,
however, it looks as though it wasn't a bad
idea after all. You see, this is anything but
another WarCraft wannabe.
For one thing, your army isn't structured
in the normal way. Troops are all organized
into squads; you can't command individual
ones or focus fire more specifically than
on the squad level. Your captains, which
are heroes in the D&D sense — Clerics,
Wizards, Rogues, and such — are tough in
their own right, but can also lead troops
to give them bonuses. A Cleric in charge
of knights might make them tougher to
kill through healing, while a Rogue with a
group of archers could allow them to sneak
past enemy lines. Also, the game world is
segmented into surface and underground
levels. Yes, it's been done before, but
here's the catch — most of your troops
can't go below ground; only the captains
(and champions, who are the true badas-
ses of the game) are allowed. Down in
the darkness, they band together 10 slay
the monsters and grab the loot in classic
D&D style.
The other innovative element of
Dragonshard we saw was the city construc-
tion. Unlike other RTSs, your towns are
laid out on a grid where you place your
buildings. What's cool about it is that each
structure has an effect on whatever's next
to it, so if you want enchanted weapons
you'll have to put a wizard tower next to
the blacksmith. Also, settlements are very
well defended right away, so players are
encouraged to get their butts downstairs
and beat up some monsters.
Given the loving that Atari has been
showing the D&D license lately, and from
what we've seen of Liquid's efforts to
make this a unique and entertaining title,
Dragonshard is one worth tracking even if
you've never seen the inside of the Player's
Handbook. a
PLAYSTATION 2
Ape Escape:
Pumped and Primed
> STYLE 1 TO 4-PLAYER ACTION > PUBLISHER UBISOFT > DEVELOPER SONY COMPUTER ENTERTAINMENT > RELEASE OCTOBER 1
APE ON APE ACTION
hether they're wearing a
diaper with a goofy, good-
humored grin or viciously
attacking each other in
underground kickboxing tournaments,
no one can seem to get enough of
monkeys. Well, Ubisoft is giving the
people what they want in Ape Escape:
Pumped and Primed by offering play-
ers a chance to pit these pink-rumped
primates against each other in a variety
of minigames.
In a deviation from its platforming
roots, Pumped and Primed will be
more of a party game, with two distinct
modes of play. In Versus mode, up to
four people compete in 21 pre-made
tournaments, with events such as races
and melee battles. Even though the
format is different, you can still count
on using a wide array of gadgets to
gain the edge, such as the stunclub,
slingshot, and RC car.
The other way to play Pumped and
Primed is Story mode. The plot is
some nonsense about Jake and the
Professor being trapped in a computer-
generated world fighting off the bad
guy from Ape Escape 2, Specter. Sure,
it won't win any Pulitzers, but it does
give you an excuse to go through 44
levels and eight boss battles either
solo or in competitive two-player.
Additionally, you can use the levels
from Story mode to customize your
own tournaments in Versus mode!
Expect a return of your favorite
heroes, like Natalie and Spike, as
well as the introduction of some new
faces, like Pipotron. Plus, with over
400 unlockables like new gadgets and
clothes, Pumped and Primed promises
to turn a whole new crop of respect-
able citizens into a mob of depraved
monkey-lovers. Ш
Somehow, Calvin
Klein's "Monkey Rage”
line of underwear
wasn't successful
x
%
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Jan
LEGENDS
ARE BORN.
9.24.04
MEN
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ACTIVISION
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NOKIA
Se previews
Call of Duty:
United Offensive
> STYLE 1-PLAYER ACT
> DEVELOPER
UP TO 32-PLAYER VIA INTERNET OR LAN) > PUBLISHER ACTIVISION
INTERACTIVE STUDIOS > RELEASE FALL
OFFENSIVE IN A GOOD WAY
ast year's Call of Duty
accomplished a feat against
all odds: established itself
as a brand-new World
War 11 franchise in a market glut-
ted by well-known titles. A year
later, the spectacular shooter is
getting this expansion, aimed at
remedying the two big flaws in
the original as well as refining and
growing the multiplayer portion
of the game. Twelve huge new
single-player missions – they're all
significantly larger than the ones in
the original — should please fans
that didn't get enough cinematic
action last time around, while the
addition of vehicles will help open
up the gameplay of the three new
multiplayer modes.
Plenty of content is being added
besides new missions. Bazookas
and Panzerfausts can now be uti-
теа to crack those nasty panzers,
smoke grenades can buy valuable
time, and flamethrowers will lay
down some serious short-range
hurt. Soldiers can also sprint for a
limited time, and while you can't
shoot while doing so, it's great for
crossing killzones. Some portable
The rendering of.
Sicily is gorgeous
machine guns have deployable
legs for extra stability, and cooking
off grenades will add a bit to their
usefulness
On the multiplayer side of things,
the new modes all look cool:
Capture the Flag, a Battlefield-
esque Domination, and something
new called Base Assault. The
interesting part about multiplayer,
though, is the ranking system. As
you capture objectives (depending
on the gametype) and rack up kills,
your carrying capacity increases
and you'll gain access to sweet
abilities like calling in airstrikes
Controllable tanks and Jeeps
are also present in all modes, so
between the additional weapons,
11 fresh maps, and everything
else, there should be no shortage
whatsoever of mayhem to be had
online.
The Call of Duty franchise is one
of the better ones to come out
of 2003, and with the upcoming
console title Finest Hour and this
expansion pushing the PC game
forward, the future is pretty bright
for World War II enthusiasts. I IE
e
XBOX
Blinx 2: Masters
of Time and Space
> STYLE 1 TO 4-PLAYER ACTION/PLATFORM > PUBLISHER MICROSOFT > DEVELOPER ARTOON, CO. LTD. > RELEASE NOVEMBER 16
NEW TITLE, NEW ATTITUDE
o longer content with
the dubious janitorial
designation of "Time
Sweeper," Blinx has
upgraded significantly to the
lofty title of a Master of Time
and Space. After playing through
several levels of the time travel-
ling cat's new adventure, we can
assure you that's not all that's
been improved. Blinx 2 is faster,
sleeker, and more varied than its
first incarnation, with some cool
new options that should make
it more than worth a look in this
crowded holiday season. For
one, you'll be playing for both
the cats and their enemies — the
nefarious pigs. Half of the
single-player campaign has you
adopting the role of one of the
Make that eight lives...
time-travelling felines again.
However, the other half of the
game you'll control the space-
warping pigs in a stealth oriented
attempt to avoid the clever
Sweeper cats.
We got to talk with direc-
tor Naoto Oshima about the
changes, and he filled us in.
“First, the entire game is much
faster — Blinx moves quicker,
ammunition can be swept as
you move, and the crystal collec-
tion has been automated. The
game is now mission-based —
there are no time limits and
the worlds are much larger and
non-linear to promote explora-
tion" We also learned about
the plan to include an extensive
multiplayer component (no Xbox
Live) enabling both two player
co-op and a four player battle
mode. "As a result of the new
features the volume of the game
has become quite large. The
worlds are about twice as large
as [the first Blinx] and the length
of play for each round is much
longer"
In our time with the game,
we got to try out some sweet
actions, like dodging projectiles
(à la The Matrix) by slowing
down time, or playing as a pig
and tossing a portable black hole
on some unsuspecting cats. With
its surprising new features and
impressive array of play modes,
Blinx 2 looks primed to steal
time from a lot of gamers when
it hits this November. Wi I IN
Á
Айбы. AN WARLORD!
Í COMMAND THE АКК ОЕ MANK IND AND BATTLE INTO ІНЕ HEART ОҒ EVIL.
j^.
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iae
= a ES ж A
> INC
(4
M. үз:
4
RECRUIT YOUR ARMY FROM SIX WARRING RACES HANDPICK YOUR HEROES, WARRIORS, AND KOHAN'S REVOLUTIONARY COMMAND SYSTEM
AND FIVE RIVAL POLITICAL ALLIANCES, BEASTS TO DEVELOP THEIR SKILLS, SPELLS AND STREAMLINES EMPIRE MANAGEMENT,
STRATEGIES AS YOU WAGE WAR AGAINST THE TO FOCUS ON CONQUEST.
ARMIES OF THE SHADOW.
THE SEQUEL TO THE 2001 STRATEGY GAME OF THE YEAR.
РС GAMER, COMPUTER GAMES MAGAZINE, COMPUTER GAMING WORLD
HETA PC TIMEGATE GS
GLOBAL STAR
SOFTWARE Re
SOFTWA
ESRB CONTENT RATING wwwestb.org
©2004 TimeGate Studios, Inc. Kohan Il: Kings of War, TimeGate Studios and the TimeGate Studios logo are trademarks of TimeGate Studios, Inc, The ratings icon is a trademark of the Entertainment Software Association. All other trademarks are the property of their respective
‘owners, Developed by TimeGate Studios. Published by Global Star Software, ©2004 Global Star Software. Global Star Software, the Global Star Software logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive
Software, Inc. All rights reserved.
PLAYSTATION 2 | GAMECUBE
Alien Hominid
> STYLE | OR 2-PLAYER ACTION > PUBLISHER 0-5 ENTERTAINMENT > DEVELOPER THE
BEHEMOTH > RELEASE FALL
eware, Earth people. Aliens
from a strange world are
planning an invasion of your
homes. These creatures
come from an odd and frightening
place called the World Wide Web, and
their goal is to infiltrate and take over
your video game consoles. Judging by
the results of their trial mission, they
just might succeed.
The aliens are coming your way
thanks to Alien Hominid, the new
title from rookie publisher 0-3
Entertainment. Many gamers are
probably already familiar with this
title; it began life as a Flash game on
the popular site newgrounds.com.
Over six million people downloaded
the early version of Alien Hominid,
and now a more polished version
is coming to PlayStation 2 and
GameCube. It's a fairly simple game,
and by that we mean it simply rocks.
It may be a basic side-scrolling
shooter, but its intense action, bizarre
sensibilities, and colorful visuals make
Alien Hominid stand out as one of
the most unique titles of the fall.
(IGE
Ж 2362
IT CAME FROM THE INTERNET
While the hand-drawn graphics
may look kiddie, the frantic gameplay
recalls hardcore series like Metal Slug
and Contra. Like those games, the
action is so fast and manic that you
will die a lot, but a bountiful amount
of lives will keep you in the game.
Co-op play only adds another level
to the madness, and the variety of
humorous stages keep the action
fresh. In the first part of the game
alone, you'll jump from car to car
fighting a giant robot bee in traffic,
battle an animate mound of butter-
scotch, take to the skies in a UFO, get
a lift from a Yeti, and battle hordes of
identical ЕВ! agents.
With its engagingly old school
gameplay, creative graphics, and
indie sensibility, it's hard not to root
for Alien Hominid. Like the titular
protagonist, this game is the little guy,
going up against the overwhelmingly
powerful forces. Everyone likes to
root for the underdog, and this time
the underdog is packing one hell of a
PRESS
START
E Bosses are huge
and bizarre, like
Kirstie Alley
UNLIMITED ENABLED
Rome: Total
War
> STYLE 1-PLAYER ACTION (UP TO 8-PLAYER VIA INTERNET OR LAN) > PUBLISHER ACTIVISION > DEVELOPER CREATIVE ASSEMBLY
> RELEASE SEPTEMBER 22
ALL ROADS LEAD TO WAR
eveloper Creative
Assembly has strategy
cred coming out of
its collective behind.
With its first two Total War titles,
Shogun and Medieval, Creative
Assembly opened previously
unimagined vistas of strategic joy
for PC dorks around the world. To
nobody's surprise, Rome: Total
War looks to be the best one yet,
and the kind of franchise install-
ment that satisfies the fan base
as well as bringing newbies into
the Total War fold.
For those unfamiliar with
how Total War works, the basic
structure breaks down like this:
You control your faction (in this
case, a noble Roman family)
on a complex, Civilization-like
overworld map where you move
your armies around, develop
cities, and make empire-wide
i Discipline is an important attribute
policy decisions. Once your
forces clash with an enemy's,
though, you take real-time com-
mand over the battle — complete
with a contextual speech from
your general to pump the troops
up. Having seen the combat
engine in action, we've got to
say that it simulates enormous
conflicts with authority. How
huge, you ask? Up to 10,000
soldiers, all of whom are imbued
with their own morale model,
attributes, and abilities. Even
the terrain you'll be fighting on
is determined wholly on where
the action takes place, since the
entire span of Rome's empire at
its zenith is mapped out for the
combat engine.
Like any good strategy title,
Rome: Total War looks to deliver
some serious replay value.
Besides the fact that you can
replay the roughly 20-hour cam-
paign from any of 11 different
factions' viewpoints (which all
have their own tech trees and
troopsets), you can play through
ten historical scenarios. Then,
once you've gotten your fix there,
Rome allows you to take the
action online and slug it out with
up to seven other players using
fully customizable armies. Sadly,
the overworld map can't make
the transition to the 'Net, but
given the scale of the conflicts
that this engine is capable of,
there's still plenty of multiplayer
goodness to be had.
Rome: Total War impressed
us at E3, and our recent hands-
on was even more tantalizing.
Keep your eyes on this one; it
has definitely earned its place as
one of the premier PC titles of
2004. a am
Clearing out monsters and racking up experience points started with the DUNGEONS & DRAGONS?
roleplaying game. And with an endless number of spells, skills, and special abilities to choose from,
it’s still the best way to level up and take on whatever comes next.
We did it first. We still do it best. playdnd.com
EXPERIENCE COUNTS
3
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£
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5
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Sly 2: Band of Thieves
WWE: Day of Reckoning
Our crack (or crackhead, we can
never decide which) review team
rates games in a number of cat-
egories to help you sort out the
great from the stuff you'll hate.
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.
116 GAME INFORMER
THE SCORING SYSTEM
=
о
Outstanding. A truly elite title that is nearly perfect in every way. This score is given
out rarely and indicates a game that cannot be missed.
Superb. Just shy of gaming nirvana, this score is a high recommendation because
the game reviewed is head-and-shoulders above its competition.
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.
Average. The game's features may work, but are nothing that even casual players
haven't seen before. A decent game from beginning to end.
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.
Bad. While some things may work as planned, the majority of this title either
malfunctions to varying degrees or it is so dull that the game falls short as a whole.
Painful. tf there is anything that's redeeming in a game of this caliber, it's buried
beneath agonizing gameplay and uneven execution in its features or theme.
Fable
Years of anticipation finally pay off,
and trust us when we say the wait
was more than worth it. Weaving
together vivid visuals, an artful
story, and the ability to do anything
and everything you could want to
do in а living fantasy world, Fable
is an experience not to be missed.
Truly become a hero, or probe the
depths of human depravity. The
choice is entirely yours, as you live
through childhood, adulthood, and
into your elder years, all the while
wielding sword, bow, and spell
against your foes. Find your own
moral to the story on page 138.
> Concept: What new ideas the game brings to the table and how
well old ideas are presented.
> Graphics: How good a game looks, taking into account any flaws
such as bad collision or pop-up.
> Sound: Does the game's music and sound effects get you
involved or do they make you resolve to always play with the vol-
ume down?
> Playability: Basically, the controller to human interface. The less
you think about the hunk of plastic in your hands, the better the
playability.
> Entertainment: Flat out, just how fun the game is to play. The
most important factor in rating a game.
> Replay Value
High – You'll still be popping this game in five years from now.
Moderately High - Good for a long while, but the thrills won't last
forever.
Moderate - Good for a few months or a few times through.
Broken. Basically unplayable. This game is so insufficient in execution that any value
would be derived in extremely small quantities, if at all.
= د۸ O دب - | SI | Co |
Lamentable. A foresaken title so bad it causes the strongest gamers to weep and
tremble like bereaved widows.
Moderately Low - After finishing it, there's not much reason to give
it a second go.
Low - You'll quit playing before you complete the game.
REVIEWS INDEX
Mortal Kombat: Deception .120
Star Wars: Battlefront. ‚121
Burnout 3: Takedown. .122
Street Racing Syndicat ‚123
Test Drive: Eve of Destructio .123
Red Star, The. .124
Outlaw Golf 2 „125
Tiger Woods PGA Tour 2005 „125
Def Jam: Fight for NY... „126
Terminator 3: Redemption Arri
Robotech: Invasioi „128
Mega Man X Command Mission .128
Dukes of Hazzard: Return of
the General Lee, The. .129
Guy Game, Тһе. .129
Juiced .129
Cabela's Deer Hunt 2005 Season. .129
Midway Arcade Treasures 2 .129
ShellShock: Мат ‘67. .129
Conflict: Vietnam. .129
Sly 2: Band of Thieves. .130
Forgotten Realms: Demon Stone .131
Shadow Hearts: Covenant .132
Spy Fiction .132
Katamari Damacy.. 134
Gallop Racer 2004 ‚134
Gradius .136
Under the Skin .136
Headhunter: Redemption... ‚136
Funkmaster Flex Digital Hitz Factory.. 136
Dance Dance Revolution Extreme 136
Rapala Pro Fishing .136
ChoroQ.. 136
WWE: Day of Reckoning 137
Fabl .138
Colin McRae Rally 2005. .139
Yagei 1139
Otogi 2: Immortal Warriors. ‚140
Pure Pinball. .140
Galleon . .140
Doom 3 | s
„142
ELI
Ebr
pr.
It's finally here, and it was worth the wait. The atmosphere is one Чыр : ds:
of the best ever created bar none, and the action comes fast and ірі ar et REBIN as, 148
furious as the legions of Hell overrun you at every turn. Oh, and hee d pide Us
remember those screenshots you've been seeing? Doom 3 looks anb ыша op С
bout а ho-jillion times better when it's actually running. Head on Eo ESL ИЛ
В y 8 Mega Man Zero 3 147
over to page 142 to meet your doom. Thunderbird 147
Mario Pinball Land. ‚147
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).
cel shading ~ A technique used to create 3D * ISP - Intemet Service Provider, The company that
rendered objects that resemble hand-drawn, provides you with access to the Internet
animation cels jaggies ~ Graphical lines that are jagged when
CG ~ Computer-Generated graphics they should be straight
dorkgasm - The shuddering moaning sound that 2 LAN — Local Area Network. Connecting computers
comes out of gamers’ mouths when they first ог consoles together within a small space to
see the Oblivion screenshots allow communication between them, Provides
offers higher picture resolution and eliminates Es > Gectonic Emenuinment Epo, The words eto bog d
А largest а - а è within а
virtually all motion artifacts in а 640x480 piel largest convention for video games minigame ~ A small, simple game within a
10801 - A resolution specification used for HDTV. :
resolution setting {fighting — A term we use for games like Street larger one.
1080i stands for resolution of 1920x1080 pixels.
This is where GI breaks down multi-plat The i" means that the video is being interlaced
form games, So whenever you see this 480p ~ Progressive scanning, this option (“p"=
logo, there is important multi-system infor progressive), creates a picture signal with double
mation regarding that product the scan lines of a conventional interlaced
picture, 480i (i = interlaced), to create a
Noticeably sharper image. The 480p image
= Alem we use for games like Super
Mario and Crash Bandicoot
pop-up — When onscreen objects, usually distant,
suddenly appear
PS2 - Sony PlayStation 2
PSone - Sony PlayStation
puzzle — A term we use for games like Tetris and
Chu Chu Rocket
racing - A term we use for games like Gran
Turismo and Mario Kart
RPG - Role-Playing Game. A game that involves
character improvement through collecting and
spending points. A term we use for games like
Final Fantasy and Dragon Warrior
shooter — A term we use for games like Mars
Matrix and Gradius
SNES - Super Nintendo Entertainment System
sports - A term we use for games like
MaddenNFL
Strategy — A term we use for games like
"m
У Fighter and Dead or Alive motion-capture - Using human models and
jus Bussi dli ате or Ran FMV — Full Motion Video. Usually refers to an infrared carens t record movement for me
The “p” means that the video is in progressive animated CG cutscene E PE
КООН format m, Frames Per Second. s Де шг жоюп DAE: Phantom funes еар object
;ontent suitable d T mes happen in one second. Also use to give the impression of realistic spe
Шыл | ANA AUN ee егете We ario e SS ED N64 — Nintendo 64
ages and older. | adventure A term we use for games like Myst GoldenEye, and Unreal Toumament NES — Nintendo Entertainment System
and Escape From Monkey Island framerate - The frames of animation used to NPC – Non-Player Character, Those people
Content suitable AI — Artifical Inteligence. Usually used to refer create the illusion of movement and creatures you see wandering around
Rp RU Content suitable | ic how well the Computer react to a human frontend — A game's menus and options in games that are not being controled by actual
Content suitable
for persons ages
3 and older,
Gand older, М ony for ets opponent GBA - Game Boy Advance humans Command & Conquer and Fallout Tactics
board - A term we use for games like Jeopardy! GBC - Game Boy Color lisse me = Things like smoke or sparks third-party — Something made for a console by а
Content suitable FS and Mario Party GC - GameCube ooo data company other than the console manufacturer
PKer — Player Killer This is a person who thrives
оп killing newbie or vulnerable characters in
MMORPGs or shooting their teammates in
games like Counter-Stnke
bump mapping — A technique where varying light
HDTV — High Definition Television
effects simulate depth on textures
isometric - Three-quarter top down view, ike
StarCraft or Red Alert 2
for persons ages
13 and older,
САМЕ INFORMER 117
ое ds.
he
NINTENDO
GAMECUBE.
PlayStation.
FROM DEVIL MAY CRY "**
Cartoon Violence
Suggestive Themes IIIBRADYGANIES RUN Ce нео А
Strategy Guide Pl St [
AVAILABLE J GAMECUBE а ation.
©Сарсот Co., Ltd. 2003, 2004, ӘСарсот U.S.A., Inc. 2003, 2004, ALL RIGHTS RESERVED. Developed by CloverStudio Co., Ltd. ALL RIGHTS RESERVED. CAPCOM and the CAPCOM logo are registered trademarks of CAPCOM CO., LTD. DEVIL MAY CRY and VIEWTIFUL JOE are trademarks of CAPCOM CO., LTD. PlayStation" and the
"PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Nintendo, Nintendo GameCube and the Official Seal are trademarks of Nintendo. ©2001 Nintendo. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners.
"PlayStation 2 Game Suggested Retail Price. **Only in the PlayStation 2 Game.
5
muni “
^
p p m 1 EIL
—DLLILIIJIIIILILILILI
LIFE IS TIFUL
AN AVERAGE JOE CAUGHT UP IN A CRAZY STUNT-FILLED ACTION MOVIE
WORLD. WITH THE AID OF HIS HERO, CAPTAIN BLUE, JOE IS GRANTED
& ` Dı 77
CAPCOM
POWERS WHICH TURN HIM INTO VIEWTIELIL JOE, THE MOST STYLISH SUPER- ancom'com/v:joe
HERO TO GRACE THE SILVER SCREEN.
ш Noob's appearance
may be familiar, but
just wait until you see
what he can do on the
battlefield
E Blood never
looked so beautiful
> STYLE 1 OR 2-PLAYER FIGHTING/PUZZLE/BOARD (UP TO 2-PLAYER VIA PS2 ONLINE OR XBOX LIVE) > PUBLISHER MIDWAY
> DEVELOPER MIDWAY > RELEASE OCTOBER 4 > ESRB M
FLAWLESS VICTORY
rumping its predecessor with a barbaric
decapitation and sending a clear-cut mes-
sage to other developers that the bar of
excellence for fighting games has officially
been raised, Mortal Kombat: Deception emerges
as the consummate fighter and one of the most
ambitious releases of the year. The gameplay has
evolved to a frightening degree, and exacting pain-
ful death upon your opponent is only the tip of
the bloody iceberg. Ed Boon and his Midway team
have fine-tuned the fray, implemented a legion
of amazing new characters, and even turned their
gaze to other genres to expand upon the experi-
ence even futher.
Building upon the combat formula in Deadly
Alliance, the focus of this year's release is to apply
balance. If you played a fair bit of the previous
entry, you know that success usually revolved
around your ability to chain together combo
strings. If an opponent was well-versed in these
techniques, there really was little you could do to
stop his or her assault other than praying that your
blocking was on that day. In Deception, when a
combo sequence is initiated, the player on the
receiving end can now perform a Breaker to stop
the chain. This little addition completely changes
the fighting dynamic and opens the window for
new strategies to be applied. One technique,
which | quickly fell in love with, is to use the envi-
ronment as a weapon. Not only can you knock
your adversary through walls, off of ledges, and
through the floor, you can quickly dispose of them
by launching the enemy into a vat of molten lava,
onto a bed of spikes, and even into the mouth of
а mechanized monstrosity.
Watching your opponent get diced into tiny bits
through a laser grid is a fitting death, but you may
120 GAME INFORMER
feel that it's a bit impersonal. To ensure that your
foe truly suffers, each character in the game can
now tap into two different Fatalities. In a twist, the
character on the losing end can input a Hara-Kiri
suicide to avoid getting annihilated by their foe.
Whoever enters their finisher sequences first gets
the satisfaction of either killing their opponent or
saving face by offing themselves. Brilliant.
While this is more than enough material to
keep rabid fans of the series content, Midway
is expanding upon the experience with a wildly
addictive puzzle game, a variation of the thinking
man's game of chess, and a highly-competitive
online component that allows players to compete
in all three of these modes. Puzzle Kombat draws
obvious inspiration from Dr. Mario. By dropping
detonating blocks on same colored blocks, you
will in tum send unwanted blocks to your oppo-
nent. By doing this enough, you will build up a
special move to unleash upon your adversary. For
instance, Scorpion can jumble his foe's pieces.
The chess game plays as you would expect, but
you'll have to fight to occupy squares, traps can
be set, and you can tap into spells ranging from
resurrect to imprison.
Kicking it up another notch, Konquest mode
now features an extensive story and a sprawl-
ing open world with people to interact with and
secrets to unearth. At its core, however, this is still
a glorified training mode that teaches you how to
fight with each of the characters. The Krypt is also
loaded to the hilt with new material.
Through its razor-sharp fighting, array of playing
options, and unyielding desire to please fans of
the series, Deception is easily the most-accom-
plished fighter to date. Mortal Kombat is once
again the game to beat. —REINER
8i Along with a host of new arenas (this one suddenly
changes from tropical paradise to violent monsoon),
players can battle on several classic stages like the forest
E Konquest mode tells
the tale of Shujinko. As
the plot unfolds, you'll
watch Shujinko age
and transform into a
powerful warrior
(a
CHAOSREALM
Bi After you
defeat your
opponent in
Puzzle Kombat,
you'll be
treated to one
of the many
mode-specific
Fatalities
Taking a tip from the motion picture industry, Midway
is offering two different versions of Deception. There's
a standard edition release (retailing for $49.95), and a
limited Kollector's Edition. This version features an arcade-
perfect port of the original Mortal Kombat, 40 minutes
of DVD bonuses, plus a serialized embossed collector's
card of the character on the cover. Speaking of which, the
PS2 version of the Kollector's Edition (called the Premium
Pack) has SubZero on the front of the box, whereas the
Xbox version is releasing with four different cover options.
? Concept: Tighten up the com-
bat; bring the battle online; and
keep players engrossed with new
puzzle and chess modes and a
bewy of secrets
? Graphics: An artislic master-
piece that continually impresses
with its fluid animations, gor-
geous effects, and striking details
> Sound: Classic MK goodness,
Toasty!
> Playability: The Breaker
opens up a world of possibilities.
The new assortment of death
maneuvers are also welcome
additions.
? Entertainment: Everything
but the kitchen sink. This is the
complete fighting package
? Replay Value: High
Second Opinion 9
WA long time ago in a
galaxy far, far away, the
saying "crapping your
pants" was officially
coined
UNLIMITED ENABLED
PLAYSTATION 2 | XBOX
Star Wars: Battlefront
> STYLE 1-PLAYER ACTION (UP TO 16-PLAYER VIA PS2 BROADBAND OR 24-PLAYER VIA XBOX LIVE) > PUBLISHER LUCASARTS
> DEVELOPER PANDEMIC > RELEASE SEPTEMBER 21 > ESRB T
SEIZING CONTROL OF THE GALAXY ONE PLANET AT A TIME
tone point in your life, you've had a Star
Wars fantasy. Some people daydream
about saving the scantily clad Princess Leia
from the clutches of the detestable crime
lord Jabba the Hutt. Others long to be as virtuous as
Luke Skywalker, as rugged as Han Solo, or as drop
dead sexy as Lando Calrissian. |, on the other hand,
dream of sitting in the pilot's chair of a lumbering
AT-AT, cackling nefariously as | rain death down from
above upon hapless rebel soldiers. Afterwards, | cel-
ebrate my victory with a juicy Ewok burger.
Call me sick and twisted if you wish, but it would
appear that Battlefront's premise was created
specifically to fulfill my sick reverie. Pandemic has
developed a title that hones in on the intensity and
sheer size of the battles from both motion picture
trilogies. War is waged on 10 different planets,
including Hoth, Geonosis, Endor, and Revenge of
the Sith's Kashyyyk. Players have the freedom to
choose who they'll align themselves with in each of
these conflicts. Naturally, vehicular units and person-
nel types vary by map. Players can pilot any vehicle,
and upon death, can respawn as any trooper that
they wish. In some cases, you may want a sniper.
Other times you may need to fortify a base with
someone wielding a rocket launcher. You really
have to watch the battle unfold to determine the
strategy that should be applied.
Tossing thermal detonators into a squad of
unsuspecting soldiers, unloading countless blasts
into a Tusken Raider camp with an AAT, running
side-by-side with Darth Vader in the streets of Mos
Espa: | can’t stress enough just how entertaining
Battlefront's gameplay is. All of the maps are won-
derfully diverse and feature great advantage points
for each of the teams. The controls are perfectly
fashioned for the action at hand, and variety in the
character types allows players to change things ир
on the fly.
Given the enormity of some of the maps, | do
feel that several of the class types move way too
slowly. This is a minor quibble, but it did drive me
slightly nuts when | had significant ground to cover. |
guess you could make the argument that this is just
part of strategizing your attack. As you can imagine,
vehicle controls can be a bit frustrating as well.
Vessels like the TIE fighter and X-Wing are limited in
movement, and the controls are a bit chaotic. Units
like the AT-AT, AT-TE, and homing spider droid deal
great damage, which is always fun, but move as
slow as molasses.
Although three single player modes are available,
Battlefront's true calling is online play. This game
thrives off of a fragfest mentality and the coordina-
tion of attacks via headset. Customization for online
is limited, but you can adjust the intelligence and
number of bots, and determine if NPC heroes like
Darth Vader and Mace Windu will join your ranks. At
match end, statistics like headshots, favorite class,
longest living streak, narrow escapes, and who was
your main nemesis are tracked. Unfortunately, no
leaderboards or persistent stats are accumulated
within the game. You'll have to log onto a computer
and head to wwwlucasarts.com to see the player
standings.
This is one of those games that is successful in
the delivering of instant action, but doesn't offer
up much in terms of depth. If you thrive off of the
online deathmatch scene, you'll fall head over heels
in love with Battlefront. Otherwise, it'll likely only
hold your interest for a few hours tops.—REINER
= =
ш The wookiee
bowcaster is
mighty powerful
п The destroyer droid can
transform and roll quickly,
and is also equipped with
a shield. It just doesn't
move very quickly from
this position
Bi in addition to
AT-STs, there are
plenty of ewoks to
befriend
m Most of the battles are
taken straight from the films
п On Naboo, you'll
have to take down the
Gungan shield
ш Almost every
noteworthy Star Wars
vehicle is playable
>.
> Concept: An epic frag-a-thon
that allows players to experience
the legendary Star Wars battles
firsthand
> Graphics: Given how much
action is on screen at once, this
game is surprisingly gorgeous
> Sound: The soundtrack and
battle sounds are phenomenal
(of course). This is also one of
the best games for voice chat
> Playability: Fast-paced and
explosive. Controlling vehides
can be a bit frustrating, however
> Entertainment: This is the
experience that Star Wars fans
have been damoring for
> Replay Value: Moderate
Second Opinion 7.75
GAME INFORMER 121
u'll кетеді |
need to be driving on the wrong
side of the road to gain boost
ONCOMING
ш As you progress through the game's 173
events, your garage will grow with fast
rides and wrecking machines
Шш In Crash Junction, smash into as many
cars as you can, then hit the Crashbreaker
to detonate your ride and send the pile of
vehicles flying
ш At the end of Crash Junction, your chaos
is tallied by vehicular damage
PUAYERJMSIIUB, 060
E The slow-motion crash
replays never get old
PLAYSTATION 2 | XBOX
Burnout 3:
Takedown
> STYLE 1 OR 2-PLAYER RACING (UP TO 6-PLAYER VIA PS2 ONLINE OR XBOX LIVE) > PUBLISHER ELECTRONIC ARTS
> DEVELOPER CRITERION GAMES > RELEASE SEPTEMBER 8 > ESRB E
THE ART OF WRECKING
eep down inside, even the
most humble of personalities
have pondered the ques-
tion “What would happen if I
slammed the pedal to the metal and
launched my car into that fuel tanker?”
Of course, that little thing called a
“conscience” flares into effect and you
find yourself re-adjusting your seat-
belt and feathering the brakes rather
than speeding forth into an explosive
infemo of smoldering death. As it tums
out, Bumout 3 is a celebration of these
reckless driving dreams. It rewards
players for swerving through oncoming
traffic, applauds knocking opponents
off of cliffs, and ultimately begs the
question, "Just how much damage
can one vehicle inflict upon a crowded
highway or a busy city street?”
While the previous entries in the
series have embraced the same
destructive qualities, developer
Criterion Games has overhauled the
engine, applied a new coat of paint,
and tuned Burnout 3 to the point that
it roars with excitement and makes its
predecessors feel like dreary driver's
education tutorials. Criterion has
expanded upon the series’ gameplay
significantly to create one of the most
addictive racing games of all time.
With incredibly realistic damage
modelling transforming every crash
into a work of art fit to be framed and
hung on the walls of Paris’ Louvre
museum, Bumout 3 is a visual
dynamo that will floor players with its
speed and gorgeous vistas.
Criterion has even gone to great
lengths to recompense gamers for
the damage that they inflict upon their
opponents. When you wallop another
driver with enough force or railroad
them into a no-win situation, the game
will pan away from your car to show
your opponent's ride breaking apart,
catching fire, and getting totaled with
brilliant Matrix-like slow-motion effects.
In a stroke of brilliance, Criterion has
also implemented gameplay into
wrecking. When your ride gets banged
up, players have the choice to enter
Impact Time — a segment presented
in slow-motion which allows players to
maneuver their demolished car until
it comes to a stop. Wíth this, a flam-
ing wreck that was destined to rest
on a rail can be moved to the center
of the road in hopes of dipping the
competition.
In a similar vein to EA's other big
racing franchise, Need for Speed:
Underground, the action in Bumout
3 unfolds in numerous ways. In total,
players will be asked to achieve a
gold medal іп a staggering 175 events
spread throughout the U.S., Europe,
and the Far East. Achieving gold will
unlock new vehicles, tracks, and differ-
ent racing series. Players will also be
rewarded with newspaper headlines,
signature crash photographs, videos,
and trophies for achieving certain
things during races. From elimination
heats and time trials to circuits and
knockout competitions, you'll find
yourself competing in just about every
event that the racing genre can bring
to the table. Of course, the popular
Crash Mode makes a triumphant
return and has been reworked to
offer bigger pile-ups and magnificent
blinding explosions. In my opinion,
this is the heart and soul of this game.
| couldn't stop playing these events. |
just kept plowing my car into vehicles
to try and create larger chain reactions
and higher damage totals. Watching
your car slam into a fuel tanker, which
in tum sends a dozen vehicles and
debris hurling into the air, is one of
gaming's finest spectacles.
A celebration of breakneck speeds
and pile-ups, Burnout 5 achieves
racing omnipotence, giving the indus-
try's most pimped-out racers a serious
run for their money.—REINER
+ Soft Landi
9.25
> Concept: The ideal racer and
master of vehicular carnage
BOTTOM
LINE
> Graphics: Explosions and
twisted metal reign supreme,
giving you reason to look foolish
as you jump up and down and
dap with glee
> Sound: You can't go wrong
with the Ramones. Overall, the
soundtrack is decent, but the car
sounds are a bit too generic
> Playability: The array of
vehicles control admirably and
the unique turbo system is inte-
grated perfectly
> Entertainment: There are
few games out there that are this
fun to play
> Replay Value: High
E From the warping metal to
the shower of debris, Burnout
3/5 crashes are unmatched
E Banging into opponents is
rewarded with a turbo boost
122 САМЕ INFORMER
PLAYSTATION 2 | XBOX | GAMECUBE
Street Racing
Syndicate
> STYLE 1 OR 2-PLAYER RACING (UP TO 4-PLAYER VIA SYSTEM LINK, LAN, XBOX LIVE, OR PS2 ONLINE)
> PUBLISHER NAMCO > DEVELOPER EUTECHNYX > RELEASE AUGUST 31 > ESRB T
HACK 'N SLASH
fter playing Street
Racing Syndicate, I'm
left with two overrid-
ing feelings: the racing
itself is pretty good, and the
rest of the game feels like a
total hackjob. The title offers
free-roaming cities, which it
delivers on with versions of
Los Angeles, Philadelphia,
and Miami. The wide-open
feel is really there, and each
gameplay option is available
from this mode — you just ride
up to people and start burning
rubber.
From a racing physics stand-
point, SRS is pretty solid. Each
car feels different, and the
upgrades available tangibly
change your experience. These
are very good things, and the
high point of the game. The
rest of the required pieces are
generally cobbled together and
left me thinking that this game
was supposed to come out
years ago...many years ago.
The interface for nearly
every action is convoluted and
hard to follow — you'll go into
upwards of four menus before
seeing exactly how a particular
turbo kit changes your car (if
you can remember the ride's
base stats before you go in).
Also, the free-roaming city is
a great idea (one that other
racers are introducing in the
near future), but 1 almost
always warped to places
because | just didn't feel like
cruising. It's not really much
fun.
Also, | don't like the reward
System. Here's where it comes
down to a little personal pref-
erence - the biggest and easi-
est to find rewards are low-res
videos of models dancing. Me?
Not interested. Other offerings
for good performances are
things like cars, parts, and new
events. The showroom doesn't
readily tell you which cars are
newly available, the tuning
options are aggravating to
implement, and the races are
exceptionally short.
SRS could have been a
contender; instead it feels like
an unpolished, exploitative
dud that falls short in the mar-
gins.—LISA
BOTTOM
LINE
> Concept: Open-city environ-
ments, street racing, and hot
chicks
> Graphics: Very NFS:
Underground-ooking at night and
interesting lens flare effects during
the day – cars look a little flat
? Sound: The girls videos feature
some of the worst techno I've
ever heard, and no, I'm not exag-
gerating
> Playability: Fairly solid car
physics overall, and each car
and customization changes the
experience
> Entertainment: Certainly а
more successful amalgamation
than Juiced (see page 129), but
Still not something I'd be excited
to play more of
> Replay Value: Low
Second Opinion 6.75
PLAYSTATION 2 | XBOX
Test Drive: Eve of
Destructi
> STYLE 1 TO 4-PLAYER RACING > PUBLISHER ATARI > DEVELOPER MONSTER GAMES
> RELEASE AUGUST 24 > ESRB T
on
eaving the bright lights
of NASCAR (the other
No Fun League),
Monster Games has
headed to the Friday night
lights of the local racetrack.
Only instead of just kicking up.
dirt as the drivers go round-
and-round, junked cars are
bursting into flames and the
winner isn't necessarily the
best driver, he's just the crazi-
est mother$#@%&* still left
standing. Eve of Destruction's
got a styrofoam cooler full of
cans of whoop-ass, and one of
them's got your name on it.
They say that half the jour-
ney is getting there, and this
title proves that racing and
wanting to smash someone
into pieces while doing so
aren't mutually exclusive
gameplay elements. Whether
it's the guaranteed mayhem
of a suicide race (where half
the field races in the opposite
direction) or the high-flying
thrills of a figure-eight jump
track, this game's numerous
events will make daredevils of
everyone. A large part of the
fun is due to the randomness
Damage can be repaired between
races, although sustained permanent
damage will force you to get a new ride
a
REDNECK RAMPAGE
of the Al drivers, who cause all
sorts of trouble on their own
(as do the myriad persistent
objects littered around the
track). One of my favorite
moments was when my car
was broadsided in mid-air by
another car on the last lap of a
figure-eight jump race. | didn’t
care in the least, as long as
my car flipped end over end
across the finish line in first.
1 appreciate that the career
mode gives you some races to
pick up for extra cash for new
cars and upgrades. Although
your progression through
the career mode is smooth
because there's always some-
thing to do, 1 didn't feel that
the tracks themselves gave
me enough surprises once I
mastered the different types of
races. | guess it's at times like
this that one should turn to the
game's multiplayer — which
regretfully has no online.
The racing genre has been
looking for a new hook for
a while now, and | think that
Monster has started its own fun
method of mayhem.—KATO
BOTTOM
1.19
LINE
> Concept: It's like crushing a
beer can on your head. Only
with cars
> Graphics: Car models crum-
ple beautifully and the persistent
objects are impressive
> Sound: The announcer gives
good play-by-play and calls out
monikers. They call me Mr. Fist
> Playability: Although your
damaged car won't drive dif-
ferently, everything feels like
it should
> Entertainment: Ultimately it's
a limiting game, but | think we
can all relate to the twisted metal
> Replay Value: Moderately
High
Second Opinion
that there were more “char-
acters” to deal with - these
people could be freakin’
hilarious. Instead, they are
a little flat and the racing is
_slower-paced than others in
the genre, Of course, that’s
because your сагіѕ only —
worth $20, but still, the thrills |
are for a specific typeof ~
“Facing fan—LISA |
GAME INFORMER 123 |
PLAYSTATION 2 | XBOX
The Red Star
> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER ACCLAIM > DEVELOPER ACCLAIM STUDIOS AUSTIN > RELEASE SEPTEMBER 6
> ЕЅЕВ Т
LESS THAN STELLAR MAGNITUDE
he Red Star has a lot of things going for it.
Based on the award-winning comic of the
same name, this title combines Gradius
and Gauntlet in a mixture of combo-laden
weapon wielding and frantic bullet dodging. In theory,
this sounds like a sure-fire hit. However, though it
does have fun moments, the game suffers from the
“10-year-old building an indestructible snow fort"
syndrome: A lot of excitement is poured into the
planning and concept, but all enthusiasm peters out
when the time comes to actually execute it.
There will be plenty of people who appreciate Red
Star for what it does best — unabated action. You
start the campaign as either Kyuzo (a beefy dude
with a giant sword) or Makita (complete with fuzzy
hat and a sickle), and use a combination of gunplay
and melee attacks to combat an oppressive army.
Eventually you can also gain control of another
character from the comic, Maya, but she needs to
be unlocked first. Each character has several unique
moves, and they face an abundant supply of ene-
124 GAME INFORMER
mies to soak up your aggression. Of course, while
you're unleashing your Russian fury, you'll also need
to maneuver through a hail of bullets and energy
beams to keep the ass-kicking apace. The situation
gets even more hectic when you add a second
player for some co-op mayhem. Because of the mix
between brawler and shooter, the perspective alter-
nates between standard side-scrolling and a more
Ikaruga-esque top-down view, but the level of action
onscreen always stays consistently high.
However, just because there is a lot of action
doesn't necessarily mean that it is well done. The
targeting system is ridiculous and counter-intuitive.
Every time you want to lock on to enemies, you
need to face them directly and hold the lock-on
button. Once your selected foe is defeated, con-
tinuing to hold the button doesn't automatically
cycle to the next logical target; you need to release
the button and press it again, making sure you're
staring your new prey directly in the eye. This may
not seem like a big deal at first, but when you are
Some segments play
like a brawler.
The most advanced
pumpkin seed shooter:
ES built
Pot.
. ۰
“Just because there is
a lot of action doesn't
necessarily mean that
it is well done."
surrounded by foes and shimmying in all directions
trying to duck bullets, locking on to an appropriate
target is a laborious chore that results in enough
time for the opposition to score some cheap hits.
On another note, | also found it disappointing that,
for a game based on a comic with such an involved
story, the plot is surprisingly weak and relayed solely
though boring text screens between missions.
If there is one lesson to be learned from The Red
Star, it is this: No matter how acclaimed the source
material, a cool setting isn't worth anything if you
can't take advantage of it. If l'm in the land of punt-
able puppies, but my legs have been sewn together,
it doesn't do me any good, does it? Likewise, if I'm
in the world of The Red Star, but | can't make my
characters shoot or slice straight, I'm just not going
to be too excited —JOE
BOTT
LINE
> Concept: Transform a complex
graphic novel into а twitchy,
simplistic action game
> Graphics: The environments
are a drab, colorless mix of
spaceships and Eastern Bloc, but
the main character models are
pretty sweet
> Sound: The grunts and
screams your character makes
while executing a combo are
strangely satisfying, and the score
appropriately dismal
> Playability: Just mash but-
tons. It will save you the frustra-
tion of dealing with the lack of
precision
> Entertainment: If you like
shooting and stabbing, but not
going to jail for it, this is your
chance
> Replay Value: Moderate
rd strongly
pu Union.
үү ae
N шк game is
..others Sie
Se reviews
PLAYSTATION 2 | XBOX | GAMECUBE
Tiger Woods
PGA Tour 2005
> STYLE 1 TO 4-PLAYER SPORTS (1 OR 2-PLAYER VIA XBOX LIVE AND PS2 ONLINE) > PUBLISHER EA SPORTS
> DEVELOPER ҒА REDWOOD SHORES > RELEASE SEPTEMBER 20 > ESRB E
PLAYSTATION 2 | XBOX
Outlaw Golf 2
> STYLE 1 TO 4-PLAYER SPORTS (UP TO 4-PLAYER VIA XBOX LIVE OR PS2 ONLINE) > PUBLISHER GLOBAL STAR
> DEVELOPER HYPNOTIX > RELEASE OCTOBER 19 > ESRB M
MORE ACCOUTREMENT THAN ACCURACY
ypnotixs Outlaw Golf
2 is a dividing force
in the golf game
wonderland — some
will think that its creativity
and humor make up for the
questionable gameplay, while
others will be so aggravated
that no amount of humorously
poor taste will redeem the
experience. | fall somewhere
in-between the two, leaning
like a poorly propped shanty
towards the “humor overrides
the aggravation” camp.
Personally, and | know that
I'm in the minority here, | think
that real golf is stodgy. | don't
like playing actual golf — it's
hot, slow, and requires certain
feats of accuracy that I'm just
not capable of. | do, on the
other hand, like golf simula-
tions that don't make me
scream, "Aw! Come on! Physics
my butt!" This, friends, is prob-
ably why I liked the first Outlaw
Golf (and, in turn, am more
accepting with this entry). It's
got the quirk that | need with
a reasonable approximation of
the realism that | want.
So then what's the deal with
Outlaw Golf 2? Well, the added
features are really good. But
the ball physics, camera, and
composure meter could use
some tuning. The weather, a
first for the series, is a constant
problem. Rain and wind have
unpredictable and unbeliev-
able results. The camera is
unwieldy when trying to see
the entire hole or even just the
pin in relation to, and | know
it's weird to ask for this, the
ball. The composure meter,
one of my favorite features
from the last game, is back
and still unpredictable. What
determines if a shot was good
or not is totally inystifying to
me, and it almost appears to
be random.
Outlaw Golf 2 still tries hard,
though, to make people laugh.
Dave Attell from Comedy
Central's Insomniac is hysteri-
cal, instantly recognizable, and
money well spent. There aren't
many people who could say
things after a poor shot along
the lines of, “Like a priest at a
Boy Scout convention, that's
a bad lie," and have it still be
funny. Did 1 mention before
that this is a game for adults?
Well, it is.
Another big addition is the
cart racing. Like the earlier
game, you earn tokens for a
birdie or better which can be
used (as in the first game)
to beat up your caddie and
restore composure, or to race
a golf cart and earn a perfect
shot. Not to overstate, but
the idea is awesome. Cart
racing is genius, but the actual
mechanics could use some
work, so 1 rarely did it during
tournaments.
What the game really boils
down to is this: The humor is
certainly there, but Hypnotix
really needs to get the polish
onto this simulation before
people will revere its hilarity.
Well, most people that is. I'm
still going to hit these links, but
it won't be my only weapon of
golfing choice.—LISA
? Concept: Pump up the popu-
lar first game in every possible
direction - courses, modes, cus-
tomization, graphics, and style
> Graphics: Despite the subject
matter, it is fair to say that every-
thing looks nice and dean
> Sound: Dave Attell's voice
work is genius, and the tunes are
serviceable
> Playability: I've got some
quibbles with the finer points,
but a decent golf sim overall
> Entertainment: Definitely for
adults and those that like a little
arcade mentality in their sim
> Replay Value: Moderately
High
Second Opinion 6.75
here's a nasty rumor
going around that EA
Sports’ development
teams are preoccupied
with developing for the next-
generation consoles, leaving
less time for the giant leaps of
innovation that defined games
like last year's Madden and
Tiger. Of course, there's no
way to substantiate this gossip,
but there's as much smoke as
there is fire with this game.
ІН told you you'd get to
play against legends like Jack
Nicklaus, Gary Player, Arnold
Palmer, and Ben Hogan, that
would probably get your atten-
tion, wouldn't it? EA is hoping
so, because the game's career
mode is the same as last
year's mix of versus matches
and scenarios, only they end
in you facing off with these
legends. But unless you're
dripping with anticipation to
get your wood out and com-
pare shafts with Palmer, the
average player probably won't
find these old guys that excit-
ing. Elsewhere, the title hasn't
really changed. Of course,
more GameFace
options and stuff to
buy are here, but I
wasn't impressed with
the Tour difficulty, new е)
chip shot (it's more
limiting than anything
else), and Create A
Swing. Tigerproofing
isn't the true course
creator that fans are
FROM BIRDIE TO BOGEY
И He's single, la
һе won't protest giving
you bunion rubs
looking for, but it's cool that
you can get the legends to
come play you there. And like
buying stuff in the pro shop,
you get addicted to collecting
Tigerproofing options like a
diamond sand trap raking pat-
tern (Wow!). By the way, tum
off Tiger Vision, because it's a
cheat that serves little purpose
other than telling you Tiger is
so great he can see the green
with x-ray-like vision. Tiger
Woods? Never heard of him!
I'll bet he's no Nancy Lopez.
Don't get me wrong — this
is a good game. But when I
haven't even fully digested
last year's weighty offering, 1
can't get myself to shell out
the cash to get this game just
so | can change my stance in
relation to the ball and make
myself look even older and
uglier than | am in real life with
the new GameFace options.
Of course, if legends are your
thing, then you'll be over the
moon. But after last year's
revolutionary success, this
game — like Madden — is slow-
ing down with age.—KATO
с»
,and|
BOTTOM
8.5
> Concept: Put Tiger in his his-
torical place with other golf leg-
ends. Who knows, maybe there's
а place for your ugly mug, too
> Graphics: Virtually unchanged
from last year
> Sound: The announcers are
great. ..when they aren't talking
in the middle of your backswing
> Playability: Inaccuraces іп
reconaling the caddy tips with
the actual lay of the green still
exist - particularly when aiming
left or right
> Entertainment: Tigerproofing
is an attempt at a course creator,
but despite a face lift, the game
6 ally
> Replay Value: Moderate
Second Opinion 8.75
LINE
GAME INFORMER 125
o reviews
UNLIMITED ENABLED
PLAYSTATION 2 | XBOX | GAMECUBE
Def Jam: Fight for NY
> STYLE | TO 4-PLAYER ACTION > PUBLISHER EA BIG > DEVELOPER AKI CORPORATION > RELEASE SEPTEMBER 20 > ESRB M
OPERATION: MASH OUT!
ef Jam Vendetta, although it didn’t bear the
WWE license, was one of the best wrestling
games to come down the pike in a while.
Apparently, EA Big and Def Jam wanted to
distance it a bit from the genre, as Def Jam: Fight for
NY is going farther away from its roots, and has been
crafted as more of a comprehensive Fight Club-
inspired street brawler.
The biggest changes have taken place in the
game's Story mode and frontend features, which
now rival almost any fighting or wrestling game on
the market. You start by creating a character in a
“police sketch," filling in details like head shape, hair-
cut, eyes, facial hair, and so on. You can then outfit
him with a wide variety of the flyest gear, at retailers
like New York's legendary Jacob & Co. (home of
Jacob the Jeweler) and Syndicate Urban Streetwear,
which stocks many popular urban clothing brands.
To be honest, these “dress-up” features were prob-
ably the most compelling part of the game to me.
More importantly, you can also use eamed points
to upgrade your fighter's stats, buy new moves, and
even leam new fighting styles. The career mode has
been greatly expanded, now encompassing a large
number of venues and even adding in gimmick
events, like cage matches and a bout where you
"So, The
Meth & Red
Show's scripts
were hack-
neyed drivel?! J
Take that Tom,
Shales!”
126 САМЕ INFORMER
must smash your opponent's car into scrap metal.
е game's also got a host of hip-hop star power,
induding Snoop, Method Man, Slick Rick, and
Ghostface, as well as actors Omar Epps and Danny
Trejo. There are over 70 characters both fictional and
real to unlock, and | think most people will be thank-
ful for the long and eventful story mode that's been
implemented here.
As for the action itself, this is some very fast-paced
and brutal — very brutal — action. Although the
control scheme is relatively simple, you'll
quickly learn that there is an exact science
to administering grapples and harsh envi-
ronmental moves at just the right moment.
You'll learn this lesson the hard way: by
getting your brains bashed in like overripe
squash by the challenging computer Al.
Though difficult, it never feels unfair or that
the computer is "cheating," with the excep-
tion of counters, which the А! seems to Бе
able to do more often than you can. Hang
in there, though, because soon you'll be
pulling off some amazing Blazing moves
and the especially cool maneuvers where
you work against your opponent with
members of the audience.
Droppin' them Fifth
Ward B's on 'em
-[ *
dz
-«
Pulling off a crushing Blazing move is a great feel-
ing, even as | felt a bit conflicted at enjoying a game
that portrays hip-hop culture as little more than
beating up people and buying expensive jewelry.
Where have you gone, Chuck D? To the rest home,
probably, and no one seems to mind anyway. Rap
music used to mean more than this, but all art ends
up getting turned into product, and as products go,
this is a good one.— MATT
Henry Rollins serves
as your personal trainer,
teaching you new fight-
ing styles and improving
your stats
Быр ins
ل
= }
BOTTOM
LINE 8 7 5
> Concept: Take this hip-hop
inspired brawler far beyond the
squared circle
> Graphics: Excellent character
models and effects, although
these rappers would kill to be
this cock diesel in real life
> Sound: Aside from a few
selections that are probably the
work of Def Jam's PR depart-
ment, there's a ton of bangers for
your listening pleasure
> Playability: Easy to learn,
difficult to master — expect to get
your ass handed to you a lot!
> Entertainment: Fans are
going to love it, despite its wicked
learning curve
> Replay Value: Moderate
Second Opinion 9
As hard-hitting as the origi-
nal Def Jam's gameplay _
was, there wasn't mud
terms of depth. Story mode
proved to be highly amus-
i also incredibly short.
k matches, create- |
— REINER
PLAYSTATION 2 | XBOX | GAMECUBE
Terminator 3: Redemption
> STYLE | OR 2-PLAYER ACTION > PUBLISHER ATARI > DEVELOPER PARADIGM > RELEASE AUGUST 24 > ESRB T
YOUR CLOTHES, YOUR BOOTS, AND YOUR MOTORCYCLE
omeday, my dream of owning
games based on Raw Deal and
Junior will come true, but until then
Terminator 3: Redemption will tide
me over. Not only is it the best Arnold or
Terminator-themed game ever (which isn't
saying all that much), but it's also one of the
best licensed games around. The craptacular
first T5 game, Rise of the Machines, may
make some a bit skittish about picking up
Redemption, but this new entry is actually a
solid action title that should please those look-
ing for a simple, hardcore experience.
The participation of Schwarzenegger himself
was touted as one of the big draws for this
title. He lends his voice and the character
model is eerily perfect, but this is no simple
star vehicle. This game, at its core, is about
shootin' stuff. As the Terminator, you'll spend
most of the game spewing out enough
ammo to take over Rhode Island.
The story plays out like a director's cut
of Terminator 3. It follows the plot of the
film and includes all the major action
scenes, flashing out the story with additional
sequences, many in the war-ravaged future.
Not only does it reveal how Terminators travel
back in time, but it also gives us a glimpse at
the desolate postJudgement Day world. As
Ri After losing the role that made
him famous, Edward Furlong
appeared in Weekend at Bernie’s 3;
Gold Diggin' Grave Robbers
a whole, Redemption is a visually stunning
game - your character model is awesome,
especially when damaged. Energy blasts look
great, and environments are huge. On all
three systems, Redemption looks fantastic.
Of course, graphics are nothing without
gameplay. It's a little on the simple side: The
auto-targeting system is a bit wonky, and
some vehicles control better than others,
but overall the gameplay works as it should,
and offers up a good action experience. The
Terminator can utilize hand-to-hand combat,
dual wield ridiculously huge guns, and steal
vehicles with the touch of a button. You will
find yourself driving Jeeps, a hearse, trucks,
and all kinds of robotic war machines. Several
levels also feature on-rails segments, which
require you to serve as a gunner while on
board a vehicle driving a set path. In one
level you must gun down Terminators from a
helicopter, while in another you must shoot at
the evil T-X as she attempts to ram you with
her huge crane truck.
Over the course of a single stage, you may
find yourself playing up to four different varia-
tions on the action. While this does keep the
action fresh, it also keeps things difficult. Die
in the final leg of a level, and you'll have to
do the entire stage over. At first, this game
feels tough but fair. By the final three stages,
you'll be throwing your controller in disgust
and inventing new swear words. It's a pretty
hard game, one which will require you to
replay the same areas time and again to get
things right. But the campaign is compelling
enough that Terminator fans will need to
play through it, and action fans looking for a
challenge will be plenty satisfied. Much like
looks fantastic, and doesn't require much
from your brain.—JEREMY
TERMINATION TIMES TWO
a summer movie, it delivers explosive action,
BOTTOM
? Concept: As the T-101, play
through an extended version of
the third Terminator story
? Graphics: Good environ-
ments, great character models,
and nice lighting effects make for
one good-looking game
> Sound: It’s got Arnold saying
"Talk to the hand." What more
do you need?
> Playability: Targeting could
use a little work and gameplay is
fairly basic, but overall everything
is as solid as Arnold himself
> Entertainment: Who would
have thought that the worst
Terminator movie would be
adapted into the best game?
> Replay Value: Moderate
As a nice little bonus, emptio
op mode, which places gamers in the
humans who gun down evil robots fro
JEn fly th
the web's most ATUN shoe ».
See www.zappos.com/cs.zhtml
for details on all policies.
е reviews
Robotech:
> STYLE
SOFTV
TO 2-PLAYER ACTION (UP TO 8-PLAYER VIA XBOX LIVE
> DEVELOPER VICIOUS CYCLE > RELEASE OCTOBER 5 > ESRB T
OR PS2 ONLINE) > PUBLISHER GLOBAL STAR
LONELY SOLDIER BOY
eing an avid follower
of the Robotech
anime series, | was
excited to get my
hands on its most recent
game version. Like most fans,
1 was pleasantly surprised
with the quality treatment
that Robotech received with
2002's Battlecry. Invasion
dramatically departs from
the formula established with
that game, opting instead
for a darker, grittier tone that
seems somehow at odds
with the source material
In fact, much of the iconic
music, sounds, and emotive
Quality of the classic cartoon
are absent here, making the
game a fairly standard sci-fi
romp with little of the magic
it might have had.
With that said, | actually
had some genuine fun with
Invasion. Occasionally, fire-
fights with the Invid invad-
ers can reach a fever pitch,
and juggling your different
combat options becomes a
real challenge. Controlling
a transformable Cyclone
motorcycle/mech is quite
sweet, even if the bike phys-
ics are flawed at best. | was
impressed by the capable
use of both first- and third-
person perspectives, both of
which control well enough.
128 E INF
1 also thought several of the
levels were cool to look at,
accurately relaying a sense
of the ruin and desolation
wrought by the years of war-
fare that Earth has faced by
this point in the story.
Unfortunately, the level
design is linear and drab,
including significant portions
of backtracking and wide
expanses of empty space.
Also, your transformable
power armor is rendered
impotent anytime you go
indoors, as the suit will
refuse to transform unless
outside in the open. This
slows down the action
considerably. There are also
a few poorly balanced sec-
tions of difficulty scattered
throughout the game, where
after long periods of simplis-
tic shooting, you are sud-
denly thrown up against a
nearly insurmountable army
of foes.
Some clever cameos by
Scott Bernard and his crew
should please those with
the know-how to recognize
them. And, a worthwhile
multiplayer component adds
some value. But without very
much of the authentic magic
of the series, Invasion never
really takes off.— MILLER
BOTTOM 6 5
LINE .
> Concept: The lesser-known
New Generation Robotech era
receives its first game treat.
ment with this sci-fi shooter
> Graphics: Too many dark-
ened backgrounds and ques-
tionable texturing, but some
original backgrounds create а
believable version of Earth rav-
aged by years of war
> Sound: Decent original
music is mixed with smidgens
of familiar Robotech themes.
While the music repeats
frequently, the voice work is
excellent
? Playability: Both first- and
third-person views work well
and the controls feel natural
and unstrained
> Entertainment: Straddling
the complicated line between
pleasing the fans and appealing
to the mainstream, it ends up
being mediocre on both sides
> Replay Value: Moderate
Second Opinion 6.75
The last Robotech had a
no-nonsense approach to
action, but this game strips
away even more, which
doesn't leave you with
much. | wanted the series to
incorporate more touches
from the anime show, but
without the cel shading, it
now uses even fewer, But
perhaps the most damning
aspect of the game is that it
barely manages to hold your
attention through its linear
mission structure, trouble-
some targeting (which
doesn't scroll through tar-
gets easily), and wonky bike
physics. | also would have
liked a dodge maneuver
besides the jump button.
Rick, Max, and Miriya - you
are sorely missed —KATO
ТОМ 2 | GAMECUBE
Mega Man X
Command Mission
> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER CAPCOM > DEVELOPER CAPCOM PR(
> RELEASE SEPTEMBER 14 > ESRB E
NOT A MEGA MAN, NOT YET AN RPG
ega Man has never
been a thinking
man's game.
Honestly, if | had
an X-Buster grafted onto my
arm, | wouldn't spend my time
reasoning things out, either.
With all of his experience in
the action genre, it's no sur-
prise that the battle system
is the best part of Command
Mission, Mega Man's most
recent foray into the RPG
realm. Every character you
recruit has multiple weapons,
a super move, and a hyper
mode that makes them extra-
awesome for a few rounds.
Though not exactly innovative,
it is incredibly fun to use these
powers to bust up legions of
robotic ne'er-do-wells.
However, for all of the cool
special moves and boss fights,
the heart of any RPG is the
story. Sadly, Command Mission
doesn't just fail in this area; it
is a discotheque fire disaster
with no survivors. This game's
plot isn't merely bad — it's
embarrassing and painful.
Whereas most RPGs present
cinematics and cutscenes
as incentives, Command
Mission uses them (along
with shameful voice acting)
as deterrents in its unrelenting
effort to make you put down
the controller. It punishes you
for your progress, seeming to
say, “Congratulations, you beat
the mission! Here is our digital
equivalent of a throat jab:
exposition!"
Though the story may be
more palatable to a younger
audience, the difficulty levels
are so uneven that any player
young enough to stomach
the weak plot is probably not
up to the frustration some of
the boss fights provide. These
challenging battles were a
highlight for me, but it takes
inhuman endurance to slog
through all of the garbage to
get to them. Despite its stylish
cel shading and cool combat,
much of the game just feels
derivative, providing fun only
for the extremely patient or
extremely deaf. —JOE
BOTTOM
LINE
> Concept: Make a Mega Man
RPG with as much story as a
Mega Man action game
> Graphics: The blue bomber
was simply meant to be cel
shaded. The character models
are awesome, but the environ-
s all look like the inside of a
> Sound: Gone are the days of
Mega Man's catchy, classic NES
Generic cyber-tunes and
will crush your
familiar, borrowing heavily
from Xenosaga in terms of both
mechanics and difficulty
> Entertainment: All of the
excitement of your everyday
chores. Feed cat. Do dishes. Play
Command Mission
> Replay Value: Moderately
Low
Second О
Given the dubious track
record of Mega Man RPGs,
1 had serious doubts on this
one. l'm happy to report that
those concerns were mostly
unfounded, and Command
Mission emerges as a solid
but basically garden-variety
RPG experience. Some vivid
cel shading makes the char-
acter models a particular
strong point. And while the
combat system is familiar,
that's not necessarily a bad
thing. The big disappoint-
ment came with the story, |
which was rife with predict-
ability and clichés. Also, the
environments all looked
mechanical and drab -
designed with the same
robotic single-mindedness
with which X vanquishes his.
foes. Still, all in all, | walked
- away pleasantly surprised.
—MILLER
The Dukes of Hazzard: Return of the
BOTTOM
General Lee LINE
> STYLE 1 OR 2-PLAYER RACING > PUBLISHER UBISOFT > DEVELOPER RATBAG GAMES > RELEASE SEPTEMBER 28 > ESRB E
ULTI-PLATFORM QUICKIES
PLAYSTATION 2 | XBOX
The Guy Game
BOTTOM
LINE
> STYLE 1 TO 4-PLAYER BOARD > PUBLISHER GATHERING > DEVELOPER TOPHEAVY STUDIOS > RELEASE AUGUST 31 > ESRB M
If Driver married its cousin, there’s a good chance the spawn of said union would look a lot
like The Dukes of Hazzard: Return of the General Lee. Sure as shootin’, this new licensed
racer based on the beloved TV show takes the PSone-era mission-based racing formula
into the backwoods of the deep South, to little effect. While fans of the series will like all
the Dukes minutia on display (including voiceovers from Tom Wopat, John Schneider, and
Catherine Bach), everyone else will get little more than a few headaches and a bad case of
déjà vu. The basic racing is decent, but the dull missions and lack of polish (there's some
really bad collision going on in parts of Hazzard County) make this little more than a "me-
too" product designed to sell solely on the appeal of the franchise.— MATT
3
PLAYSTATION 2 | XBOX
and if you get it right, your points
nudity. Here's the problem: If you
skin flicks, all of which offer more
seriously interested in this "game,
and way too chicken to actually ta
k to a real girl. ——JEREMY
Juiced
BOTTOM
LINE
Now, | like nudity as much as the next guy, but this is just sad. The point is to slog through
some basic trivia in order to earn a glimpse at some topless sorority sisters. Both the player
and the girls are asked a trivia question. If they get it wrong, they must flash their breasts,
ill up a meter that unlocks an uncensored view of the
re old enough (and desperate enough) to buy this game,
you're old enough to buy Girls Gone Wild, subscribe to Cinemax, or just rent some soft-core
nudity with less effort. The Guy Game is touted as a fun
time for a bunch of dudes to sit around and ogle some boobies, but it's just not. If you're
you're probably a loser who's embarrassed to buy pom,
5
> STYLE 1 OR 2-PLAYER RACING (UP TO 6-PLAYER VIA ONLINE) > PUBLISHER ACCLAIM > DEVELOPER JUICE GAMES > RELEASE SEPTEMBER 7 > ESRB T
LAYSTATION 2 | XBOX
Wi
of those concepts were executed
h all of the racing games I've рі
Midway Arcade Treasures 2
> STYLE 1 TO 4-PLAYER ACTION (DEPENDING ON GAME) > PUBLISHER MIDWAY > DEVELOPER MIDWAY > RELEASE OCTOBER 11 > ESRB E
BOTTOM
LINE
layed, even just the ones this month, Juiced falls to the
{ lower end of the goodness scale. It's not that it doesn't have some nice ideas, or even that all
poorly; it's more that Juiced is an amalgamation of the best
racing titles’ worst parts. The graphics аге good, but the soundtrack is terrible. The showoff
functionality is a unique diversion, but it makes the racing physics very spin-happy. The car
E customization is flush with licensed parts, but the budgetary constraints take away from some
of the over-the-top fun shown in other titles. Depending on what 1 am doing, | yearn for any
of the more-polished (and more playable) racing titles that it tries to emulate. Juiced's par-
ticular mix of sim and arcade racing is best summed up as a failed experiment. —LISA
BOX | GAMECUBE
х
ex
Ф
а.
Cabela's Deer Hunt 2005
BOTTOM
LINE
> STYLE 1-PLAYER ACTION > PUBLISHER ACTIVISION > DEVELOPER FUN LABS > RELEASE AUGUST 26 > ESRB T
| think I'm going to cry. With arcade-perfect ports of Mortal Kombat Il and 3, МАКС, Rampage
World Tour, Total Carnage, and Gauntlet Il, classic compilations really don't get much better
{ than this. Not to sound too much like a sleazy infomercial salesman, but this amazing col-
lection offers so much more! You сап also play А.Р.В., Arch Rivals, Championship Sprint,
Cyberball 2072, Hard Drivin, Kozmik Krooz'r, Primal Rage, Spy Hunter 2, Timber Wacko,
Wizard of Wor, Xenophobe, and Xybots. Oh yeah, that miserable quarter-stealer Pit Fighter
is included as well. That game always sucked. Several of the titles, such as MK 3, feature
behind-the-scenes videos and histories. As if | need to say it, Midway Arcade Treasures 2 is a
nostalgic dream come true —REINER
4
PLAYSTATION 2 | XBOX
ShellShock: Nam ’67
BOTTOM
LINE
> STYLE i-PLAYER ACTION > PUBLISHER EIDOS > DEVELOPER GUERILLA GAMES > RELEASE SEPTEMBER 14 > ESRB M
Іме leamed something about deer hunting from playing these games: it's boring. We're talk-
ing like Weather Channel boring here. Guinness World Record boring. Deer Hunt 2005 sim-
ulates that boredom like you wouldn't believe, so | guess | have to give it points for being
accurate. If you're into that sort of thing, then you'll appreciate this game's wide equipment
options, big environments, and all that jazz. In all honestly, it's а pretty solid simulation. It just
so happens that it's simulating something most gamers wouldn't do in a million years. We
fear natural light. You deer hunters can have this title. The rest of us have more fun things to
do, like regrouting bathroom tile.— JEREMY
E
S
в
х
сч
=
=
E
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о
5
a
If telling the shocking truth of Vietnam is this title's trump card, then it doesn't have a whole
lot to cling to. There are gruesome scenes, but that's nothing new to gamers. The shocking
truth of Vietnam is more subtly embedded in the American mind than someone getting his
head blown off. The poor treatment of returning vets, the protests at home, the bombing of
Laos, etc. — these are the things that have scarred the country — but they don't translate into
gameplay. Thus, the most the title can conjure up as shocking is hookers on duty behind
base camp. The enemy Al is weak, and fog blankets backgrounds like a tarp of ugly. Unlike
the war itself, Shellshock is nothing to write home about. — KATO
PLAYSTATION 2 | XBOX
Conflict: Vietnam
> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER GATHERING
> DEVELOPER SCI > RELEASE OCTOBER 5 > ESRB М
CONFLICTED
BOTTOM
LINE
ust like Britney Spears
confessed that she is not
a girl, not yet a woman,
Conflict: Vietnam finds ies сше уне
i rategy title ships off to Vietnam
itself between genres as it only Wah ceed ake
gives average results with its
mix of regular ol’ war action and
squad strategy.
> Graphics: Pretty good looking
with some dense foliage to show
for it, too
There are plenty of benefits
to Conflicts squad structure, Ter сате
particularly being able to cus- a blood cullecion foc kc
tomize the skill set of each one Richards to get the rights to
of your four soldiers through "Paint it Black"
points. | also liked being able > Playability: Movement for
your character and targeting
гейде is sluggish. You'll unfortu-
nately have to switch to auto-aim
> Entertainment: Conflict
doesn't work brilliantly as either
a pure action or strategy game,
but has its charms
> Replay Value: Moderate.
Second Opinion 6.25
to fully share supplies at any
time. The problem this brings,
however, is that you then must
often micromanage your ammo
or medical kits so you aren't
leaving your guys high and dry.
So although your squad Al is
proficient enough to keep things
exciting and moving along nicely
by covering its flanks and lob-
bing grenades, it's not smart
enough to heal itself. Thus, |
played this game like | was half
soldier from hell and half com-
munist medic — making sure
that everyone got the same
allotment of medical kits. | never
knew when I'd have to switch
to a guy mid-battle because he
didn't have enough of a survival
instinct to heal himself. However,
the game does have split-screen
co-op for those who find them-
selves frustrated. Overall, squad
commands are easily dispensed,
but | wish | could tell my soldiers
to scatter and find cover (instead
of just lying prone).
On the other side of the genre coin, many will find the
combat not up to snuff with what you'd expect from an FPS
or even a third-person title — specifically if you don't like the
auto-target. The target reticle is slow and gets hung up too
often, and your soldiers movements are clunky. It's at times
like this when | wish the game was more restrictive like Full
Spectrum Warrior, but | appreciate Conflicts attempt at trying
to please everyone. All in all, the action does get intense,
and if anything else, having to keep your eye on your com-
rades in a way highlights the grim fight for survival and tight-
knit nature that all soldiers need in battle —KATO
GAME INFORMER 129
UNLIMITED ENABLED
PLAYSTATION 2
> RELEASE SEPTEMBER 15 > ESRB E
Sly 2: Band of Thieves
> STYLE 1-PLAYER ACTION/PLATFORM > PUBLISHER SONY COMPUTER ENTERTAINMENT AMERICA > DEVELOPER SUCKER PUNCH
HE STOLE OUR HEARTS AWAY
hile Jak and Ratchet are Sony's commer-
cial stars, the company’s lesser known
mascot, Sly Cooper, has proven to be
one of this generation's most endearing
cuddly console heroes. Now, the Cooper gang is
back for more in a finely crafted sequel that nearly
achieves immortality.
| think the real triumph of Sly Cooper's developer
Sucker Punch is the way it has managed to make
3D platforming as fluid and effortless as the 8-bit
2D classics we cut our teeth on. By allowing Sly
to instantly land on tightropes and small peaks by
pressing the circle button, the game goes a long
way towards taking away the frustration and camera
problems that can often be the result of platform-
ing in a fully rendered environment. This mechanic
works just as well as it did in the first game, and
allows Sly 2 to maintain an effortless feel that most
action titles would kill for.
Sly 2 sees our hero and his companions Bentley
(the technologically adept turtle) and Murray (the
dimwitted but strong hippo) taking on the nefari-
ous Klaww Gang, which is involved in all manner
of illegal hi-jinks. The brilliant cutscenes tell the
story between levels in artfully illustrated, animated
Often, you'll get keys by
pickpocketing guards or
other characters
130 GAME INFORMER
comic book sequences which rival many
popular animated kid's television series in both
writing and artistry.
Per usual, the bulk of the gameplay revolves
around 51У5 unique, user-friendly brand of
stealth, as you infiltrate palaces, prisons, and the
like by avoiding guards and discovering precarious
hidden entrances. By pickpocketing guards, you
can gather money and items, which can then be
sold between missions to purchase new super-
spy moves like the smoke bomb or quick-dodge
combat move.
The levels are expertly designed, allowing Sly huge
areas of rooftops and power lines to explore verti-
cally, as well as some fairly aware enemies to avoid
or eradicate on the ground. In addition, minigames
(like destroying a dam with a mounted gun turret
or guarding the gang's van from above with an R/C
helicopter) are interspersed to add a little variety to
the proceedings.
While it is much appreciated, this desire to add
diversity also leads to Sly 2's biggest downfall.
Unlike the first game, where Murray and Bentley
were used primarily in the smaller, minigame-style
sequences, this time they are playable in proper
@
levels, and more often than in the past. While
this does add interest at times, | was sometimes
frustrated by the fact that the fighting-oriented
Murray and the frail and uncoordinated Bentley
just weren't as fun to play as Sly. While it's cool
to check out some of their unique abilities (like
Bentley's sleep darts and bombs), neither one can
pull off the tightrope walks or precise platforming
that Sly performs with ease. About halfway through,
| began to wish that Sly's posse had been given a
lesser role in the proceedings.
However, that's about the only thing I didn't like
about Band of Thieves, as nearly every other aspect
of this title is done with aplomb and style to spare.
Adding stealth-style gameplay to the platformer
genre is a great hook, and Sucker Punch has a real
knack for implementing new and unique types of
playstyles at just the right time in the adventure.
What's more, the story is actually fairly engrossing
and does a great job of playfully tweaking spy movie
Gliches.—MATT
BOTTOM
LINE
T9
? Concept: Continuing the
adventures of platforming's furry
Sam Fisher
> Graphics: Really captures
the look and feel of a well-done
cartoon, probably the most
appropriate use of cel shading in
gaming history
> Sound: Simply amazing, evok-
ing the cool, jazzy feel of a 1960s
Henry Mancini score
> Playability: Sly's still a silky
smooth spy, | just wish his
cohorts could match his acro-
batic flair
> Entertainment: 1:5 not the
most groundbreaking sequel, but
| won't sniff at another go at Sly's
slick and inventive platforming
> Replay Value: Moderate
Second Opinion 8.
п This Shield Guardian make
Sauron and his mace look like
a chef with a rolling pin
п The cavalry is here: Team
Supers will save your butt
E The depth in the
game's camera work is
brilliant
m Co-op play would have
been nice, but it's absent
| Forgotten Realms:
Demon Stone
> STYLE 1-PLAYER ACTION > PUBLISHER ATARI > DEVELOPER STORMFRONT STUDIOS > RELEASE SEPTEMBER 14 > ESRB T
THE BLOODTHIRSTY REALM
he challenge before Stormfront Studios
couldn't be any higher. The company's name
probably isn't synonymous with its creation
The Two Towers to your average kid due
to the overpowering recognition level of that title's
publisher: Electronic Arts. Therefore, Stormfront (with
Atari) is in the difficult position of convincing gamers
that Demon Stone isn't just a retread of an action for-
mula that, ironically, Stormfront itself mastered in the
first place. The simple reason the company and this
title succeeds is because it cleanly cleaves through
any questions before it with blistering action that cuts
like a mighty axe through a neck.
Initially | thought that this game had to have a great
story, because simply killing large numbers of ene-
mies is old. But, even though RA. Salvatore penned
the tale, it quickly becomes a non-factor — in fact, it's
not even great. You'll soon forget everything as you
adjust to switching characters on the fly and creating
bloody havoc. Salvatore and D&D fans can still take
comfort in the fact that the game is rife with refer-
ences to the Dungeons & Dragons universe. These
: DEATH BY DRIZZT
: Yes, controlling the legendary
1 drow Drizzt Do'Urden is everything
2 you would hope and so much
: more. Let's put it this way: Demon
1 Stone's Drizzt makes Lord of the
: Rings’ Legolas look like a pranc-
1 ing ninny in green. Gamers will
1 meet up with Drizzt at Mithral Hall,
; and then proceed to wrack up a
: body count of epic proportions. 4
1 Although there аге many reasons to get this game, I'd say :
2 that Drizzt definitely seals the deal. :
8 illius" Ass Probe
works its magic
aren't forced, but are instead comforting in their famil-
iarity. They also allow a greater variety of enemies
from the staid orcs and cave trolls of Two Towers.
Using your trio of characters is more than a gim-
mick. Everything from resource management (who
gets the health potion in the midst of battle?) to the
ferocity of conflict is influenced by it. Your typical fight
swells into giant proportions because you have the
help of your two other characters. For its part, the Al
is serviceable, if uneven, and it'll usually work as a
team. The other characters will even unleash combos
so everyone can perform a Super attack. The Al
doesn't always do the right thing, but it isn't stupid,
either. Better yet, having the extra heroes makes
battles replete with possibilities. It's not like Zhai's
stealth kills are only highlighted in all-stealth levels.
No, the action in Demon Stone is more robust than
that, with everyone fluidly using their skills during
confrontations, Each character can grow as they
choose. For example, | made sorcerer Illius more of a
melee man with the hand attack Ghoul Touch. You'll
spend a lot of time upgrading and outfitting everyone
between levels.
To understand how Demon Stone beats the odds,
all you have to do is play through the first level, with
its epic battle and brilliant camera work. You'll feel the
incredible power this game surges through your veins,
and there's no turning back. Although work is still
needed on the Al, in-game cameras (a little control
would be nice), and ranged attacks, Demon Stone is
better than any of the Lord of the Rings action games,
and it doesn't take long to figure out why.—KATO
> Concept: Do what Two
Towers did for Lord of the Rings
on the action/D&D front and
much more
> Graphics: Stormfront brings
the world of D&D alive with great
richness
> Sound: Funniest moment in
Demon Stone: Hearing Patrick
Stewart announce each chapter
in his rich baritone
> Playability: Stormfront needs
to work on the projectile target-
ing that's been a problem since
Two Towers.
> Entertainment: This game is
more fun than both Two Towers
and Return of the King, and is a
must-have for all
» Replay Value: Moderate
Second Opinion 8,75
ks & Dragons ti
Dungeons & Dragons tie-
ins than you can shake a +1
Bastard at, Demon
Stone has just about every-
thing you could want. The
only thing missing (besides a
co-op mode) is a more pre-
cise targeting system; "Power
Word: Kill” isn’t exactly а
spell you want flying off in
the wrong direction. Stil, this
game focuses on mowing
down monsters with over-
whelming force and brutal.
combos, and with each char-
acter's wide atray of differ-
ent abilities, | never got tired
of discovering new ways to.
make my foes bleed, You'll
ith a pretty hefty DC to suc-
cessfully put down the con-
troller for this опе —JOE
GAME INFORMER 131
PLAYSTATION 2
Shadow Hearts:
Covenant
> STYLE 1-PLAYER ROLE-PLAYING GAME > PUBLISHER MIDWAY > DEVELOPER NAUTILUS
> RELEASE SEPTEMBER | > ESRB T
HEARTS OF DARKNESS
guess that World War |
was different than | had
thought. If Shadow Hearts:
Covenant is to be taken
as a truthful approximation of
the times and places it shows,
people said things like “Bite
me,” and wore stuff like metal
codpieces and shoulder-pads
fashioned with steel spikes.
Dude, 1915 sounds so bitchin’,
Okay, Shadow Hearts
doesn't make any actual
claims to being an authentic
representation of WW 1 era
Europe — the crazy plot brings
back demonic Yuri from the
first game. Yuri can physi-
cally transform and use new
abilities with each iteration,
the problem is that a secret
society of madcap characters
has cursed the lovelom man
and taken away his powers.
Through the game, Yuri will
earn back his abilities and stop
the evildoers from taking over
the world.
While this is a pretty tra-
ditional RPG (players talk
to many NPCs, do a lot of
wandering through various lab-
yrinths, and participate in tum-
based random encounters),
Covenant revives and reforms
the franchise's trademark
Judgement Ring. For every
action, a ring with colored
segments pops and players
must stop the spinning arm
in each section to be success-
ful. Throughout the game,
upgrades to change the size
of segments or speed of the
dial are offered and allow
132 GAME INFORMER
players to customize each
character's usability. Magic and
item use also requires a suc-
cessful spin of the Judgement
Ring, which determines the
item or spell's strength.
The game's combo system
is deep enough to make
up for its relatively slow skill
upgrade system. It takes a
lot of time to get characters
to badass status, but most of
it will be spent leaming and
tweaking Judgement Rings and
mastering two to four-person
combos, which are (like 1915)
so bitchin’,
Shadow Hearts; Covenant is
one of those games where the
teal delight comes out in the
details. Things like NPC names
(like Sue, Who Likes Younger
Men) and cutscenes are nice
rewards for advancing, but the
overall pace of the game is so
pokey that a decent number
of players will be tumed off
before it gets really good. The
time required is certainly worth
it, because Covenant is such
an interesting mix of old-world
immersion, nice plot twists,
layered (and super-quirky)
characters, and rewarding
combat.—LISA
BOTTO!
LINE 8
> Concept: Bring back Yuri from
the first game and up the com-
plexity of the Judgement Ring
> Graphics: Jaggy, but really
nicely detailed environments,
characters, and enemies
> Sound: Apparently, German
soldiers get bad butt-metal riffs to
accompany their crusading
> Playability: The action sec-
tion of this RPG is addictive and
deep enough to almost make it a
strategy title
> Entertainment: Fans of the
first will be happy, and the game
is dever enough that anyone
curious should check it out
> Replay Value: Moderate
Second Opinion 8.25
I'm not generally a fan of
engaging
жоош
UNLIMITED ENABLED
PLAYSTATION 2
Spy Fiction
> STYLE |-PLAYER ACTION > PUBLISHER SAMMY STUDIOS > DEVELOPER ACCESS GAMES > RELEASE AUGUST 51
> ЕЅЕВ М
AN ALMOST-BRILLIANT DISGUISE
py Fiction, a Japanese
stealth hit being put out
on American shores by
Sammy Studios, is a
worthy contender in the stealth
sweepstakes. It must be noted
that you can detect the influ-
ence of Konami's Metal Gear
Solid in nearly every second of
this game, right down to the
fonts on the menu screens.
However, I'm not one that
believes every new title has to
reinvent the wheel. Thankfully,
Spy Fiction does bring enough
new things to the table to make
this a tasty snack for stealth/
action fans.
The game's primary innova-
tion is the 3DA camera, a
gadget that allows whichever
of the game's two playable
covert operatives you've
chosen to capture the likeness
(and sometime voice) of an
NPC and disguise yourself as
that character. It's a neat gim-
mick, and one that you'll use
often to complete puzzles and
mission objectives. That's not
the only cool trick you have up
your sleeve, either, as you're
equipped with deadly playing
cards, cigarette flares, retinal
scanners, and a host of other
sweet spy devices. You are
also able to wait out
tense situations by
crouching against a
wall, where your super-
scientific spy suit will
turn you invisible.
The levels and
gameplay are a bit of a
mixed bag. Too often,
the level objectives
are heavily centered
around mechanics like "Get
Keycard X so you can enter
Room Y to get Item Z,” and
similar tedious tasks. In addi-
tion, the enemy Al is very
erratic and somewhat dim. For
example, don't you think that
when | run into the person
whose identity I've stolen, they
should react with a little more
than the game's stock, “Wait,
you're not a guest! Well, maybe
you are! Sorry!" line? Also,
because bodies disappear as
soon as you shoot them, it's
often pretty easy to just blast
through an area, and hide until
the high alert status goes away.
Despite its flaws, Spy Fiction
does deliver enough “wow
moments" and inventive set
pieces to make up for the
too-frequent bouts of tedium
or spotty Al. In addition, | really
like the fact that your choice
of characters at the beginning
actually affects how certain
levels play out, as well as
what kinds of disguises you
can wear. While | can't say
this is the most original game
Іме played — one of the its
best sequences is highjacked
wholesale from Mission:
Impossible — it's definitely a
fair entry in the genre.— MATT
a The rappelling kit is key |
^ р!
to some!
most grî
һе game's
g Sequences
00700
5
> Concept: Expand on the Metal
Gear Solid formula with cool
skills and the ability to disguise
yourself as any character in
the game
> Graphics: Very nice character
models, but you can see Solid
Snake's fingerprints all over the
visual presentation
> Sound: Solid on all fronts, but
I found the voice actors to be a
little pretentious
> Playability: Everything
works as it should, but it's not
nearly as dynamic or versatile as
Splinter Cell
> Entertainment: A little
cheesy, a little derivative, but
overall | think stealth fans will
find enough in this to make it a
solid buy
> Replay Value: Moderately
High
Second Opinion 7
1п many respects, Spy Fiction
has a lot of the necessary |,
good |
ae quii ay
real
wantin a stealth game is
realism, and that is the one
area that really felt lacking in
ушык
the guards if you bump into.
them or walk into the wrong.
bathroom, bodies disap- |
лз.
T ig alarms.
are decent, but not
....
Fighters
J
change
|
T=]
Suggestive Themes
T Violence PlayStation. ЕЗ SNIK
SNK PLAYMORE. THE KING OF FIGHTERS is a registered trademark of SNK PLAYMORE CORPORATION. “SNK” & “NEOGEO” are registereditrademarks of SNK PLAYMORE CORPORATION. "PlayStation" айй the FS Family 1000 аге registered trademarks of Sony Computer
ntertaimment Inc. The ratings icon is a trademark of the Entertainment Software Association.
reviews
PLAYSTATION 2
Katamari Damacy
> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER NAMCO > DEVELOPER NAMCO > RELEASE SEPTEMBER 21 > ESRB E
-—
| FEEL THE COSMOS
hile it's not explicitly
spelled out in the
American release of
Katamari Damacy, it is
implied that the whole reason you
need a katamari is to restore the stars
that your father bashed from the
sky during an Animal House-styled
bender, You play through this If-The-
Monty-Python-Guys-Made-A-Game
game by collecting enough Earth junk
on a ball to please your overbearing,
mentally abusive, egotistical father.
But it's funny. honest!
Here's how my time with the game
went. | start it up, watch the open-
ing cinema, and laugh my butt off.
There are singing ducks and rainbow
pandas. | watch it again and then
start a short training mode showing
how to use the forklift-like controls
(both analog sticks are used to
maneuver the katamari (іе. the ball]
around). I'd like to say that they're
intuitive, but for myself at least, they
weren't exactly second nature. Still,
the scheme is workable and gets
more comfortable as you go. | start
playing levels by flying to Earth and
picking from a selection of challenges
(either making a star or a specific
constellation covers most of the mis-
sion base). The King of All Cosmos
pontificates on the best intentions he
had about getting you a gift, how
it was accidentally tossed to Earth,
and how the King of All Cosmos
can only be expected to believe in
you for a X minutes. Therefore, you
must make a katamari of X size in X
Earth minutes. If you find a present,
Sometimes you get to wear it later
(I found a crown, it's the bomb).
The point of the game is to
collect random Earth crap — but
it's not the number of items col-
154 GAME INFORMER
lected that's important, it's their size.
Objects can be picked up if they are
a certain size relative to the katamari;
therefore, with a 5 centimeter ball
you can get screws, tacks, hazelnuts,
and the like. Once the ball gets to
a meter, people, bikes, fences, and
vending machines are just a short
roll away. Specific items make noises
when they're picked up — phones
ring, children giggle, adults scream
in agony, and chickens squawk. The
sick giggles of sadistic glee? Those are
coming from you, not the game.
Katamari Damacy is honestly one
of the weirdest games, style-wise,
that I've played in years. It beats
Cubivore, Vib Ribbon, and even
Mister Mosquito in sheer quirk
factor — and this fact makes up for a
lot of the game's faults. The action
and goals are truly repetitive, and
the graphics are horrifically awful.
Then again, good Japanese quirk
only shows up once in a while, and
the characters are more memorable
than any new stars in recent memory.
Between levels, a small cubix family
is traveling to see their father in a
rocketship. The little girl says things
like, "I feel it. | can feel the cosmos"
What's unclear, though, is if she's
feeling the celestial wonderland or a
few too many pink cocktails.—LISA
Multiplayer is оНеге
but it's not the game's
strongest point
> Concept: Save your dad's butt
by restoring the heavens smote
during his last drinking bender ~
no really, that's the truth
? Graphics: Honestly, the worst-
looking game I've seen in the last
three years
> Sound: Each location gets its
‘own pop ditty and they are all
catchy without being too grating.
> Playability: You push a ball
around with controls like a fork-
lift, but it's weirdly satisfying
> Entertainment: Extremely
quirky and a must-have for prac-
tically anyone
> Replay Value: High
Second 75
-Ihave played some i insane |
-and odd Japanese games
before, but Katamari Damacy
takes the cake for being the |
| weirdest of the weird, and |
at the same time, one of
the most charming games
-Ihave ever had the plea-
sure to play. Sure, the game
has its fair share of camera
problems with graphics that
аге, al best, average, but you
can't help. nis ud
` sucked into its wacky world. |
Driving the Katamari ble |
more unwieldy as it grows
іп size, which is surprisingly |
"fun, Plus, the whole world
“plays: off this odd theme, |
with a story that will make |
< your head spin and music
B reminded me of b
PLAYSTATION 2
Gallop Racer 2004
> STYLE 1 TO 4-PLAYER RACING > PUBLISHER TECMO > DEVELOPER TECMO
> RELEASE AUGUST 30 > ESRB E
THE BEST HORSERACING GAME YOU'LL PLAY THIS YEAR
8.25
> Concept: Builds upon the
franchise with tighter gameplay
and a deeper season mode
rom Smarty Jones' near Triple Crown win
to Seabiscuit's box office success, America
is once again embracing the Sport of Kings.
Hopefully, horseracing enthusiasts and
those swept up in today's resurgence will acknowl-
edge Tecmo's brilliant Gallop Racer series. I'm sure
many of you are wondering how a horseracing title
could deliver an engaging gameplay experience. I
was a non-believer myself, but after investing many
ours with last year's game, | found myself com-
pletely transfixed and in utter awe of the sophisti-
cated racing and interlaced role-playing elements.
Does your thoroughbred like racing on dirt or
turf? Does it like the middle of the pack or the
ront? Is it a late sprinter? Can it handle a 15-fur-
ong race? How much heart and stamina does it
ave? Is it ill tempered? Does it have a southpaw
ability or a bear's latent ability? Every little detail is
factored in, and it's up to you to find that winning
formula and stride for each horse. Tecmo has had
a firm grasp on the gameplay reins for many years
now, but this year's installment is easily the most
polished and true to the sport. Success no longer
rests so heavily on player tendencies, as your
horse's attributes are the true determinant.
Tecmo has also reworked Season mode. In
addition to running your own horses, players can
reelance for other trainers by accepting a request
or testing to see if they are qualified to run a spe-
Gific horse. The freelance work seems goofy at first,
but it does allow players to race higher-classed
orses earlier in the game, and it's also a good
way to earn additional cash and experience points.
Additionally, players can breed up to eight horses at
a time for personal use, or in a twist, for your rivals.
It may be horseracing, but Gallop Racer once
again proves to be a surprisingly irresistible and
incredibly deep play. —REINER
BOTTOM
LINE
? Graphics: The detail in the
horses is amazing, but the super-
deformed humans are still scary.
> Sound: Annoying melodies
not fit for elevator music and a
noticeable silence on the track
> Playability: Incredibly
complex racing, Variely stems
from the horse abilities and tech-
niques it takes to ride them
> Entertainment: It's horserac-
ing. . and it's addictive and
fun... .nuff said
> Replay Value: Moderately
High
Second Opinion
8 "Smarty Jones? !
lapped that pony porker
in the Kentucky Derby!"
the series, lm sorry
оле of them.—MATT
The road 10 Tation and the path to hell are : both paved in blood. :
| WHICH WILL ` YOU WALK? o
э Atlus
“Vishnu
Scan
` a Оуег 50 hours of НЕР
“ы alternate endings!
Customize "el terwith |
Magatama, living parasites | th 5
grant the host demonic powers!
wer.
“Call it the RPG for the GTA
generation. No console RPG to date
offérs this many choices, this much
customizatióff, or so much dark and
gritty’ style. And if anyone pays
attention to its content, it might create
à little controversy, as well."
— GATechTV
— "A deep and twisted post-apocalyptic
RPG with stunning visuals and a
lory -- something quite unlike
ve seen before.” - GameSpy.
demons to join your party.
Evolve or fuse them to form
even more powerful ones.
pass »
; ا ر
F caturing Dante (гой
ct 4.) Capcom's
Devil May Cry 2"
RATING PENDING IN
Visit www.esrb.org
for updated rating
information.
PlayStation.c
© ATLUS 2004 Nocturne is a trademark of Terminal Reality, Inc. and is used with permission. DANTE from Devil May Cry 2: © CAPCOM CO. LTD. 2003 ALL RIGHTS RESERVED.
PlayStation’ and the "PS* Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a trademark of the Interactive Digital Software Association. All rights reserved
®
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Se reviews
PLAYSTATION 2
Gradius V
> STYLE 1 OR 2-PLAYER SHOOTER > PUBLISHER KONAMI
> DEVELOPER KONAMI > RELEASE SEPTEMBER 14 > ESRB T
EXPERIENCE VIC VIPER’S COCKPIT
like good Al as much as the
next guy. enjoy the challenge "ПІ" 8.25
that comes from having to
outwit my opponents and > Concept: One of ua
deal with their realistic responses. Juggemauts illustrates why it
However, no matter how cunning de Lb а :
Al becomes, there will always be а :
special place in my heart reserved epe e 1
fora game that is difficult simply huge spaceships all ive up to
because there are too many damn | expedations
things flying at you at once. This, > Sound: You could make little
friends, is why І like Gradius V lasery "pssshew" noises yourself
Whether you're squeezing and it would have the same
through a barrage of lasers or aural impact
avoiding the walls in a cramped > Playability: Pretty straightfor-
passageway, Gradius goes after you магі, with the famous Konami
like it has a centuries-old blood feud — code present and accounted for
against you and your ancestors. > Entertainment: For shooter
Even the two-player co-op mode, fans this will be unfiltered |
which typically makes things a bit
easier, is no picnic. Both players
share continues, and your compan-
ion's shots are more distracting than
helpful. However, though the dif-
ficulty level is steep, it isn't the type
that sends you home with a gauzy
head and a fractured spine. It's
more of a glove slap to the face — a
challenge from a worthy foe that
keeps you coming back for more.
Of course, difficulty alone isn't
enough to keep a game interesting.
Gradius features increased control
over your multiples, allowing you
to alter their spacing or rotate them
around your ship, which adds a
new level of strategy to a previously
simple mechanic. Plus, the levels
are some of the best designed
that I've seen in a shooter, keeping
the gameplay from getting stale in
the face of repeated button-mash-
ing. Though it has a disappointing
dearth of unlockables and replay,
as well as inconsistent hit detection,
| must have a little bit of
masochist in me, because
1 loved the old-school pain
that Gradius V was dishing
out. Still, don't go sending
me any Showgirls special
edition DVDs — I'm not
that hungry for punish-
ment. —]JOE
136 GAME INFORMER
PL ON 2 QUICKIES
Funkmaster Flex Digital Hitz Factory
> STYLE 1-PLAYER SIMULATION > PUBLISHER XS GAMES > DEVELOPER JESTER INTERACTIVE > RELEASE AUGUST 2 > ESRB E
Damn. | feel like somebody took a dump in my soup. I've been a huge fan of
MI Jester's work in the music creation field with MTV Music Generator and Music 3000.
Unfortunately, they have screwed up the once-intuitive interface, replacing it with this
monstrosity, which makes everything dependent on using the right analog stick and the
clumsy R3 button. It's console, not PC, guys — | want to steer with my left hand! The overly
complex menu system is impossible to memorize, and the thin manual offers no help,
forcing you to save your song and go back to the tutorial every time you have a question.
Yuck. In addition, the samples themselves are surprisingly behind-the-times.— MATT
5
BOTTOM
LINE
Under the Skin
> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER CAPCOM > DEVELOPER CAPCOM > RELEASE OCTOBER 12 > ESRB E
gw This just in, from the Department of All Style and No Substance: Under the Skin, a
“wacky” and "inventive" new cel-shaded title from Capcom. While there are probably
a few whimsy fanatics that are going to convince themselves that this is more than a
simple minigame stretched over a bunch of levels, | really couldn't be bothered. The
core concept (you play as a shape-shifting alien who scares Earthlings with a variety of
strange gadgets) is sound, but the dreary level designs and overly repetitive gameplay
sours the overall experience. Also, for the love of God, please stop with the coin collect-
ing. It's over.— MATT
BOTTOM
LINE
Rapala Pro Fishing 8.25
> STYLE 1-PLAYER ACTION > PUBLISHER ACTIVISION > DEVELOPER SAND GRAIN STUDIOS > RELEASE SEPTEMBER > ESRB E
Rapala Pro Fishing is easily the best fishing game 1 have played in a long, long time, and
instantly climbs to the top of my list of all-time fishing titles. It's that good. From Lake
Minnetonka to the Sacramento River, there are a wide variety of fishing venues, and an
even wider variety of fish to catch, including trout, pike, and bass. There is just so much
to like about this title. The casting interface actually requires some skill, your guide's help-
ful hints and smart-apple remarks are genius, and the pacing of the game is just about
perfect so that catching a fish means something, but you don't get too bored waiting for
the bite to hit. If you like fishing you don't just want this title, you need it. —ANDY
Headhunter: Redemption
6.75
> STYLE 1-PLAYER ACTION > PUBLISHER SEGA > DEVELOPER AMUZE > RELEASE SEPTEMBER 21 > ESRB M
Redemption takes place 20 years after the first Headhunter title, and offers two playable
characters and a choice between stealth and run-and-gun action. The stealthy approach
is generally more successful with Leeza, but the mechanics leave a lot to be desired.
Enemy Al is as dumb as a crumbling brick wall and there are no shadow or cover effects.
Couple this minimalism with floaty character movement and sluggish camera controls,
and there are more headaches than necessary. Our Headhunter's gun-heavy action is
a little more palatable, but still has the same control issues. Even though the game's
general execution is basic at best, there are nice ideas here and great production values
(especially with regard to dialogue and the opening cutscene).—LISA
8.25
Dance Dance Revolution Extreme
> STYLE 1 OR 2-PLAYER ACTION > PUBLISHER KONAMI > DEVELOPER KONAMI COMPUTER ENTERTAINMENT TOKYO
> RELEASE SEPTEMBER 21 > ESRB E
BOTTOM
LINE
BOTTOM
LINE
E] Dozens of unlockables and a whopping 70 song playlist truly make DDR Extreme the
% > crème de la crème of party games. Not content to rest on its laurels from previous
installments, this version wisely incorporates the EyeToy — significantly enhancing both
the enjoyability and inherent humor of watching yourself flail wildly about on the screen.
Several new minigames are incorporated specifically for use with the USB camera, while
popular styles from earlier versions including workout and edit modes retum. Though
much of the music sounds similar, all the tracks are uniformly excellent both in their
mixing and in their suitability for the game. If you have the required peripherals, you owe
ChoroQ
it to yourself to check out the best version of DDR yet released.—MILLER
6.25
> STYLE i-PLAYER ACTION > PUBLISHER ATLUS > DEVELOPER TAKARA > RELEASE SEPTEMBER 20 > ESRB Т
Jokingly referred to as a CARPG, ChoroQ seamlessly blends racing with traditional RPG
elements. In such, you'll be asked to cruise around town, chat with other cars, enter vari-
ous shops and locales, and even do a little fishing. There's also a story that unfolds as you
progress through the quest. Of course, competitive racing is also a part of the game. By
winning various cups and events, you'll earn cash that can be used to purchase parts. You
can even install a CD player to listen to music as you race. To be quite frank, | absolutely
love this off-the-wall concept. The tracks, while graphically challenged, are equally as
wacky. The only thing that truly holds this title back is the racing. It's just way too slow and
clunky. Regardless, this is still a novelty title for the ages. Collectors take note—REINER
BOTTOM
LINE
UNDERTAKER
- =
аи ИЕ
UNLIMITED ENABLED
GAMECUBE
WWE: Day of Reckoning
> STYLE 1 TO 4-PLAYER FIGHTING > PUBLISHER THQ > DEVELOPER YUKE'S > RELEASE SEPTEMBER 7 > ESRB T
READY FOR YOUR TITLE SHOT?
ow | finally have an answer to a question
that has plagued me for years: If | wrestled
The Rock and Kurt Angle with a woman
dressed like a hooker for my tag partner,
who would win? Turns out that | would. Thanks
to an amazingly deep character creation mode, I
was able to make a wrestler who looked a lot like
me (although with much bigger pecs and a much
smaller gut), and fight my way from the WWE training
camps to a bona fide star on RAW. Now honestly |
don't dream of being a famous wrestler, but WWE:
Day of Reckoning showed me
how addictive it could be to
step into that role for a while.
The main mode in Day of
Reckoning charges you with
the task of creating a wrestler
and starting his career at the
bottom. Right off the bat, the
Create A Superstar mode
impressed me. Everything about your fighter
can be completely customized, including body
shape, facial features, costume, move sets,
and gear. You can even set
the camera angles in your
character's entrance f
video. Of course, {
if you want to get
started more quickly,
you can use templates
based on existing WWE
Superstars. Winning matches
earns you money and skill
points, which can be used to
buy new goodies and bulk up
your wrestler respectively. You can
even go back and switch up your
appearance between matches, if you
want to have a WWE-style change of
character.
In the ring, Day of Reckoning performs
nearly as well. The control scheme is
intuitive, offers a pretty huge amount of
moves, and will feel familiar to gamers
weaned on the classic WCW wrestling
titles for the N64. The only area that
8 Playing through Story mode
unlocks classic wréstlers, like
that huge dude who was in
The Princess Bride
W "See? Just think happy
thoughts and you can fly!”
m "Dude! Do you ever
wash your tights?"
“...the definitive
wrestling title for
eciate the lovel dels
the GameCube." тоу
disappoints me a bit is the counter mechanic.
The two separate counter buttons (for throws and
strikes) make it a little hard to hit the right one in the
nanosecond you have to block a potentially deadly
move. Still, this is a minor quibble about an other-
wise tight control scheme.
One other area that seems a bit lacking is sound —
where are the wrestler voices and ring announc-
ers? In this day and age, it's odd to watch dialogue
cutscenes with just text. Again, it's not a huge detri-
ment, and where Day of Reckoning fails in the audio
department, it excels in the visual
arena. The character models
are awesome, and are far and
away the most accurate WWE
wrestler representations to hit the
GameCube. Some fans will truly
Bra and Panties matches.
These matches, as with several other
types, are available in the Exhibition
mode, in which gamers can choose their
favorite WWE stars and match types
and go at it, with no effect on Story
mode (although playing Story mode
does unlock more characters). This
mode is every bit as fun as the career
path, although the Bra and Panties
matches aren't as fun as you're
hoping they are. Only a hand-
ful of WWE Divas are playable,
and the gimmicky gameplay
grows tired fast. Still, it's nice
that these matches are avail-
able on the GameCube for
the first time for those who
are into that kind of thing.
\ It's this kind of catering to
% the desires of all kinds
of wrestling fans that
X makes this the
definitive wres-
tling title for the
GameCube.
—— JEREMY
BOTTOM 8 25
LINE LI
? Concept: Create your own
wrestler, then fight your мау
up the ladder to become WWE
champion
> Graphics: Character models
are dead on, except for the
merciful omission of Ric Flair's
manboobs
? Sound: Licensed music but no
voiceovers? How very odd
> Playability: The control
scheme is simple, but still offers a
freakishly huge roster of moves
? Entertainment: This is one
solid wrestling title, and non-fans
will get sucked in as well
> Replay Value: High
1 honestly don't understand
why THQ tries to reinvent
the wheel with each wres-
tling game that it releases,
Once again, | find myself
liking bits and pieces, but
also longing for material
from THQ's other wrestling
titles, While the gameplay is
far superior to that in either
Raw or SmackDown, the
shallowness of Story mode
is a real turnoff. With each
match featuring a goal,
it feels more like you are
working your way through
levels instead of being an
integral part of the WWE.
Never once will you see
what else is happening in
the league, To make mat-
ters worse, the soundtrack
only features a handful of
songs. Your CPU opponents
also have difficulty landing
sunning attacks, and can
often counter everything.
The only truly redeemable
aspect of this game is multi-
player. Gimmick matches are
great (TLC rules), the list of
"moves is insanely deep, and
(һе controls are beautifully
designed, THQ simply needs
to combine the standout
features of each of its games
‘to create a truly remarkable
МЕ.
XBOX
Fable
> STYLE 1-PLAYER ACTION/RPG > PUBLISHER MICROSOFT
> DEVELOPER LIONHEAD/BIG BLUE BOX > RELEASE SEPTEMBER 14 > ESRB М
ago. Now the рео
emerge into a unique and
intense depth and beauty.
worn buildings immediatel
fantasy setting. Incredible
you walk beneath a street
fall realistically across your
While moving through Al
THE WILL TO POWER
nce, | had another name. But that was long
ple simply whisper my
epithet as | pass — Pilgrim. | have tales to
tell of trust and revenge, love and betrayal. |
have walked the dark and twisted paths of Albion, and
| have basked in its warm, sun-dappled forests. I've
fought unspeakable horrors and come back, scarred
but triumphant. | am what they say | am — a hero.
You'll have to excuse the self-reverential foolish-
ness. As it turns out, I'm not even remotely as cool
as my character. This game just has that effect on
you. When you step into the world of Fable, you'll
evocative artistic style of
Ancient trees and time-
ly establish a storybook
lighting means that when
lamp, your skin exhibits a
bright sheen. Wander a forested path, and shadows
body. The palette is vivid
and colorful. The world seems vibrantly alive.
bion, you'll be accompa-
nied by a spirited orchestral score that defines the
mood of every place you visit. A single expressive
motif weaves in and out of
the music, and you'll find
yourself whistling that memorable theme as you
walk away from the game. Sound design elsewhere
is equally arresting, with thousands of lines of spoken
dialogue from the NPCs that inhabit the world. What
makes it even more incredible is how much of that
speech is reactive to your situation. | wasn't kidding
before. | paid the local town crier to change my title
to "Pilgrim," and afterwards people literally whispered
my hero's name in hushed awe as | passed. Belch
in front of a flirtatious lady, and she will happily voice
her disgust. Kill all of a merchant's companions, and
he will fall to his knees and beg for mercy.
Combat is a relatively simple affair that is nonethe-
less highly satisfying. You can swing and block with
your melee weapon, or lock on to circle your foe or
launch an arrow. The magic system has gorgeous
spell effects and an ingenious system of casting that
allows you to switch between your library of incanta-
tions in real time. Monsters look phenomenal, and
their Al allows them to switch tactics in response to
your actions.
But the greatest triumph Fable can claim is its
main character. From childhood onward, every
action changes the appearance, morality, attractive-
ness, and abilities of the lead. Intricate tattoos, battle
scars, clothing combinations and even different hair
and beard choices all define a distinct look. The
food he eats and the actions he takes will change
his physique and how people will react to him.
You'll watch time have its way with him as he ages.
Drink beer and get drunk. Fall in love and marry the
woman (or man) of your dreams. Cold-bloodedly
murder townspeople in the dark of night or learn to
wield incredible forces of magic to defend the city.
Its more than just clear-cut options of good and
evil — you are creating a person.
The choices and consequences available allow
not only for incredible gameplay, but also for a
compelling thematic musing on the nature o
Given the chance for great wealth, would you
betray a friend? With the might to destroy all, would
you spare the meek? Fable gives you the power
to do great and terrible deeds, and leaves the rest
up to you. And, in the end, it leaves you with one
final irrevocable choice that, either way, will haunt
you for a long time. With its moving story and deft
execution, Fable is quite literally the adventure of a
lifetime MILLER
power.
ША wide vista-filled
world sets the tone
138 GAME INFORMER
Bi Tolkien's oft-maligned work
Gandalf Jr, may never see the
big screen treatment it deserves
> Concept: Live the life of a
hero in one of the deepest and
Most absorbing role-playing
experiences ever
> Graphics: The stunning
art style is both unique and
detailed ~ simply breathtaking
> Sound: The stirring orchestral
score weaves seamlessly through
the story, while thousands of
lines of spoken dialogue create a
living, breathing world
> Playability: So many choices
and options make it hard not to
become totally immersed in the
life of your character. Only the
frequent load screens mar the
experience
> Entertainment: Moving and
engaging, humorous and at
times bittersweet and sad, Fable
is an experience like no other
> Replay Value: High
XBOX
Colin McRae Rally 2005
> STYLE | OR 2-PLAYER RACING (UP TO 8-PLAYER МА XBOX LIVE) > PUBLISHER CODEMASTERS > DEVELOPER CODEMASTERS
> RELEASE SEPTEMBER 28 > ESRB E
MCRAE’S GOT BIG MCNUGGETS
hile nobody would argue
with you if you said that
all Scotsmen talk like
Sean Connery and are
skirt-wearing nancy boys, I'm going to
have to take exception with you if you
said that all Colin McRae games are
the same. Saying they are rather simi-
lar isn't far from the truth, but that's
thankfully not entirely the case with
this new Rally title.
Just when | thought that the series
didn't have to do anything with the
gameplay, | was proven wrong by the
subtle differences in feel that 2005
ushers in. The offroad collision has
been firmed up (the sides of the
stages are littered with things to run
into), and you'll really pay the price
for driving out of control. Not only will
going off the road slow you down,
but all the different terrain types will
keep you guessing. You'll also have
to really watch your acceleration so
you don't spin out in areas with bad
traction (depending on your car and
the gearbox setting). As the stages
Switched from gravel to dirt, for
^^... Big Bottoms,
Talk about mud flap:
my girl's got ‘em
instance, | really had to concentrate
on changing my driving style to suit
the terrain. The way | approached
and executed a slide was different for
each. Particularly hard is the increase
in the number of hairpin tums and
switchbacks, which will test your
instincts in a flash and literally have
you so confused you don't know
which way you are going.
Visually, the game is pumping on
all cylinders, and | particularly like
the daze effect that washes over the
screen when you smack a tree nice
and hard. While | was hoping that this
installment would give more meat
to the career mode (and there are
some changes here, along with a
more fleshed-out Xbox Live experi-
ence), once | got the whiff of dirt and
exhaust, | left my worries about the
game in the dust. For the long term, І
think the series needs to take a year
off and concentrate on this mode,
but for now, Colin once again man-
ages to strap you in tight and take
you to the edge in back in one thrill-
ing ride. —KATO
"me" 8.25
? Concept: Convince gamers
why they've got to get yet
another rendition of Colin
McRae Rally
> Graphics: The best yet in the
series, even with some minor
pop-up here and there
> Sound: Maybe it's just me, but
it seemed like my co-pilot was
getting ahead of himself at times
> Playability: There's a subtle
camera change that makes a big
difference in your perception
of the car
> Entertainment: It's ten dol
lars more than last year, but trust
me when | say it's worth it
> Replay Value: High
Second Opinion 8.5
my the
by daring just a litte тоге
speed, to hairpin insanity
requiring a lifetime's train-
ing to get right. | didn’t think
it could be done, but the
feel of the road conditions
¿s reviews
XBOX
Yager
> STYLE 1-PLAYER ACTION > PUBLISHER KEMCO > DEVELOPER YAGER DEVELOPMENT
> RELEASE SEPTEMBER 14 > ESRB T
A GAME ON THE ROCKS
n my history of playing video games, I've
had the opportunity to do some pretty
sweet things with a starfighter, from blast-
ing through a hail of pixellated asteroids to
being Darth Vader's wingman. Sadly, nothing |
did in Yager came close to matching the glee |
felt in any of these moments. This isn't to say
that it is a bad game — it is just unremarkable.
It fails to build on any of the foundations laid
by the titles that came before it, and hits that
“totally mediocre" target right on the nose.
By modern standards, Magnus Tide's ride,
the Sagittarius, is a Fisher Price “My First
Spaceship." It has two modes, and each is
about as difficult to understand as a spoon,
In hover mode, you either stand still or move
slowly. In flight mode, you move at a con-
stant, slightly faster speed. Unfortunately, any
operation of the ship beyond making it move
forward gets to be frustrating due to sluggish
controls and sub-par targeting. When you
finally do get the hang of it, all you end up
using your ship for is laborious dogfights and
aggravating protect missions.
Not everything about the title is so familiar,
though. The ships look surprisingly good, and
there are some interesting ways to use the
hover vs. flight dynamic. Sometimes you need
to remain stationary to use your sniper cannon
(sniper cannon...| like the sound of that),
while other times you need to weave back
and forth at top speed to avoid homing mis-
siles. Still, when my time with Yager was done,
rather than think about all of the sinister space
pirates | had obliterated, | just wanted to go
play some TIE Fighter.—JOE
BOTTOM
LINE 7
> Concept: Fly a laser-
equipped fighter over a lot of
familiar ground
> Graphics: The ships look
pretty sleek, but the characters
are all hideous approximations
of humanity
> Sound: The voicework on
Magnus attempts to be rogu-
ish and debonair. instead, it
sounds like a guy who might
try to make friends by accost-
ing people as they enter and
exit public bathrooms
> Playability: The controls
aren't very complicated, just
unresponsive
> Entertainment: It isn't
the worst of its kind, but an
unoriginal concept and lack of
polish mean that you should
check out other options first
> Replay Value: Low
Second Opinion 7.5
Ifyou can get past the ludi
| crously dorky antics of mai
character Magnus Tide,
you'll find that Yager does a.
good job of delivering some |
meat-and-potatoes shooter
action for Xbox fans. It’s not |
amazing, but | like the fact
that you can easily toggle -
between two different con-
trol mechanics (one for a
“hovercraft” style of control
and a more traditional jel
style scheme). If you haven't.
played the sadly overlooked |
reviews
XBOX
Otogi 2: Immortal Warriors
> STYLE 1-PLAYER ACTION > PUBLISHER SEGA > DEVELOPER FROMSOFTWARE > RELEASE OCTOBER 19 > ESRB T
x
ke
POETIC DESTRUCTION
rom the moment you turn it
on, the second installment
of the Otogi series is daz-
zling. Heavily shrouded in
the myths and sensations of Japan,
the visual presentation is top notch.
I don't think I've ever enjoyed sitting
through loading screens and scroll-
ing through menus as much as 1 did
here. Lotus blossoms float gently
down the screen while native
Japanese instruments pluck out
meditative strains. Everything looks
fantastic. Then | started to play the
game, and that's where the trouble
began.
ІІ start with the most egregious
offender: the camera. 1 define
a good gaming camera by how
much I have to think about it. If
it does what 1 want and moves
where | like it, then it doesn't take
me out of the action. That's a good
thing. Let's just say that | found
myself thinking about this camera
an awful lot. | won't share most of
those thoughts, as they are gener-
ally unfit to print. Suffice it to say,
the camera ticked me off. Zeroing
in far too close to the character, |
never seemed to be facing the right
way to make attacks, and | was
constantly blindsided by enemies |
wasn't even aware of.
This leads me to the combat.
Though by no means bad, much
of the action here was about
destroying absolutely everything |
140 GAME INFORMER
“
A | 7
“
came across by pressing random
buttons as quickly as possible. The
most hilarious situations involved
areas where I was trying to protect
a shrine or some such holy site
from demons, and the only way
to destroy the hellspawn was by
completely decimating the building
myself. There's very little skill con-
nected to the combat scheme, and
not even the mind-boggling par-
ticle effects and blinding explosive
flashes can hide it.
The most significant addition
from this sequel's predecessor is
the inclusion of multiple playable
characters — each with their own
weapon and combat style. While
1 really liked trying them all out, |
didn't enjoy the wild guessing that
went into figuring out which one
to use on any given stage. Also,
while there are power-ups to be
purchased between levels, getting
enough money to do so almost
certainly involves replaying levels
you've already beaten.
The stages themselves maintain
the unrelenting beauty of the rest
of the game, filled with dojo-style
buildings and graceful oriental
arches. Of course, these architec-
tural wonders are doomed to an
early grave as you blithely destroy
all in your path. In addition, the
level objectives are often frustrat-
ing, and many of them will take
more than a few attempts before
satisfactory completion.
No one can argue the deep
visual and aural allure of this title.
But personally, | found myself fre-
quently resisting the urge to throw
down my controller in frustration.
This wasn't my cup of tea, but I
can't help but admire its dramatic
artistic sheen. — MILLER
"
dan
Es Ws,
BOTTOM
LINE 7
> Concept: Return from the
dead yet again to fight off the
demonic spawn that threaten a
world steeped in Asian folklore
> Graphics: The exquisite use
of particle effects amid wildly
flashing splashes of color and
light is phenomenal
> Sound: Haunting ambient
Japanese music perfectly
accompanies the austere beau-
ty of the game
> Playability: Frustrating
objectives and a sadly inad-
equate camera ruin the fun
> Entertainment: Much like
а rose ~ delicate and beauti-
ful, but painful and difficult
to handle once you get your
hands on it
Second Opinion 7.25
XBOX QUICKIES
XBOX ЕЗ
A
rmy Men: Sarge’s W
> STYLE | TO 4-PLAYER ACTION > PUBLISHER GLOBAL STAR > DEVELOPER 3D0
> RELEASE AUGUST 3 > ESRB T
he Army Men series
is a lot like herpes.
You see, a long ti
ago, | wrote a scath-
ing review of an Army Men
game. | thought | was pretty
funny, and it was fun ripping
into its horrid gameplay and
graphics. Because Reiner was.
so tickled by that review, he
now assigns me to review
every single Army Men game that comes down the pike. So, for that one
moment of pleasure, | must deal with a lifetime of burning, stinging gameplay
sensations. This was the last game the now-defunct 300 made in the series,
and | thought it was left for dead on PS2, but Satan apparently paid Global Star
to bring it to Xbox. I'm sure Microsoft fans are thankful for the chance to experi-
ence the painfully simple level designs, erratic targeting, inane storyline, and hid-
eous graphics of Sarge's War for themselves. This game makes me want to die
= and it's actually one of the better titles in the Army Men series| —MATT
XBOX BOTTOM
Pure Pinball ше 5.15
> STYLE |-PLAYER ACTION > PUBLISHER XS GAMES > DEVELOPER IRIDON INTERACTIVE
> RELEASE JULY 26 > ESRB E
nothing else, Pure Pinball
is aptly named; it's a bare-
bones title that delivers
nothing more than realistic
ball physics on a small assort-
ment of four pinball machines. |
can't imagine the conversations
that led someone to decide that
this sparse (though accurate)
game would be a good idea, so
instead I'll imagine conversations in the laboratory where pure pinball is refined.
First Scientist: “Gentlemen, using the wondrous miracles of science, we have
managed to isolate and contain pure pinball” Second Scientist: “Astonishing!
Does it have any unlockables, replay value, or sense of achievement?” First
Scientist: “Heavens, no! In order to retain purity, we've successfully filtered out
anything of that nature, though there do appear to be trace elements of fun
remaining” Second Scientist: “Unfortunate. Hey, are those Hot Pockets in your
cryogenic freezer?" First Scientist: "Um...no. Those are Science Pockets.’ —JOE
"е" 4.25
XBOX
Galleon
> STYLE 1-PLAYER ACTION/ADVENTURE > PUBLISHER ATLUS SOFTWARE
> DEVELOPER CONFOUNDING FACTOR > RELEASE AUGUST 3 > ESRB T
ith the numerous pit-
falls that Galleon faced
throughout the many
years of its conception,
it's something of a miracle that it
has finally crawled out to see the
light of day. Alas, the final result has
emerged as an antiquated relic,
and Galleon sails headlong into
the murky waters of dangerously
broken games. A schizophrenic control scheme has you effortlessly execut-
ing deft maneuvers one moment, and mistakenly climbing a bookcase like a
retarded monkey the next. Meanwhile, combat is severely flawed — enemies will
often pop into existence directly in front of you, only to mindlessly charge off a
diff or foolishly tumble into a nearby lava pit. These issues, along with the hor-
ribly rough-textured graphics, hopelessly mar what might otherwise have been
a worthwhile excursion. In the end, I can either pity this title, or | can tell you the
truth — Galleon just isn't worth your time.— MILLER
IT'S EXACTLY WHAT YOU THINK!
зә: ләш jo Ayadoid әш әле syietuepen зәщо jiy "setqunoo 1810 ao/pue
Жа RPM
Б. ТКУ
LA YE Y Y EI
TT.
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Outrageous trivia questions to Over 1,000 videos of stunts and Unlock pictures, girls, videos
keep you guessing! challenges with uninhibited Hotties and more!
Г D EUR
ЕЗ PlayStation. CASO mew duc ы
AVAILABLE AT: Game
Doom 3
> STYLE |-PLAYER ACTION (UP TO 4-PLAYER VIA INTERNET OR LAN) > PUBLISHER ACTIVISION
> DEVELOPER ID SOFTWARE > RELEASE AUGUST 3 > ESRB M
ON DARKEST MARS
ohn Carmack, the man behind Doom, has
long been heralded as a genius and the
godfather of first-person shooters. After a
long absence from the scene, his triumphant
return to prominence is finally
at hand with Doom 3. To be
sure, this title is in many waysas 66
much of a landmark in gaming
as its ancestor; however, the
FPS landscape is no longer
the clean slate it was back in
the day, and there are definite
cracks that show through Doom
3's design.
The thing you'll notice first
when playing Doom 5 is that
it's no Painkiller-esque run-
and-gun through hordes of enemies. The emphasis
here is on mood — and by mood | mean making
the player so on-edge at all times that nearly every
encounter is pulse-poundingly intense. Everything
about every area that you explore screams terror,
and the lighting engine is absolutely brilliant.
Enemies are disturbing to the point that to look
upon one is to know fear, especially when they
slither out from complete darkness into sickly light-
ing with your death on their minds. Frequently while
playing you'll have to stop and marvel at how well
technology and design have melded to create an
Тін room is actually about
average on the creepiness scale
142 GAME INFORMER
...пеагіу every
encounter is
pulse-poundingly
intense."
atmosphere that will likely be held up as the stan-
dard for years to come.
In Doom 3, you're constantly faced with the
dilemma of keeping your flashlight out to try and
pierce the omnipresent dark-
ness, or having your weapon
ready for when you inevitably
get jumped. Fortunately, the
flashlight effect is the best to
be done to date and, together
with the general ambience of
the game, it's very easy to feel
that you really are a stranded
space marine on a Mars that's
being slowly corrupted by
Satan. I'm not afraid to say
that more than once | jumped
and cursed in fear to the amusement of my fellow
editors.
Though there are some cool sequences sprinkled
throughout your quest to fight back the legions
of Hell, like piloting a freight lift through an area
infested by evil, gameplay does fall into a bit of a
formulaic rut at times. “Kill some demons, get some
power-ups, more demons spawn behind you, kil
them, repeat" is the order of the day more often
than not. The weapons, too, are nothing you haven't
seen before, and they lack any sort of scope or
more precise aiming mechanism. Also, while 1 do
B Keeping this guy alive
it - the most
means more li
like the way the story is told through the PDAs of
fallen personnel, it is kind of hammy and predict-
able. The screams of dying allies through your radio
and audio logs of people now dead do give the
world more of a personal feel, though.
As much as | may nitpick and call out some minor
flaws here and there, at the end of the day Doom 5
is one hell of a play. Even if you get bored with the
somewhat repetitive single-player after a few hours,
that time will be one of the most intense, visceral
gaming experiences you'll probably ever have. And
it's no secret that there's a gigantic mod community
already starting to find its groove (see Mod World
on page 153), so it's a pretty good bet that a few
months from now we'll start seeing some crazy
things done with this amazing technology.— ADAM
MULTIPLAYER MIA?
As great as the single-player mode is, one of the
main attractions of any FPS is online multiplayer.
Unfortunately, in Doom 3's case it just isn't
much fun. At press time, the server browser was
broken, which made finding a tolerable server
an exercise in utter frustration, Id has promised
a patch to fix the browser, but even with that
working I'd stick to UT, Battlefield, or Joint Ops
for your online fragging fix.
E This look familiar?
BOTTOM
LINE 9
> Concept: You're a space
marine, Hell is literally breaking
loose. You know what to do
> Graphics: What you see on
this page is hardly representative,
The ambience id has created is
truly terrifying
> Sound: This wouldn't be half
so suspenseful without the mas:
terful audio design
> Playability: Par for the
course, though the interaction
with computers and other objects
is a new standard for the genre
> Entertainment: Barring а
slight problem with repetition,
this is hands-down one of the
best single-player experiences
to date
> Replay Value: Moderately
High
Second Opinion 9
1 have been waiting for this
title for so long that once it
arrived and | started play-
ing through it, the game
was both just as sweet as |
thought it was going to be,
and disappointing at the
same time. On the plus side,
the game is gorgeous and
even ran well on my less-
than-cutting-edge computer
at home. The horror ele-
ments ~ like the dark cor-
ridors and surprise attacks
from the shadows ~ had me
shaking in my boots and
screaming expletives at the
screen on a fairly constant
basis, but the game itself
is rather basic in design.
‘Add to that the fact that the
‘multiplayer elements are
rather limited, and Doom
3 ends up being a solid
game, but not the life-chang-
ing event | had so hoped it
would be. Definitely worth.
playing, but Far Cry is still the
best shooter I've played so -
far this year. —ANDY
[| рү,
TIMEGATE А
oO
Violence
©2004 Atari Interactive, lnc. All Rights Reserved. AXIS & ALLIES is a registered trademark of Hasbro, Inc. Used with permission. GameSpy and the "Powered by GameSpy” design are trademarks of GameSpy Industries, Inc. All rights reserved. All other trademarks are the properly of their respective owners
©2004, ATI Technologies Inc. ATI and the ATI Togo are trademarks and/or registered trademarks of ATI Technologies Inc.
Kohan ІІ: Kings of War
> STYLE 1-PLAYER STRATEGY (UP TO 8-PLAYER VIA INTERNET OR LAN) > PUBLISHER GATHERING
> DEVELOPER TIMEGATE STUDIOS > RELEASE SEPTEMBER 7 > ESRB T
MICROMANAGE THIS
Sovereigns, the short and sweet is that it was
a breath of fresh air in a then-stagnant genre.
By smoothly incorporating traditionally board-
game concepts into a real-time strategy framework,
it garnered several awards and a healthy fanbase.
Strangely enough, those same fans are likely going
to be the ones who are the most upset with Kohan
11. For better or worse, much of the innovation of the
first title has been boiled down to its core concepts,
a more standard RTS framework. The upshot of this,
though, is that Kohan II is an extremely accessible
game to veterans and newbies alike.
The most distinguishing feature of Kohan II is that
you don't control your units much at all. Beyond
choosing their formation and telling them where
to move and when to run for their lives, you don't
have much hands-on control. All on their own,
they'll choose targets, fire off special abilities, and
manage buffs/debuffs. Whether or not that sounds
like a good idea to you should indicate if you'll like
this game. However, keep in mind that it does free
up your attention to deal with managing multiple
Creatures mysterious
and magical populate
Kohan‘ 5 world |
144 GAME INFORMER
f you're unfamiliar with 2001's Kohan: Immortal
and the majority of the gameplay is shoehomed into
armies, building up your towns, and keeping your
economy rolling.
The rest of Kohan II's structure is very well done.
The ability to create custom companies of troops is
really the foundation of everything — what resources
you have will determine what sort of units you'll be
able to afford and supply, and
your opponents’ army composi-
tion may be open to stomping
by a certain combination of your
own forces. Additionally, you'll
need different units for various
tasks. Smashing their city's walls
with your Bone Golems or cata-
pults and marching in with your
infantry while outflanking their
reinforcements with your cavalry
will net much better results than
futilely trying to shoot over the
ramparts with vulnerable archers.
Unfortunately, while Kohan II really nails most
of the elements of gameplay and strategy, the
single-player campaign is a bit of a joke. The story
is cliched and uninteresting, cutscenes are good for
Battles have a tendency
to get rather large
“ ..ап extremely
accessible game
to veterans and
newbies alike."
Companies will break
and flee if their morale
drops too far
n
nothing but being fast-forwarded, and the heroes
are so far from balanced it makes me cranky. Plus,
even RTS newbies might want to pump up the dif-
ficulty once they get over the initial learning curve —
normal mode is a total pushover for anyone with
any understanding of basic strategy. Multiplayer can,
as always, really extend your
time with Kohan II, though.
As unfair as the campaign
heroes may be, | didn’t
notice any glaring imbal-
ances in skirmish games.
All in all, Kohan II is a
good solid RTS slugfest with
some interesting elements.
Veterans of the genre
should enjoy the variations
on strategy that it brings,
while the Al-controlled
combat keeps gameplay accessible to newcom-
ers to the genre. It may not be the revolution that
fans of the original might have wanted, but you
can't argue with the fact that it's a hell of a good
time.—ADAM
? Concept: Keep the core ideas
of Kohan intact while moving the.
series more into line with RTS
conventions
> Graphics: More or less aver-
age. Environments are often
bland, but models are nicely
detailed
> Sound: Other than the
wretched cutscene voiceovers,
you won't notice it one way or
the other
> Playability: There's less to
micromanage here than in most
RTSs, letting you concentrate
more on overall strategy - which
is a good thing
> Entertainment: Ain't nothing
wrong with mixing up the RTS
genre a bit, so long as it's done
well. Fortunately, this is
> Replay Value: Moderately
High
Second Opinion 8
25, a -PEN
LX a
9%
4-
20
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GAME BOY ADVANCE
Star Wars Trilogy:
Apprentice of the Force
> STYLE 1-PLAYER ACTION (2-PLAYER VIA LINK CABLE) > PUBLISHER
UBISOFT/LUCASARTS > DEVELOPER UBISOFT MONTREAL
> RELEASE SEPTEMBER 21 > ESRB E
THESE AREN'T THE GAMES YOU'RE LOOKING FOR
ou might be under the
impression that there
is something new to
be found and enjoyed
by partaking of Apprentice. I'll
save you the trouble and tell you
that there isn't. You could fit the
amount of innovation this game
has into Yoda's shoe. What's
that you say? Yoda doesn't wear
shoes? Exactly.
Apprentice of the Force can't
help but draw comparisons to
the memorable Super Star Wars
series of the SNES days. In fact,
some aspects of the game are
nearly identical, down to the
moves available to Luke with his
lightsaber. As | started playing, |
was pretty excited to rejoin my
childhood heroes in the tale |
know so well. But it only takes a
few minutes to realize that the
boring level design and end-
lessly repetitive combat is going
to kill that buzz before you
know it. Let me tell you what
lies in store: Expect to spend
most of your time jamming the
B button again and again to
mow down stormtroopers (who
knew Luke was so violent?).
Then you'll play a derivative
version of Asteroids as you
approach the Death Star. No,
I'm not kidding. You'll also have
some frustrating platform jump-
ing to navigate. Finally, expect to
have beaten and be done with
the game within a few hours.
That about sums it up. While
this new entry into the Star Wars
canon certainly looks good, it
somehow loses the magic of
the movies and feels flat and
lifeless. But, if you don’t mind
the lack of innovation, this new
Star Wars game might keep
you entertained for an after-
noon.— MILLER
146 GAME INFORMER
BOTTOM
LINE 6
> Concept: The original tril-
ogy is rehashed yet again in a
Side-scroller you'll swear you've
played before
> Graphics: Excellent animation
and familiar backgrounds look
great on the GBA
> Sound: You've heard these
tunes so many times your
unborn children will come out
humming them
> Playability: This simplistic
fighting system leads you down
that well-trodden path to the
dark side - button mashing
> Entertainment: Lacking the
charm of its namesake, this
plays like a million other games
you've already beaten
> Replay Value: Low
Second Opinion 6
GAME BOY ADVANCE
Kirby and the
Amazing Mirror
> STYLE 1-PLAYER ACTION (UP TO 4-PLAYER VIA LINK) > PUBLISHER
NINTENDO > DEVELOPER HAL LABORATORY/FLAGSHIP
> RELEASE OCTOBER 18 > ESRB Е
KIRBY YOUR ENTHUSIASM
ere's the gist: It's Kirby,
and as you would
expect, it's fun. There's
more to get into, but
the series has basically boiled
down to an expected level of
consistently solid entries with a
few upgrades to differentiate one
from another. The Amazing Mirror
falls squarely into this pattern.
The new game's big selling
Point is its four-player mode. In
the beginning of the adventure,
Kirby is quartered by Meta
Knight and four differently-col-
ored marshmallows set off on
their journey to (shock!) save
the world. When playing solo,
gamers can call the other Kirby
colors (on a cell phone, natch)
to come help out — usually they'll
have been off exploring and will
have absorbed different copy
abilities that could be useful. You
have a limited number of times
to get in touch with the peeps,
so | used mine mostly for boss
fights and the occasional puzzle
where 1 needed a different skill.
What this plot device does facili-
tate though, is a builtin way to
do four-player gameplay.
Each player who wants in
on the story mode needs a
cartridge, but it isn't that way
with all of the game's multi-
player options. Three four-player
minigames, which are bizarre at
> Concept: Kirby four-play (get
10 There are four Kirby guys)
with the franchise's signature
bells and whistles
> Graphics: As delightful and
colorful as one would expect
from a Nintendo handheld title
> Sound: Nice little sound
effects and subtle enough ditties
that you won't immediately be
turning the volume down
> Playability: Like Othello ~ а
minute to learn, and a lifetime
to master
> Entertainment: {t's Kirby;
it's fun
> Replay Value: Moderate
Second Opinion 7.75
best, are available with just one cart. A good time for sure,
but nothing to rock the average person's socks right off
their stinky little feet. — LISA
GAME BOY ADVANCE
Pokémon Fire Red/
Leaf Green
> STYLE 1-PLAYER ROLE-PLAYING GAME (2 OR 4-PLAYER VIA WIRELESS
ADAPTER) > PUBLISHER NINTENDO > DEVELOPER GAME FREAK
> RELEASE SEPTEMBER 7 > ESRB E
DIFFERENT SHADES OF THE SAME COLOR
nall honesty, | had a lot
of fun with this game.
The immature child in me
loved giving nicknames
like "Dumpface" to my captured
companions, and the collector in
me became absorbed in level-
ing the little guys up. However,
these features are nothing new
or innovative; they were all intact
when Pokémon Red and Blue
released six years ago, and this
game is really more of a direc-
tor's cut than a new installment.
However, the new bells and
whistles streamline gameplay
and make this title much more
fun than | was expecting.
There are some strides in new
directions with the addition of
the wireless adapter (included
with the game), which allows
up to 40 trainers to hang out
in the Union Room where they
can organize battles or just chat
with each other. Though the
adapter is pretty slick, and much
more portable than a link cable,
it doesn't feel like a tool to
strengthen gameplay as much
as it seems like a gimmick to
mask the fact that this is a mar-
ginally enhanced re-release of a
Game Boy game.
Yes, the graphics and anima-
tions are improved, along with
some updated moves and the
option to select a female trainer.
Still, like mortuary cosmetics,
these things just serve to gussy
up a corpse to make it more
appealing. Now, | like a good
round of kick-the-cadaver as
much as the next guy, but only
diehard Pokémon fans will
notice the new features. Though
they do ease up the gameplay
considerably, it'll still look like
the same old Pokémon to
everyone else.—JOE
TT
? Concept: Remake Pokémon
Red and Blue, the Romulus and
Remus of the Pokémon empire
> Graphics: Compared to other
handheld Pokémon titles, this is
tops. Compared to other hand-
held games in general, utterly
unremarkable
> Sound: On par with the best
internal speakers of 1987
> Playability: The new
interface is nice, but at its core
the game is still just a bunch
of menus
> Entertainment: |! you enjoy
obsessive collecting, this is your
holy grail. Otherwise, it can be a
toilet bowl of tedium
> Replay Value: High
Second Opinion 8.25
NDHELD QUICKIES
GAME BOY ADVANCE
Mega Man Zero 3
> STYLE 1-PLAYER ACTION > PUBLISHER CAPCOM > DEVELOPER CAPCOM
> RELEASE OCTOBER 18 > ESRB E
f you always wondered
how Zero got so much
more awesome than
X, here's your answer:
While X was brought up
largely on forgiving, well-
planned stages, Zero was
weaned on merciless and
poorly-designed levels
packed with treacherous ter-
rain and one-hit kills around
every corner. Growing up
in a neighborhood like that is liable to toughen a robot up a bit. Sadly, even his
thick skin isn't enough to save Zero from the frustrations that plague his third
solo outing. It follows the same familiar Mega Man pattern, though few improve-
character, this game is just too much of the same, and virtually inaccessible to
anyone who doesn't want to memorize every inch of i. —JOE
GAME BOY ADVANCE
Dragon Ball Z: Buu's Fury
> STYLE 1-PLAYER ACTION (2-PLAYER VIA LINK CABLE OR WIRELESS ADAPTER) > PUBLISHER ATARI
> DEVELOPER WEBFOOT TECHNOLOGIES > RELEASE SEPTEMBER 14 > ESRB E
ments have been made from the previous two entries. While Zero is still a sweet
BOTTOM
LINE
hen | was in first
grade, | wrote a story
about flying sentient
deodorant invading
earth, and it was up to a young
hero to stop them. The storyline
was incoherent, the illustrations
were appalling, and the charac-
11 ters were devoid of personality or
nuance. Still, my story was better
than Dragon Ball Z: Buu's Fury. The scope of this title covers the final third of the
Legacy of Goku storyline, but it does so in splotchy, episodic segments relying
on the most generic "walk around, talk to people, and fight things" formula. If
you're not a DBZ fan, this game will remind you why. If you are, it will fill you
with an urge to plug in your VHS recordings of the real show and leave this rub-
GAME BOY ADVANCE
bish alone. Buu-urns.—JOE
BOTTOM
М LINE
Thunderbirds
> STYLE 1-PLAYER ACTION > PUBLISHER VIVENDI UNIVERSAL > DEVELOPER VIVENDI UNIVERSAL
> RELEASE AUGUST 4 > ESRB E
ұ шашы
9
111 еу kids, why don't
you go get the
keycard to open
the hangar? It's in
the basement, right past the
columns of fire” Thunderbirds
takes flame avoidance and
box pushing to new levels.
The supposed draw of this
title is that you can control
three characters at once, but
the reality is that you just have
more to worry about as you progress through various puzzle rooms. After each
box-shoving, flame-dodging, pit-jumping fiesta you're rewarded with an isomet-
ric flying stage that would have been really cool by 1984 standards, in which
you try to avoid such incredible hazards as birds and weather balloons. Both
styles of play work perfectly, but you'd be hard pressed to find a title with more
sheer, concentrated boringosity. Like the movie, expect this one to fly way below
everyone's radar. — JEREMY
|22 reviews
GAME BOY ADVANCE
Mario Pinball Land
> STYLE 1-РГАҮЕК ACTION > PUBLISHER NINTENDO > DEVELOPER NINTENDO > RELEASE OCTOBER 4 > ESRB E
ario Pinball Land's
greatest strength — the
developers' ability to
transform pinball to take
on design elements of platforming
and adventure games — is also its
greatest weakness. For this reason, |
suspect your opinion of Mario Pinbal
Land will depend on which part of
its title you most crave — "Mario" or
"Pinball"
One thing is sure - this is a
fascinating experiment. Instead of
traditional pinball table designs, each
level is more akin to that of an iso-
metric action title. They are usually
fairly sparse, populated by goombas,
ghosts, and other familiar Mario
оез that roam the expanse, Instead
of really mastering one board, the
еу is to advance past a series of
gates (which oftentimes are opened
by hitting switches or performing
other feats of pinball skill) to further
areas of each world. Usually, these
journeys will take you to a "boss
battle" of sorts, which can
often open up something
in another stage. You can
also drop your bal
into cannons,
which can
be used
to "warp"
THE PLUMBER'S SILVER BALLS
to other worlds. All in all, it's a fairly
impressive bit of level design. In
addition, there are shops where
you can buy power-ups and a few
minigames.
However, I think this desire to
innovate in the genre comes at the
expense of what's ultimately good
about pinball itself. Many of the
things that 1 consider necessary for a
good pinball table — like cool ramps,
good bumper layouts, and "traps" -
are missing from Mario Pinball Land.
After awhile, you'll have seen every
cool trick and hidden area that the
game throws at you, but you won't
keep coming back because there's
not one individual stage that has
that incredibly addictive "I could play
this until | die" feeling that you get
from a well-made traditional pinball
machine.— MATT
7 Concept: A novel melding of
platformer level design and das-
sic pinball action
7 Graphics: As always, Nintendo
delivers top quality on the GBA
> Sound: Catchy tunes in the
tradition of Mario's 8- and 16-bit
games
7 Playability: The flipper action
is dead-on, and the ball physics
seem fairly accurate
> Entertainment: It's good,
but | can't help but thinking this
could have been so much better
> Replay Value: Moderately
High
TOP 20
Listings Based Upon NPD Data For July 2004 Based On Units Sold
Welcome to a very special "Thoug
accidentally went to a football
following are all actual reactions that v
an advanced mind-reading technolc
beyond your comprehen:
2 ESPN NFL 2K5 (PS2)
rom a nerd who
tion of charts. The
ecorded with
at is, quite frankly,
ck Tales VHS tap
It's no goyles, bu
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5 NCAA FOOTBALL 2005 (ХВ0Х)
me! | thought this v
onder | couldn't see a
money back! On the ott
entirely unaroused. Tight end, indeed!
148 GAME INFORMER
Rank Title L. Mo. | System | Score Release] Price
NCAA Football 2005 МА | PS2 | 9:25 [07/04] $49
ESPN NFL 2K5 N/A | Ps2 | 95 |07/04| $19
Spider-Man 2 1 | ps2] 8 |07/04| $49
ESPN NFL 2K5 N/A |XBOX| 95 |07/04| $19
NCAA Football 2005 МА |XBOX| 9.25 [06/04 | $49
Spider-Man 2 5 |хвох| в |06/04| $49
Spider-Man 2 МА | GBA | 7 |05/04| $28
Spider-Man 2 N/A | GC | в |06/04| $48
Driv3r 4 | ps2} 6 |06/04| $49
Tales of Symphonia N/A | GC | 8.75 |07/04| $50
-Gi-Oh!
Yu-Gi-Oh! д МА | GBA | 45 |06/04| $30
Reshef of Destruction
Halo 12 |XBOX| 95 |11/01 $28
Mario vs. Donkey Kong 10 | GBA | 75 |05/04| $31
Super Mario Bros. 9 |GBA| 9 |06/04| $19
Dragon Ball 5 А N/A | GBA | 55 |05/04| $29
Supersonic Warriors
Pokémon Ruby N/A | GBA | 7.25 |03/03| $33
MVP Baseball 2004 18 | Ps2 | 925 |03/04| $48
Driv3r 14 |XBOX| 6 |06/04| $49
Mega Man Anniversary e
Collection
Mega Man Anniversary ||! (о! ео
Collection
Source: The NPD Group/NPD Funworld ®/TRSTS* + David Riley 516-625-2277
OP 10 JAPAN
Rank Title L. Mo. System
Final Fantasy І & 11 Advance МА GBA
Hi Paper Mario: The Thousand Year Door N/A (00
ІН Guilty Gear Isuka N/A PS2
ГТ one Piece Land Land MA PS2
(ED) Boxtai 2 NA GBA
Û Power Pro Baseball 11 NA PS2
А Full Metal Alchemist МА | GBA
е | Power Pro Compact 1 & 2 N/A GBA
GBA
PS2
Legends N/A
Mega Man X Command Mission N/A
Source: Game Japan Based On Monthly Units Sold
P 10 GI
Rank Title L. Mo. System
Fable N/A Xbox
Doom 3 NA PC
Mortal Kombat: Deception N/A Multi
EX Burnout 3: Takedown N/A Multi
ГІ sty 2: Band of Thieves ША PS2
6 | Forgotten Realms: Demon Stone NA PS2
ESPN NFL 2k5 1 Multi
Colin McRae Rally 2005 N/A Xbox
[ГЇ Kohan Il: Kings of War NA PC
Katamari Damacy NA PS2
Rank Title L.Mo. Price
ІШІ City of Heroes 1 $48
[2] Rise of Nations 3 $36
[3] The Sims Deluxe 10 $20
Far Cry 5b. $38
The Sims: Superstar NA $21
Û The Sims Mega Deluxe МА $36
ÛU | Age of Mythology NA $33
7 Battlefield Vietnam 4 $38
С Flight Simulator 2004: A Century of Flight М/А $32
[Î | Halo: Combat Evolved T 1822
Based On Monthly Units Sold
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PLAYSTATION 2
Airforce Delta Strike
Alias
All-Star Baseball 2005
American Idol
Armored Core; Nexus
Asterix & Obelix XXL
Astro Boy
Athens 2004
Baldur's Gate: Dark Alliance Il
Battlestar Galactica
Bujingai: The Forsaken City 725
Cabela's Dangerous Hunts 475
Carmen Sandiego; Тһе
Secret of the Stolen Drums 6
Catwoman 475
Celebrity Deathmatch 235
Champions of Norrath:
Realms of EverQuest. 875
Combat Elite: WWII Paratroopers 5,5
Corvette 5
Crimson Sea 2 7
Crimson Tears 5
Cy Girls 4
Destruction Derby Arenas 675
Dog's Ше 7
Dot Hack Vol. 4: Quarantine 25
Dragon Ball Z: Budokai 2 75
Drakengard 75
Driv3r 6
Dynasty Warriors 4: Empires 7
Echo Night: Beyond 6
ESPN Major League Baseball 75
ESPN NFL 2K5 95
ESPN NHL 2K5 8
EverQuest Online
Adventures: Frontiers 75
EyeToy: Groove 6
Fallout: Brotherhood of Steel 8
Fatal Frame 2: Crimson Butterfly 9
Fight Night 2004 9
Final Fantasy XI 775
Firefighter FD. 18 5
Front Mission 4 725
Fugitve Hunter. 55
Future Tactics: The Uprising 525
Galactic Wrestling
Featuring Ultimate Muscle 425
Ghosthunter 65
Ghost Recon: Jungle Storm. 75
Goblin Commander:
Unleash the Horde 8
Harry Potter and
the Prisoner of Azkaban 65
Harry Potter and the Sorcerers Stone 5
Hitman: Contracts 725
Hot Shots Golf Fore! 9
Hot Wheels World Race 6
HNinja 75
Intellivision Lives 5
James Bond 007:
Everything or Nothing 85
Karaoke Revolution Volume 2 825
La Pucelle: Tactics 8
Legacy of Kain: Defiance. 8
Lifeline 875
Looney Tunes: Back in Action 5
Lowrider 5
Lupin the 3rd: Treasure
of the Sorceror King 535
Madden NFL 2005 875
Mafia 775
Manhunt 9.25
Max Payne 2: The Fall of Max Payne 8
Maximo VS. Army of Zin 25
McFarlane's Evil Prophecy 4
Mega Man Anniversary Collection — 9
Mission Impossible
Operation Surma 775
MLB 2005 85
MLB Slugfest Loaded 625
Monster 4X4: Masters of Metal 65
MTV Music Generator 5 8
MTX: Mototrax 75
МУР Basebell 2004: 925
MX Unleashed 8
NASCAR 2005: Chase for ће Сир 8.75
Naval Ops: Commander 6
NBA Ballers 8
NCAA Football 2005 925
NCAA March Madness 2004 825
NFL Street 775
NHL 2005 85
Nightshade 65
Onimusha Blade Warriors 8
Onimusha 3: Demon Siege 9
Phantom Brave 8
Pitfall Harry 6
Psi-Ops: The Mindgate Conspiracy 9
150 GAME INFORMER
ARCHIVE
Puyo Pop Fever 725
R: Racing Evolution 7
Rainbow Six 3 7
Red Dead Revolver 8
Resident Evil: Outbreak 75
Ribbit King 7
Rise to Honor 7
Romance of the Three Kingdoms Х 7
RPG Maker Il 55
Relype Final 675
Samurai Jack: The Shadow of Aku — 6
Samurai Warriors 75
Scooby Dool: Mystery Mayhem — 4
Second Sight 85
Serious Sam: The Next Encounter 775
Seven Samurai 20ХХ 5
Showdown: Legends of Wrestling 6
Shrek 2 7
Silent Hill 4: The Room 85
Sims: Bustin’ Out, The 925
Siren 625
Smash Court Pro Toumament2 5
Sonic Heroes 775
Spawn: Armageddon 65
Spider-Man 2 8
Splinter Cell: Pandora Tomorrow 8.75
Spy Hunter 2 6
Star Ocean: Till the End of Time 825
Street Fighter Anniversary Collection 8
Strike Force Bowling
Suffering, The 825
Syphon Filter: The Omega Stein 85
Terminator 3: Rise of the Machines 5.75
Tokyo Xtreme Racer 3 675
Transformers 7
Trivial Pursuit Unhinged 5
UEFA Euro 2004 Portugal 725
UFC Sudden impact 65
Van Helsing 7
Virtual-On Marz 5
Viewtiful Joe 95
Way of the Samurai 2 325
Whiplash 4
Winning Eleven 7 925
World Tour Soccer 2005 65
Worms 3D 8
Wrath Unleashed 6
WWE Smackdown:
Here Comes The Pain 85
xi 7
X-Files: Resist Or Serve 65
GAMECUBE
625
1080* Avalanche
Amazing Island
Batman: Rise of Sin Tzu
Beyond Good And Evil
Bionicle
Bomberman Jetters
Catwoman 475
Custom Robo 535
Disney's Hide and Sneak 35
Dragon Ball 7: Budokai 725
Final Fantasy: Crystal Chronicles 7
Future Tactics: The Uprising 525
Go! Gol Hypergrind! 775
Goblin Commander.
Unleash the Horde 8
Gotcha Force 7
Harry Potter and
the Prisoner of Azkaban 65
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Madden NFL 2005 875
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R: Racing Evolution 7
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Samurai Jack The Shadow of Aku 6
Scooby Dool: Mystery Mayhem 4
Second Sight 85
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Backyard Wrestling:
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Broken Sword: The Sleeping Dragon в
Cane
Catwoman К e
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Chronides of
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Colin McRae Rally 4
Combat Elite: WWII Paratroopers 5 5
сн = 75
Ci Rond i Revenge E
Curse: The Eye of Isis 6.75
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Dinosaur Hunting
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GOTY Edition, The 775
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Haunted Mansion, The 7
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MIX: Mototrax 75
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Robin Hood:
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Samurai Warriors. 775
Scooby Dool: Mystery Mayhem 4
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Secret Weapons Over Normandy 75
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Shadow Ops: Red Mercury
Showdown: Legends of Wrestling 6
Shrek 2 7
Silent Hill 4: The Room 85
Silent Scope Complete 8
Spawn: Armageddon 65
Spider-Man 2 8
Splinter Сей: Pandora Tomorrow 9.5
Spy Hunter 2 6
Star Trek: Shattered Universe 55
‘Star Wars: Jedi Academy 8
Steel Battalion: Line of Contact 75
Strike Force Bowling 5
Sudeki 775
Suffering The 8.25
Tenchu: Retum From Darkness 725
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TOCA Race Driver 2 25
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Trivial Pursuit Unhinged 5
True Crime: Streets of LA 85
Unreal Il: The Awakening 8
UEFA Euro 2004 Portugal 725
Van Helsing 7
Whiplash 4
World Championship Pool 2004 6.75
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XI 7
Yu-Gi-Oh! The Dawn of Destiny — 6
Age of Mythology: The Titans
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Battlefield Vietnam
Besieger
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Command & Conquer
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Deus Ex: Invisible War 95
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Empires: Dawn of the Modem World 8.25
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Final Fantasy ХІ 8
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Horizons: Empire of Istaria 2j
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2:
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Missing: Since January 65
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GAME BOY ADVANCE
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UNLIMITED ENABLED
Mortal Kombat:
Deception AC
Bloody Finishers Straight From The Creators
Ed Boon and the good people at Midway are unveiling five of Deception’s bloody finishers right here in
the pages of Game Informer. These sequences must be entered at the end of the match.
э
Jade's Spear Fatality - Away, Towards, Up, Towards, Attack 1
LES i 228 =
Kobra's Heart Rip Fatality – Down, Away, Towards, Down, Attack 4
SubZero’s Head Rip Fatality - Towards, Away, Down, Towards, Attack 2
152 GAME INFORMER
kenstt ums:
i Lower Mines Death Traps
t Pictured here аге the three locations of the
+ Death Traps in the lower mines level. You'll
1 need to knock your opponent into these areas
i to finish them off.
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!
PLAYSTATION 2
Funkmaster Fl i i
Enter these at the main menu. A message will
confirm correct entry.
Unlock Hidden Skin 1 - Select, Left, Right, Left,
Right, Left, Right, Left, Right, Left, Right, Left, Ri
Unlock Hidden Skin 2 - Select, Left (x2), Right (x2),
Left (x2), Right (x2), Left (x2), Right (x2)
Unlock Hidden Skin 3 - Select, Left (x3), Right (x3),
Left (x3), Right (x3)
Unlock Hidden Skin 4 - Select, Left (x4), Right (x4),
Left (x4)
Unlock Hidden Track ~ Select, Up, Down, Left,
Right, Up, Down, Left, Right, Up, Down, Left, Ri
Enter these during gameplay, except for the Level Skip
code which should be entered at the Story Mode game
select menu. A sound will confirm correct entry.
Big Heads - Up, Left, Down, Left, Down, Up (х2), Left
Blur Effect - L1, Left, L1, Left, КІ, Right, КІ, Right
Low-Grav - Up (x6), Down, Right, Up.
Enter these codes at the main menu or while paused
during gameplay. Your controller will vibrate to
confirm entry.
Extra Pitch Break - Right, Left, Right, Left, Right,
Left, Up (2)
Extra Pitch Speed - Up (x5), Left (x4), Right
Extra Pitches - Down, Up, Down, Right (x4), Left
Huge Ball - Up (x2), Right, Left, Up (x2), Right, Left
Huge Heads - Left, Right, Left, Right, Up, Down,
Up, Down
Noxious Sound Effects - Right (x6), Left, Down
Run Faster - Left, Right, Left, Right, Left, Right, Up
02)
Run Slower - Right, Left, Right, Left, Right, Left,
Down (2)
Tiny Heads - Up, Down, Up (x2), Right (x3), Left
Unlock Players - Left, Up, Left, Right, Down, Right,
Left, Up
Unlock Stadiums - Down, Up, Left, Right, Up,
Up, Down
Unlock Teams - Left, Right (x2), Down (x2), Left,
Up (0)
Unlock Uniforms -
Right, Down, Up
wn, Right, Left, Down,
"Gl Droid”
(location unknown — last seen peeing
in the Olympic swimming pool. How do
you like your gold now, Michael Phelps?)
Code of the Month
Doom 3
Hordes of Hell proving a bit much for you? Just really want to blow some stuff up? These are for
you. During gameplay hold Ctrl+Alt+tilde [~] to drop the command console, then enter these
codes to hook it up.
CHEATS
All Keys - give keys
All Weapons, Ammo, Health, and Armor -
give all
Freeze Everything Onscreen - freeze
God Mode - god
Most Enemies Won't Attack — notarget
Pass Through Objects - noclip
LEVELS
Type "devmap game/[map name]" in the
console to teleport yourself to the beginning
of whichever map you want. The levels are
listed in order.
marscity l.map
mcunderground.map
marscity2.map
admin.map
alphal.map
alpha2.map
alpha3.map
alpha4.map
enpro.map
commout.map
communications.map
recycling 1.map
recycling2.map
monorail.map
deltal.map
delta2a.map
delta2b.map
delta3.map
delta4.map
hell.map
delta5.map
cpul.map
cpuboss.map
site3.map
caverns].map
caverns2.map
hellhole.map
MONSTERS
Type "spawn monster [name]" to spawn the
monster right in front of you. The type of
monster spawned should be fairly obvious.
Note that Hellknights and Archviles are bad for
your health — consider using the notarget or
god codes so you're not quite as doomed.
boss cyberdemon
boss guardian
boss guardian seeker
boss sabaoth
boss vagary
demon archvile
demon cherub
demon hellknight
demon imp
demon maggot
demon mancubus
demon pinky
demon revenant
demon tick
demon trite
demon wraith
zombie bernie
zombie commando
zombie commando cgun
zombie fat2
zombie fat wrench
zombie jumpsuit
zombie jumpsuit eating
zombie labcoat
zombie limb
zombie maint bald
zombie maint nojaw
zombie maint skinny
zombie maint wrench
zombie maint
zombie maint2
zombie maint flashlight
zombie pipe
zombie sawyer
zombie skinny
Zombie suit neckstump
zombie suit bloodymouth
zombie suit skinny
zombie tshirt bald
zombie tshirt blown
zombie zsec machinegun
zombie zsec pistol
zombie zsec shield
zombie zsec shotgun
POWERUPS
Adrenaline - spawn powerup adrenaline
Berserk - give berserk
Megahealth — spawn powerup megahealth
Invisibility - spawn powerup_ invisibility
Robert Yorbling
Wichita, KS
secret access
Mod World
Doom 3
Was there any doubt that the mod community
at large would kick it into high gear the instant
they got their hands on id's latest masterpiece?
Well, they did, but at the moment there aren't
too many around, and most of them are minor
tweaks - everything from the well-publicized
Duct Tape mod (which adds a flashlight
effect to certain weapons) to other things like
weapon sound packs, а mod that chariges
grenades to flares, and one that allows you
to crank multiplayer games up to 32 players.
Here are some of our favorites so far.
Hello Kitty
When Hell is encroaching, even the stoutest
Marine can find the icy tendrils of fear
clutching at his heart. What better way to
increase morale than to distribute Hello Kitty-
brand flashlights to the grunts? Put a smile on
that crucified, disemboweled corpse! Wake the
caring in a demon's soul with the incarnation
of joy and cuteness shining on their several
eyes! Just stop by www.download.com for
this and more. You can even pick up the Bat-
signal ог the Thundercats logo as alternate
flashlights.
VariLight
Similar to and based on the Duct Tape mod,
VariLight effectively glues a flashlight to your
weapons. The differences between the two
are minor, but we like this one better - the
light projected is based on the weapon,
so the shotgun will illuminate a wide area
while the assault rifle will throw off a tight,
focused beam. As an added bonus, the
pistol gets a laser sight. You can find this
several places on the Web; we got ours from
doom3.filefront.com.
CelShader
Yep, this does about what you would assume,
goofy as it is. Doom 3 becomes cel-shaded.
You've really got to see it to believe it, but it
actually does work. The only caveat is that it
boosts the system requirements even higher
than they already are — don’t bother trying
this unless you've got a fairly high-end card.
This is likewise available all over the Web,
but doom3.filefront.com had the shortest
queues for us.
GAME INFORMER 153
secret access
Demon Stone 6969
Exclusive Tips From Alyssa Finley, Producer at
Stormfront Studios
Demon Stone is an intense action game that is
equal parts cinematic experience and frenzied
gameplay. The game immerses the audience in a
story written by best-selling author R.A. Salvatore,
bringing some of the classic Forgotten Realms
locations and D&D enemies to life. We designed
the game to appeal to both hardcore and casual
gamers, meaning there’s a lot of depth beneath
the simple button mash. Here are a few tips and
tricks to maximize your playing experience:
SWITCH ON THE FLY: PLAY THE PARTY
The crux of the Demon Stone experience is the
interaction of the party – they travel together,
they fight together, and ultimately, they work
as a team. You can switch characters any time
you want to during most of the action, which is
important because each of our characters has
strengths and weaknesses. The most rewarding
way to play is to take advantage of all three
Characters, choosing the right one to take on the
current challenge.
RANNEK, THE FIGHTER
Rannek can dish out the most punishment and
can also withstand it the best. This gives him an
advantage fighting large groups of enemies. His
history as a fighter includes devastating losses as
well as glorious success, and he brings the rage
of those losses to bear in every fight he takes on.
Rannek can cause grievous damage to multiple
enemies with a single combo.
ZHAI, THE ROGUE
A half-drow raised among Wood Elves, Zhai
learned to take care of herself in an often cruel
world. Stealth, jumping, and agility are her
strengths. She can effectively dodge attacks,
making her a powerful asset against enemies
with the strength to break through a normal
parry. Zhai also has the ability to hide in
shadows and ruthlessly backstab enemies who
foolishly turn their backs on her, killing them in
a single stealthy blow.
ILLIUS, THE SORCERER
What's a sorcerer's best weapon? Ranged attacks,
154 GAME INFORMER
of course, and Illius has a powerful set of ranged
spells that he can upgrade as the game unfolds.
He also possesses the most powerful shield
available in the game. Of course, magic is not all
he's got going for him - he had some significant
combat training in his past, and can hold his own
in hand to hand combat.
BLOCKING: A PLAYER'S BEST FRIEND
You may be able to survive for a while in Demon
Stone without using Block/Evade/Shield, but
your game will really improve once you start
using it. It's especially critical against enemies
with ranged attacks.
Rannek can block continually against enemies,
even if multiple enemies are attacking him. Zhai
doesn't block, but instead evades, ducking out of
the way of hits and out of the clutches of enemies.
lilius's shield is magical, growing more powerful
throughout the game, eventually acting as a
weapon as well as a defense.
Beware - when you block for too long, clever
enemies may use it as an opportunity to pull off a
special move on you.
COMBOS: VARY THE CARNAGE
Combos are a key part of the gameplay
experience - so we made them easy to use
and remember. Combos are the same for all
characters, so it's fluid and seamless to switch
characters and keep playing. It's important to note
that using combos will charge up your Hero Meter
quickly – allowing you to access some über-
powerful special attacks.
There are three combos to buy for each player:
Bull Rush - Sends an enemy reeling backwards
Knock-Down - Knocks an enemy to the ground
Power Critical - Does maximum damage
Different enemies have different weaknesses - so
while you may be able to quickly dispatch a
Yuan-ti Mutation by knocking him off a cliff, а
Troll may not be so vulnerable to this technique.
Experimenting with the different combos on the
different enemies will help you find the most
effective killing path.
USING THE HERO METER: TEAM ATTACK,
SUPER ATTACK, AND THE TEAM SUPER
As you connect with combos and attack with
ranged attacks, your "Hero Meter" (the meter
in the middle of the HUD) will charge up.
There are several different ways to use this
power: the Team Attack, the Super Attack, and
the Team Super.
The team attack button allows you to call one
of the other party members over to give you
a hand when you really need it. When your
"Hero Meter" is at least 1/3 ІШІ, you can call
the team attack. This makes the game go into
a special "team attack mode," giving your allies
the chance to come to your aid and wreak major
havoc on the enemy who is currently attacking
you. It is important to note that your teammates
cannot be summoned unless they are within a
certain distance.
The Fighter's Whirlwind Attack, the Rogue's
Manyshot, and the Sorcerer's Mystra's Might are
all "Super" attacks that have a powerful effect
on all enemies in the area around the player. In
order to use these attacks, you must build up
your Hero Meter by attacking enemies until the
character's Hero Meter Gem lights up. Once it is
lit, you can jump into the middle of the fray and
unleash some serious killing power.
The most powerful attack in the game is the
Team Super - a combination of all three
individual Super attacks. If all three characters’
Hero Meters are charged, you can use the Team
Super to attack with massive damage, and in
most cases kill almost every enemy on screen.
As an added incentive to charge up and use
this über-powerful attack, every time you use a
Team Super you will get bonus experience points
awarded at the end of the level - allowing you to.
upgrade your characters even more for the next
set of challenges.
UPGRADES:
SOME "DON'T MISS" ITEMS
Demon Stone offers a lot of skill and item
upgrades, and there are some that the players
really won't want to miss.
All characters - Knock Down Combo and Coup
de Grace. The Knock Down combo combined
with the Coup de Grace is one of the most
effective ways to dispatch enemies quickly —
minimizing the damage to you and maximizing
the damage to the baddies.
Rannek - Riposte Attack. This attack allows
Rannek to attack after a block, and can be a
VERY effective strategic addition to the fighter's
abilities. This attack also stuns most enemies and
is worth saving up for!
Zhai - Skill Focus: Hide and Skill Focus: Move
Silently. Zhai's stealth abilities are critical in
some of the later levels of the game. Give
yourself every advantage by snagging her Stealth
upgrades.
Illius - Pearls of Power. Pearls of Power add
additional punch to Illius's spells, making them
even more effective and powerful, especially
early in the game.
USING YOUR TEAM:
STRATEGIC PLACEMENT
Although the Al handles the characters you're
not playing to make sure they're helping out
in fights, advanced Demon Stone players can
employ certain team based tactics and eliminate
enemies even more efficiently.
If you switch between the characters at the start
of the fight and place them strategically, they
will generally stay in the areas you put them as
long as they have someone to fight. For instance,
the clever player might place Illius behind the
party - thereby maximizing the use of his ranged
spells. Try positioning Zhai in a patch of shadow;
this allows her to use her stealth abilities.
Rannek’s place is in the middle of the fray where
he can take advantage of his multi-character
damaging attacks.
You can also switch characters when the one
you're playing gets caught in an enemy's
"linked" special attack - let the AI take the hit
of being disabled for a short period, while you
proceed with payback.
And last, but not least, when you see a health
pickup or a super pickup appear, make sure
to get the most out of them. The Al won't grab
a pickup with a player who needs it, so when
you see a health pickup appear, switch to the
character who really needs health and go get it!
THE ULTIMATE CHALLENGE:
BEATING THE BOSSES
The best way to beat the bosses in Demon
Stone is to use the power of the entire team
against them.
Try attacking, then switching to another character
and attacking again - for example, use the
Fighter to draw the boss's attention, then get in
some ranged hits from the Sorcerer or a quick
attack from the Rogue.
Make every hit count for maximum damage to
the boss by using Power Critical combos and
Team Attacks.
When a boss is doing a lot of damage to your
character, make sure to switch to the teammate
with the most health before doing an attack
pass - spreading the damage out between
heroes lets you fight longer!
We hope these tips and tricks help you enjoy
Demon Stone!
A message will confirm correct entry for the gameplay codes, while
the Hall of Fame code sends you into the Hall of Fame where you
can walk around
Hall of Fame - At the main menu, enter 15 (x2), R3 (x2), X, Y, B,
ABA
Laser Trails - During gameplay, enter Up, Down, Up, Down, R3 (x2)
Toggle Invincibility - During gameplay, enter Up Down (x2),
Left, Right, Left, Right, B, A
GAME BOY ADVANCE
Batman: Rise of Sin TZ
Enter these codes at the continue screen to jump to the indicated level
Boss 1 - HLNZXJ
Boss 2 - NGHR4R
Boss 3 - PD4LQD
Final Boss - ZQFY81
Level 1-1 - MG7L4R
Level 1-2 - RZHLXM
Level 1-3 - WGRLN_
Level 1-4 - 367147
Level 2-1 - 7ZHLX3
Level 2-2 - BBBCBG
Level 2-3 - GVLOB
Level 2-4 - LBVCVQ
Silent Hill 4
Level 3-1 - QV2CLL
Level 3-2 - VBBCBZ
Level 3-3 - ZVLC2B
Level 3-4 - 2BVCV6
Level 4-1 - RLAXGS
Level 4-2 – _LNXZO
Level 4-3 - 714Х08
Level 4-4 - C2DX64
Level 4-5 - VGWPN_
Level 5-1 - Z73PDW
Level 5-2 - 65МРХЕ
Level 5-3 - PBZGQV
Level 5-4 - TV6GLL
Level 5-5 - 1VQG2V
Level 5-6 - 9V6GL2
Level 6-1 - 0D7RDW
Level 6-2 - DG АМН
Level 6-3 - JZ7RDC
Level 6-4 - RB2JVQ
Level 6-5 - WVBJLL
Level 6-6 - BLJBZ
Level 6-7 - 5///2/
Level 6-8 - 782)B6
Level 7-1 - CVBJ2L
Level 7-2 - HBLJBG
Level 7-5 - MVVJ2B
Level 7-4 - QQT9ST
Level 7-5 - V619)P
Level 7-6 - 209981
Level 7-7 - 26K90Y
Level 7-8 - Y2NL6N
Level 7-9 - 52410Х
Level 7-10 - F2NL64
Level 8-1 - XG3CN_
Level 8-2 - 4GMC47
Level 8-3 - 82WOG
Level 8-4 - DG3CNH
Level 8-5 - J/CCDC
Level 8-6 - NGMC4R
Level 8-7 - BO48Z
Level 9-1 – 5/742/
Level 9-2 - 7В64В6
Level 9-3 - CVG4L2
Level 9-4 - HBQ4BG
Level 9-5 - MVZ42B
How The Creators Control The Fear
Insider tips from Suguru Murakoshi, Team Director of Silent Hill 4
THE RECOMMENDED GAMEPLAY ENVIRONMENT
| would like to
recommend that
gamers turn off
the lights and turn
up the TV volume
when they're
playing the game.
By doing this,
there will be a
link between your
own room and
room #302 (the room in the game). This will let you have the best
experience to fully capture the survival-horror gameplay.
SWORD OF OBEDIENCE
Ghosts are a new
enemy that appear
for the first time in
the series
Since it’s a ghost,
it will not die
However, by using
the Sword of
Obedience, you
can stop them
from moving. If
you manage to exert normal damage to ghosts and knock them
down, you can use the Sword of Obedience to pin them to the
ground. Unless you remove the sword, the ghosts cannot move
any longer
There are two warnings about using the Sword of Obedience,
though
1. Knock down the ghosts completely. By exerting damage when
jabbing at the ghosts, the damage amount can be accumulated
over time to knock them down. If you knock them down without
accumulating lots of damage, the ghost can stand up quickly and you
will not be able to use the Sword of Obedience to keep him in place.
2. There are only five Sword of Obedience weapons available. You
need to be careful where and when to use it, (You can remove the
stabbed sword to re-use it. One idea is to pin the ghost in place
and once you are done exploring, you can take the sword out.)
C208
SILVER BULLETS
With a pistol,
you can cause an
infinite amount
of damage to any
ghosts. No matter
how strong the
ghost is, it will be
knocked down for
a while after using
Silver Bullets. By
combining this
with the Sword of Obedience, your attack ability against ghosts is
perfect. However, since there are only two bullets available, you
need to be careful about when to use them.
GROUPED ENEMIES
In confronting groups of enemies, shooting-type weapons (such
as a pistol) are very effective because they penetrate multiple
enemies, From your viewpoint, focus on which enemies you want
to attack and shoot!
STAMINA RECOVERY
Whenever you go back to your room (#302), your stamina
recovers. Try to go back to your room as often as possible if
you're having trouble staying alive
MELEE WEAPONS
Silent Hill 4 gives players a variety of melee weapons to use
(such as a metal bat, golf club, shovel, etc). Since each weapon
has its own characteristics, the best way to use these weapons
is to differentiate them according to specific enemies you will be
confronting. For example, for quick moving enemies, you may not
want to use a pick axe since it takes much more time to execute.
The axe does more damage, and is more effective against slower
and larger enemies
Also, the weapons have different ways of making final blows on
enemies. The more you try different weapons, the more variety
you will see. Please check it out!
We hope this game doesn't keep you up all night. Remember, it's
only a game. ..or is it?
YOUR DAILY
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Where The Past Comes Alive
A LOOK AT 00775 ADVENTU
IN VIDEO GAMES
Indiana Jones, or Aragorn became
action stars, James Bond wrote the
rules of the genre. Starting with 1962's Dr.
No, Sean Connery established the British
super-spy as an icon of unflappable cool.
Throughout the years, the Bond torch was
passed to Roger Moore and Pierce Brosnan
(as well as the less successful agents
George Lazenby and Timothy Dalton). More
recently, rumors have been circulating that
Clive Owen (Gosford Park, Croupier) is next
in line to sip the shaken-not-stirred martini
and grab the keys to the Aston Martin.
While Bond, with a few exceptions, has
been box office gold, his career in video
games is a little more checkered, as 007
has been involved in games ranging from
all-time classics to out-and-out duds. Here
we present James Bond's history in games,
highlighting most of the major titles from
his digital resume. For space considerations,
a few games have been cut, most notably
some early computer text adventures writ-
ten by Bond author Raymond Benson and
the latest edition in the series, Everything or
Nothing.
ү before Neo, Luke Skywalker,
156 GAME INFORMER
| James Bond
| 007 — 1983
(Atari 2600, Atari 5200,
Colecovision)
Bond is old-school, but his
eye for high-tech gadgets
meant that he jumped on the video game
train at the start in James Bond 007, a title
that was released in slightly modified forms
for the Atari 2600, 5200, and Colecovision.
Like many titles from the early era of the
industry, the gameplay and graphics are
pretty simplistic, but the level design was
quite ambitious, incorporating sequences
inspired by not one, but four Bond films:
Diamonds are Forever, The Spy Who Loved
Me, Moonraker, and For Your Eyes Only.
A View to A Kill -
1985
74 (Commodore 64)
nos A quirky title that has been
all but forgotten by history,
this Commodore 64 adap-
tation of the film A View to A Kill was an
ambitious attempt at a Bond action game,
one that can be seen as a precursor of
sorts to some of the more current 007 proj-
ects. One particularly unique level has you
driving through the streets of Paris as you
attempt to catch a parachuting comrade.
Sadly, this title is pretty hard to track down
these days. Like many early Bond games, it
was published by Domark, which was later
absorbed by Eidos.
AMES BOND 00?
ШИША ТД]
иш. ул.
The Living
Daylights — 1987
(Commodore 64)
Based on the film of the
same name (which served
as dour Timothy Dalton's
coming-out as 007), this 2D action game
scales back the ambitions of A View to A
Kill, which while not as admirable, produced
a simple platform/shooter hybrid that
ended up being a playable and fun title for
Commodore 64 fans. Graphically, it's no
masterpiece, even for its day, but the game
is remembered as a worthy addition to the
Bond legacy - something many Bond fans
wouldn't say of the movie that inspired it.
CRISE]
from the consoles, he
22.4 made frequent appearances
on the home computer, here taking a break
from his escapades on the Commodore
64 to star in this PC title. There isn't much
information out there regarding this rare
game, other than the odd screenshot and
the very briefest of summaries. License to
2 Kill was a
top-down,
free-
roaming
shooter,
anda
good one
at that.
| 007: License to Lr Ao
Kill — 1989
| (PO P
| In Bond's period of exile SH
(sorry Relic Hunter's Tia Carrerre!),
so it's only natural that 007 got
busy in the once-ubiquitous PC
adventure game genre. The Stealth
Affair featured graphics that were
very nifty for their day, and a cool
interface that harked back to the
days of text titles like Zork: You actu- &
ally typed out commands using a
limited vocabulary. Seeking to track
down a stealth fighter plane that
had gone missing and was now in the hands of an organization seeking
pretty to destroy the world, James had to solve puzzles and navigate his way
through a long series of static scenes.
James Bond:
The Stealth
Affair — 1990
(РС)
Bond is ће world's
sexiest adventurer
The Spy Who
Loved Me — 1990
| (Commodore 64)
Coming out extremely late
in the Commodore 64's
lifecycle, this title not only
starred МІ-65 most famous spy — it took a
clear inspiration from Spy Hunter, a famous
arcade classic from years earlier. Like Spy
Hunter, this was a top-down driving game,
and it featured Bond's Lotus Esprit, a hot
tide that was able to drive underwater and
came equipped with weapons and gadgets
or state
of the art
even for
its time
period,
but it is a
fun little
Ё curio of
l Bond his-
tory.
James Bond
Jr. — 1992
(NES, SNES)
James Bond
comes back to
the console world
as...um...some punk little kid!
Rip-off! Actually, James Bond Jr. (a
tie-in with a short-lived animated
TV show of the same name) was
a fairly competent little action/
platformer that at least attempted
to do some unique things with the
various puzzles that would appear
between levels. Sadly, it also suf-
fered from the usual inconsisten-
cies of 8-bit platformers: annoying
control that had the propensity to
$ throw your wee little 007 falling
off of ledges and platforms to his
death. However, in these "dark
days" of the Bond video game fran-
chise, this was as good as it got.
James Bond 007:
The Duel — 1993
(Genesis)
A side-scrolling action/shooter heavily
inspired by the popular Namco series Rolling
Thunder, James Bond 007: The Duel rep-
resented none of the quality gameplay of that well-loved
franchise, just a hodge-podge of interesting ideas that went
absolutely nowhere. Featuring the mug of Timothy Dalton
on the cover and some classic Bond villains like Oddjob
and Jaws, The Duel seemed to have everything a 007 fan
= 1 could want — everything
T except good gameplay,
that is. Had James Bond
finally reached a low? To
be certain, but the mid-
'90s would
bring about a
Bond renais-
sance — both
in film and
in the digital
realm.
007: GoldenEye — 1997
(Nintendo 64)
Î Now we come to the game that
truly established Bond as a video
game power player. In a happy case
of kismet, it also happened to be based on the film that
ushered in Pierce Brosnan as Bond, an actor who many feel
is the greatest 007 since Sean Connery. 007: GoldenEye
wasn't the beginning of the first-person shooter, but it did
almost single-handedly make the genre a staple for console
players. Featuring sweet weapons, very good graphics for
its time, and the hallowed
four-player deathmatching
that is still revered to this
day, GoldenEye represented
a high point for Bond
video games, developer
Rare, and the
Nintendo 64 NY
as a console.
Other titles
would follow,
but none
would have f
the earth-shak- |
ing impact of |
GoldenEye.
Real World Education
Game Design & Development
achelor of S
2 Program
of
rc
» Entertainment Business
T
Recording Arts | |
= Show Production & Tourin
800.226.7625
fullsail.com
3300 University Bo
Winter Park, FL 32792
e Classic gi feature
James Bond 007 — 1998
(Game Boy)
\ Oddly enough, Rare didn't jump on the
chance to bring about a Bond sequel on
the heels of the white-hot GoldenEye.
Instead, Bond went into video game hibernation, rearing his
immaculately coifed head in a low-key fashion in this largely
forgotten Game Boy title. Is it a worthy part of the Bond
legacy? Well, let's just say that top-down handheld action
games of this era haven't exactly proven to be a particu-
larly enduring part of game history. However, one amusing
feature does allow you to play casino games like blackjack,
one of 007's favorite pastimes.
T a
ET ES
HIT
[Erano]
acr $1000 |
мому $1000
QUIT
а fruitful one, it was not lasting. Smelling
the dollars, super-publisher Electronic
Arts scooped up the Bond license (which it retains to this
day). This new publishing agreement brought a shift away
from the FPS gameplay of
GoldenEye in a third-person
action title that incorporated
stealth, gunplay, and even ski-
ing sequences. Despite the
bold concept, Tomorrow
Never Dies' unsightly
mish-mash of half-
baked gameplay was a
huge disappointment to
gamers eager for anoth-
er 007 masterpiece.
22772 007 Racing — 2000
rus
(PSone)
007 Racing is certainly a unique part of
Bond game lore; however, it's not a very
important one. That's a bit of an exag-
geration, as this title was a passable action/racing game.
However, it sure didn't
make anyone forget titles
like Twisted Metal or Driver.
Perhaps its biggest failing is
the fact that it just doesn't
make the most of the Bond
license. Yes,
it did feature
some iconic
007 rides, but
at the end of
the day, simple
racing just isn't
a substitute for
high-flying spy
hijinks.
The World Is Not Enough —
2000
(PSone, N64, Game Boy Advance)
Fans, gamers, and the press made it pretty
dear how they felt about Tomorrow Never Dies (subtle
gagging motions can really drive a point home!). In the
spirit of making peace with its fanbase, EA wisely decided
to give people what they wanted in the first place: more
exacting FPS action. The World is Not Enough isn't remem-
bered as fondly as its GoldenEye, but that doesn't mean
that this title isn't worth checking out. Last-gen enthusiasts
will find a win-
ning combina-
tion of turn-of-
the-century FPS
conventions.
Groundbreaking?
Мо, but it's cer-
tainly one of
Bond's better
video adven-
tures.
James Bond 007 in...
Agent Under Fire — 2001
(PS2, Xbox, GC)
EA decided that it didn't want to wait around for another
Bond film to put out a new game, so it went the way of
constructing Agent Under Fire as a standalone title, one with
a "generic" James that was not based on the likeness of current Bond star
Pierce Brosnan, whose image they were unable to secure for the project.
The title expanded the now-traditional FPS Bond gameplay with sequences
of track-shooting and racing action, resulting in a game that was very popu-
lar with fans and generally well-received by critics (although there were
those who felt that it was too short and too shallow).
158 САМЕ INFORMER
007: NightFire — 2002
(PS2, Xbox, GC, PC, Game Boy Advance)
Perhaps after realizing that, hey, a lot of people actually buy
E these dam video games, Hollywood got hip to playing a
larger role in Bond's virtual adventures. So, after some gentle
prodding (and a truckful of cash), Pierce Brosnan signed off
on the rights to his likeness being used in NightFire. While
this definitely helped the game recapture the Bond mojo, some fans felt that
NightFire didn't do enough to distinguish itself from Agent Under Fire, as it
did stick to the latter's FPS/track shooting/racing formula. Perhaps sensing
that mediocrity was creeping into it the Bond franchise, EA decided to take
the series in a third-person direction with the next Bond title, the recently
released Everything or Nothing.
FÎ MUTANT LEAGUE HOCKEY
> FORMAT SEGA GENESIS.
> PUBLISHER ELECTRONIC ARTS
The Sega Genesis was my first video game system, so it obvi-
ously holds a very special place in my heart. | played Sonic,
Vectorman, and Golden Axe, but none of these have kept me
coming back for more. Once I beat them, they were quickly
shelved as | bought another game. But there is one game that
as always made me come back for more, even to this day.
hat game is Mutant League Hockey for the Sega Genesis.
1 was only seven when | first discovered this game. | was
immediately drawn to it because of two reasons: It had my
favorite sport, hockey, and evil mutants to play with. МІН had
you not only trying to score, but it also had you avoiding haz-
ards such as shark fins and holes in the ice. In between plays,
your coaches will yell at you from the bench in an alien-like
language. | got lost in the nearly endless supply of teams, and
although they all play essentially the same, the characters have
personality.
Even better is the multiplayer, letting your friend/family mem-
er share іп the humor and fun. MLH's multiplayer rivals апу-
thing that has been released on any other console thus far. It's
the only game that can make me giggle like a twelve-year-old
schoolgirl when my opponent falls into the ice. Fighting is also.
more fun in multiplayer than it is in single-player mode. Unlike
other "normal" hockey games, MLH puts your two players into
a boxing ring and lets them duke it out. While it is button-mash-
ing, it still presents itself as a fun minigame.
While there were other games that were set in the Mutant
franchise (including a football game), in my opinion, none mea-
sured up to the greatness of Mutant League Hockey. There's an
endless amount of replayibility here, and your fun will never
end, especially as long as you still have friends. There were a
few rumors of a sequel a few years ago, but no one bought
the rights. | would love to see this game get a sequel down the
road by EA, but it is unlikely. But until that day occurs, we have
the next best thing. So, if you want an amazing game for both
single-player and multiplayer, you really can't go wrong with
Mutant League
Hockey. | highly
recommend it
to anyone who
is either starting
videogames or
is just looking
— | for another good
` | game to play.
IS MONTH IN GAMING HIST
This month in 1996, Nintendo launched the Nintendo 64, a
groundbreaking system that would ultimately fail to maintain
the company's position as the dominant corporation in the
video game industry. Although it definitely had some classic
titles, most notably Super Mario 64 and two Zelda titles (The
Ocarina of Time and Majora's Mask), it couldn't make a dent
in the breakneck success of Sony's PlayStation. Third-party
software support was lackluster, mostly due to the cost associ-
ated with the system's game cartridges. This will likely stand as
the last cartridge-based home console. Another of the system's
innovative
features,
the analog
stick, made a
more lasting
impression in
the gaming
world.
fe
e D М T IMEL
SNES
X-MEN: MUTANT APOCALYPSE
> STYLE 1-PLAYER ACTION > PUBLISHER CAPCOM > DEVELOPER CAPCOM USA > RELEASE 1995
ong before they stormed the multiplexes, the
X-Men were going strong with their comic
books and several solid video games. One of the
best was X-Men: Mutant Apocalypse for Super
Nintendo. The gameplay of this side-scroller was simple,
but it was greatly enhanced by Street Fighter-esque spe-
cial moves, a solid story, and characters that looked exactly
like their comic book counterparts. Wolverine, Cyclops, Beast, Gambit, and Psylocke are all
playable; and several familiar X-Men baddies make appearances. Each X-Man has unique
moves, and playing through the stages with different characters yields profoundly different
results. For example, Beast can walk on ceilings and Wolverine can climb walls with his
claws, which can lead to secret areas. Unfortunately, the game is so tough that many play-
ers may not see all of the various levels and colorful characters. Gameplay is unrelenting
and requires precision playing to make it through even the early levels. But those who have
the patience to work their way through this challenging quest will be rewarded with one of
the best comic book games out there.
PSONE
FANTASTIC FOUR
> STYLE | TO 4-PLAYER ACTION > PUBLISHER ACCLAIM > DEVELOPER PROBO ENTERTAINMENT > RELEASE 1997
et's face it: the Fantastic Four has never been the cool-
est superteam around. Perhaps it's the dorky blue cos-
tumes or lame names like "Mr. Fantastic" that have kept
them down. But even a somewhat weaksauce team
like them deserves a better game than this. Fantastic Four was
filled with the same problems that mar most substandard side-
scrolling brawlers: limited move sets, a dearth of enemy types,
and simplistic button-mashing combat. If you like punishment, the entire quest can be
cruised through in one sitting, and the five playable characters don't offer enough dif-
ferentiation to make it worth picking up again. While some backgrounds look nice, ch ar-
acter models are shabby and the animation is incredibly stiff, even by PSone standard s.
The Hulk looks like he's carrying a load in his pants! Wrap the whole package up with an
enormously grating smooth jazz soundtrack, and you have a superhero game that even
The Power Pack wouldn't put its name on. If you're not familiar with that sub-par super-
hero team, we recommend you dig up some of their comics in a 25-cent bin rather than
play this piece of pulpy trash.
ЕРІ
SEE PlayStation] =
> STYLE 1-PLAYER ACTION > PUBLISHER SONY ELECTRONIC PUBLISHING COMPANY
> DEVELOPER ACCLAIM ENTERTAINMENT > RELEASE 1995
pawn may have been the hottest thing in comics
for a while in the mid-nineties, but it didn’t help
him get a great video game. Like many side-scroll-
ing superhero games for the Super Nintendo,
Spawn wasn't bad, but was far from great, too. Much like
the comic, the visuals are pretty nice - characters are large
and colorful, and resemble their printed counterparts. Spawn also has a nice selection
of magic powers, just like in the comic. Faithfulness to its source material is definitely
not the issue for this game. The real problem is the gameplay, which can at best be
described as lacking. The control is so sluggish that it feels like Spawn's entire adventure
takes place underwater. The delayed reaction of your onscreen character is where th 15
title derives most of its challenge, but it's still easy — most players can burn through it in
a few hours. Add to the mix some inane level design and some poor hit detection, a md
you have a game that handles poorly with low replay value. But, like the comics that
inspired it, it looks nice while lacking substance.
GAME INFORMER 159
*Score given to the game when it first appeared in Game Informer. X-Men: Mutant Apocalypse (Gl #21 01/95), Spawn (СІ #32 12/95)
VIDEO GAME TRIVIA BREAKDOWN
The holiday season is nearly upon us, and that means blockbuster games will 38% of the reader mail received in the Game Informer office has
been classified as "Suspicious Packages" Please stop sending us
start to line the shelves. But it also means that smaller companies will be com- anthrax people
peting for your holiday dollar by releasing titles of their own. You might over- 100% of upcoming titles based on Pixar studio's wholly-owned
look a lot of these smaller games, so take our trivia challenge to see which COND Wi Be puB en eH
unknown game you should pick up this winter. 60% The amount that Electronic Arts’ revenue from in-game
advertising is expected to increase this year, according to The
Wall Street Journal
C. Aerosmith
D. Guns 'N Roses
The memorable theme song
for the game Spy Hunter was
actually taken from which
detective/spy TV show?
A. Dragnet
B. Naked City
C. Peter Gunn
D. The Hogan Family
What was the name of the
escaped prisoner who was a
playable character in Resident
Evil 0?
A. Billy Coen
B. Leon Kennedy
C. Ethan Coen
D. Billy Corgan
44% of the СІ editors are cat owners. Every Wednesday is Cat
Day, where cats are pitted against each other in tests of strength
and speed
100% of unwanted swag is dumped on Miller's desk. He now
has the largest collection of Rogue Ops promotional material in
the known world
x Trivia Score & Rank
Who invented the
“Poltergust 3000,” the vacuum-
like weapon used by Luigi in his
starring role in Luigi's Mansion?
A. Dr. E. Gadd
uu й і B. Waluigi
ў ich famous video game : с Professor G.D. Zooks
2. which NES game stars haracter appeared in a "Got : р, Luigi did — he's much more
a character with the same Milk?" print ad? : than a pretty face, you know!
name as an Aquaman A. Lara Croft
Villain? B. Mario
C. Pac-Man
D. Sonic the Hedgehog In Gladius, what character
; class can only be unlocked by
: beating the Historian's League
What was the name of : challenge in the Cro Beska
he new alien character who : arena?
ebuted in ToeJam and Earl 3: A. Satyr
Mission to Earth? } В. Minotaur
A. Funkobulous i C. Balladeer
B. Earlene Mae ;OD Pastry Chef
C. Latisha d
D. Georgia Clinton
How many different game
types were included in Combat
for the Atari 2600?
А. 2
В. 27
С. 99
Celebrity Poker The Little House on the Prairie
Showdown: The Game First-Person Shooter
D. 666
Besides spawning one of the :
worst video game movies ever, :
the House of the Dead ѕегіеѕ :
was also adapted into an action :
game. What was it called?
A. Typing of the Dead
B. Zombie Revenge
C. Zombie Holocaust
D. Rise of the Undead
: f. The boss robots in Mega
: Man X5 are all named after
: members of which nifty rock
: and roll ensemble? :
A. The Beatles : David Hasselhoff's Hip Cabela's Man Hunt
B. Bon Jovi H Hop Music Mixer 2005 Season
Game Informer Magazine* (ISSN 1067-6392) is published monthly at a subscription price of $19.98 per year, or twenty four issues for $24.98 by Sunrise Publications®, 724 North First Street, 4th Floor, Minneapolis, MN 55401. (612) 486-6100 or FAX (612) 486-6101. For subscriptions, back issues, or customer service
inquiries Toll Free (866) 844-4263. Periodicals postage paid at Minneapolis, MN, and additional mailing offices. SUBSCRIBERS/POSTMASTER: Send address changes to Game Informer Magazine", 724 North First Street, 4th Floor, Minneapolis, MN 55401. Foreign or Canadian orders must be prepaid in U.S. dollars and
must include $20/year additional postage per year. Game Informer? does not claim any copyright in the screenshots herein. Copyright in all screenshots contained within this publication are owned by their respective companies. Entire contents copyright 2004. Game Informer Magazine®. Al rights reserved; reproduction
іп whole or in part without permission is prohibited. Game Informer? is a trademark of GameStop. Products named in these pages are trade names, or trademarks, oftheir respective companies.
160 GAME INFORMER Video Game Trivia Answers: 1А 2D 38 4C 5B 6C 7D 8A 98108
Cod) 17 BUILD AND DEFEND YOUR EMPIRE!
www.koei.com
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Introducing the next phase іп the Dynasty Warriors^4 saga. The warriors
return with more epic battles and scenarios, devastating Musou attacks,
and new modes of play. Dynasty Warriors 4 Empires will rewrite the rules
of Tactical Action! This time, the empire you build will be your own!
% Powerful new Charge attacks and abilities XT UN ТЕ!
September $29.99 «Мем Challenge Mode and Tactics system
% Bonus Archives with rare Dynasty Warriors artwork
Dynasty Warriors aed he КОЕ logo ara trades or registered trademarks of KOEI Со. Lu. 6000 KOE Co, Lu
' registered trademarks of Sony Cor
Software Association. Dolby, Pro L "ipe
license by Dolby Laborat
Three times the Character Edit motels:
Mild Language
Violence cpu are |
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BOSDHXELBA июл киш:
www.koei.co.jp/html/joboffer €c mau
KNOW
“СЕТ READY TO
TEAM UP FOR ONLINE PLAY
ip са E OPT... pap j @ + Е PlayStation.2 4
ONLINE AND OFFLINE GAMEPLAY OPTIONS - UP TO FOUR FULL CHARACTER CUSTOMIZATION - CREATE AND
FRIENDS CAN PLAY ONLINE TO SIMULTANEOUSLY MODIFY YOUR CHARACTER INCLUDING NAME, GENDER.
HUNT DOWN MONSTERS AND COMPLETE CHALLENGING HAIRSTYLE, FACIAL FEATURES, OUTFIT AND MORE!
MISSION OBJECTIVES.
DIVERSE ENVIRONMENTS - EXPLORE BREATHTAKING, BUILD YOUR OWN EQUIPMENT - CREATE WEAPONS AND
RICHLY DETAILED LANDSCAPES. ARMOR FROM MONSTERS PARTS AFTER A KILL.
Use of Alcohol
) Ф $)
Violence ONLINE.
BROADBAND ERE
CONTENT RATED BY.
ESRB
CAPCOM.COM/MONSTER PlayStation.@ А
©Capcom Co., Ltd. 2004 Capcom U.S.A., Inc. 2004 ALL RIGHTS RESERVED. CAPCOM and the CAPCOM LOGO are registered trademarks of Capcom Co., Ltd. “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer
Entertainment Inc. The Online icon is a trademark of Sony Computer Entertainment America Inc. The ratings icon is a registered trademark of the Interactive Digital Software Association. All other trademarks are owned by their respective owners.
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