News from the Net Collated by Alex van Kaam Arx Fatalis, the game that reminds us so much of Ultima Underworld, should be in stores by now. The German version has been out for a few months, make sure when you get it you first patch up over at http://www.arxfatalis-online.com/index_eng.php. For a Review of the game go to http://www.gamesdomain.com/gdreview/zones/reviews/pc/ oct02/arxfat.html Arx has been lingering at the back of our RPG consciousness for quite some time now, as developers Arkane got caught up in the Fishtank Interactive buyout by JoWooD. Now all settled within their new home, the interface has been entirely re-worked, and the game is ready to face the world. We've been launching ourselves wholeheartedly into the dungeon depths of the world of Arx, and have finally surfaced to tell you about it, knees scuffed, and our sleeves caked with rat-man blood. Nice. The game as a whole is an incredibly immersive experience. As a subterranean world, not for one moment do you lose the impression of cramped space and a claustrophobic environment - an impressive feat, and one vital to the success of the game. Arx's sun snuffed itself out years ago, and the world's entire civilisation -- dwarves, humans, goblins, trolls, rat-men and snake women -- moved underground in a display of unprecedented co-operation. Time has passed, and old rivalries are beginning to surface. A faction is planning to raise a dark god, and our feeble adventurer is conked on the head and imprisoned as a future sacrifice. Awakening without his memory (convenient!), he escapes and the adventure begins. Syberia is being reviewed over at http://www.worthplaying.com/article.php?sid=5975&mode=thre ad&order=0 It should come as no great surprise that Syberia is graphically superb. You know that the game will be a feast of eye candy just from viewing the main menu, with a cycling automaton operating panels that flip open to show you game options. Kate's walk is very natural and fluid, some of the pudgier characters waddle along, and the automatons walk like ... well, robots. The stairs are navigated a bit too slowly for my taste, although not nearly as slowly as in Jazz and Faust, where I could have gone out for a few beers and returned to have found them STILL climbing the stairs. Mr. Sokal was so painstakingly thorough in his details that the fall of shadows on the characters is very realistic, and the Aralbad hotel clerk is watching realistic soccer footage on TV, complete with bad reception and static. The cut scenes were created from the same digital cloth as the "Final Fantasy" movie; the hair on a Clydesdale horse's hoof moves fluidly, as does the hair on young Hans' head when he turns around to admonish his sister. Simply stunning! To me, the most breathtaking scene of all is the front of the university, adorned with grandiose mammoth statues. The scene lasts about two seconds because you're ascending the steps, and it cuts to another screen. I had to go up and down the stairs a few times to fully admire the scene. Dark Age of Camelot: Shrouded Isles screenshots are available over at http://www.worthplaying.com/article.php?sid=6792&mode=thre ad&order=0 and since we are on these kinds of games, Asheron's Call 2: Fallen King is previewed over at http://gamespot.com/gamespot/stories/previews/0,10869,2896 220,00.html The last time we checked in with all of you about the upcoming online RPG sequel Asheron's Call 2: Fallen Kings, we went over the different races that will be playable in the game, as well as some of the skills. We were fortunate enough to recently be paid a visit by members of Asheron's Call 2's dedicated production team, who not only demonstrated some of the more-advanced areas in the game for us, but also gave us a sneak peek at the upcoming beta event that's currently under way. According to producers Ken Troop and Ken Karl, one of the most important things that the production team is trying to achieve is really giving players a sense that they're important in the game's wide world of Dereth, and that their actions have a definite impact upon what happens in that world. Judging from what we've seen so far of the game's advanced areas, dungeons (known as "vaults" in Asheron's Call 2), and the way that the game's powerful graphics engine can change the appearance of the landscape on the fly, it looks like Asheron's Call 2 may very well accomplish this goal. http://www.eqloft.com/index.php?languesite=uk is the page for EverQuest 2, which is now in beta and to which I have been drafted, so I have been playing EQ 2 for the last week, I thought about making some sort of review or diary but after playing for about 2 hours I noticed I was playing EQ 1, okay so the HUD is new.... the graphics are the same which can mean the news graphics are not ready yet, but when I started a new Necromancer and I found I was doing the EXACT same quests I did about a year ago on EQ 1 I quit.... I will keep updating the game one a week to see if there are changes... but so far... nothing The Elder Scrolls III: Tribunal Goes Gold, this can be found at http://www.bluesnews.com/cgi-bin/articles.pl?show=479 In Tribunal, a ruthless new king has taken the throne of Morrowind, while an ageing god drifts deeper into madness. Into this chaos you are thrust, with deadly assassins close behind you and Morrowind's uncertain future ahead. Your journey will lead you to Mournhold, capital city of Morrowind, to the Clockwork City of Sotha Sil, and through massive, epic-sized dungeons. Strange and deadly creatures await you in Tribunal, including goblins, lich lords, and the mysterious Fabricants. Powerful new armor and weapons will aid you in your survival, and your adventures will be documented in the improved journal system and an annotatable map. The fate of Morrowind is in your hands...again. 3DO is still doing their best to milk the M&M name so we can find review of Heroes of Might & Magic IV: The Gathering Storm over at http://www.game-over.net/reviews.php?id=773 Heroes of Might and Magic IV: The Gathering Storm is the first expansion pack for last winter's Heroes of Might and Magic IV. It contains a set of six linked campaigns and not much else, and while it's meatier than the Heroes Chronicles expansion packs for Heroes of Might and Magic III, it's not a lot meatier, and it costs more. So if you were worried that New World Computing and 3DO were going to use expansion packs to squeeze more money out of fans of the franchise, at least so far your fears are justified. Medieval: Total War can be found at http://www.wargamer.com/reviews/medieval_total_war/ Medieval Warfare at Its Best The long siege gamers have endured while waiting for the sequel to Shogun: Total War has finally been lifted. For readers unfamiliar with the concept, players make strategic decisions on a turn-based map of Europe, while combat can be resolved automatically or by personally commanding armies in a real-time 3-D battlefield. Instead of clashing clans of Samurai or stealthy extermination of foes with well-paid Ninja, feudal European units such as Men-at-Arms and Assassins are employed. Gamers familiar with the previous masterpiece from Creative Assembly will immediately find themselves at home with it. Constructed with gamers of all levels of experience in mind; it offers four levels of difficulty that range from mead-and-venison to the rack. Blending an addictive mix of the strategic and tactical, it is likely appeal to a broad audience of gamers. Medieval: Total War is not merely "Great, more of the same," it is "Great! More of the same!" For God and King Spanning a period of about 400 years, the period was well chosen, with the game opening in the early medieval period where internal strife was so great that nascent nations seemed to be in a state of incessant civil war, and it closes at a time when the evolution of tactics and firearms found the knight on horseback playing a secondary role to the common infantryman. Because Sue was hooked on the previous version here is a link to RollerCoaster Tycoon II http://www.gamezone.com/gzreviews/r20218.htm I hate to say it, but Roller Coaster Tycoon 2 doesn't really feel like a sequel to the great, addictive game that reached shelves more than three years ago. In fact, it feels more like yet another expansion to the title. Nothing is drastically different from the games before it - you still take the shoes of the head of various theme parks, laying down footpaths, installing rides and attractions, hiring employees, designing roller coasters, and figuring out how to make some cash while you're at it. The title is still as addictive as it was back then, and with a load of new scenarios, it should keep anyone busy. If you've never played any of the previous games, here's a little rundown of what to expect. First, you choose a scenario (this time around, you can choose from several difficulty levels), and you're thrown onto a large isometric grid with various hilly terrain. There's an entrance where visitors must pay to get in, and from there you can build footpaths around to various rides and attractions. Usually your goal in each mission is to create enough profit in a certain amount of time, or see high ratings. The premise is very simple, but there's almost always something to do to keep you busy. When you're not laying down a new footpath or installing a new ride, you might be designing a rollercoaster. When you have a park that's seeing people come in every second, the footpaths loaded with people, and awards constantly being awarded to you, you know you have something you can really be proud of. Staying in the Tycoon business, Zoo Tycoon: Marine Mania can be found at http://gamespot.com/gamespot/stories/reviews/0,10867,28963 03,00.html When the original Zoo Tycoon was released last year, it seemed like a good idea at the time. It was a management strategy game--the kind of game that lets you create a virtual business. In this case, it let you build a zoo, fill it with animal exhibits, and invite visitors to watch the animals and buy snacks and souvenirs from your concession stands. Zoo Tycoon clearly tried to follow in the footsteps of the phenomenal RollerCoaster Tycoon from 1999, which enjoyed tremendous retail success for years. It wasn't quite as exciting as RollerCoaster Tycoon, and it wasn't quite as fun as RollerCoaster Tycoon in many ways, but Zoo Tycoon was still a decent pastime and a perfect way for parents with very young children to bond with kinds. Earlier this year, the first expansion for Zoo Tycoon, Dinosaur Digs, was released, and it was rather disappointing, because even though it added dinosaurs to zoos, it didn't significantly change or improve Zoo Tycoon. And unfortunately, neither does Marine Mania. The new expansion pack features some new zoo animals, new exhibit types, and the entire Dinosaur Digs expansion, but nothing else. Building an aquatic exhibit is a lot like building a regular one. Marine Mania's most significant additions come in the form of aquatic animals and aquatic exhibits. The game adds 20 new animals, most of which are fully aquatic, like dolphins and sharks, though there are a few amphibious critters like sea lions. Building an aquatic exhibit is nearly identical to building a land exhibit; you fence in an area and drop in an animal, though for many aquatic creatures, you'll often need to adjust the depth of your exhibit tank, since some creatures prefer deeper water than others. And just like in the original Zoo Tycoon, you can buy additional scenery items for your new exhibits to make your animals happier. However, Marine Mania also adds a brand-new feature: the ability to put on an aquatic show by building an adjacent "show tank." Basically, this boils down to building an additional tank and some grandstands for your audience. The Thing is a movie I think we've all either seen or heard of, and although it should not be in here because it's a 3D shooter I still wanna post this http://www.loadedinc.com/review.php?temp_view=review.php &game=TheThing&id=10 5 I played the game myself and although I finished it in about 6 hours I have to admit it was very very well done, the suspense of the movie was extremely realistic in the game When John Carpenter's remake of The Thing hit the movie theaters back in the early 80's, most critics wrote it off as just another gore-fest and this perception was understandable since the special effects tended to get most of the attention. Almost twenty years later, the movie's gore is no longer a big deal, which is good since it brings the backbone of the movie (the element of fear) to the surface. With the unknown element of any base member being possibly infected with the alien virus, the film made for some suspenseful cinema. So I was rather intrigued when I heard that Vivendi Universal was going to make a video game based on the remake. The alien creatures and special effects made perfect sense but I always questioned the ability of any game developer to properly execute the fear and trust factor of the film. Well, my questions have been answered as the developer, Computer Artworks has done a great job of making the fear/trust aspect central to the gameplay of The Thing. In the game, squad members have an emotion that reflects their current psychological state during the game. There are verbal cues (character's remarks or screams), visual cues (on-screen actions and head movements shown in the character's inventory screen) and a Fear/Trust meter (pops up above their head or can be accessed within the character's inventory screen). It's your responsibility to make sure your fellow squad members don't crack up. You can prevent this by supplying them weapons, ammunition, or a shot of adrenaline. If they start freaking out, hand them some ammo and it acts like a chill-pill. Besides making sure they don't become a useless head-case, there's a more practical reason for calming them down. Squad members have specialized skills (engineer, medic, etc.) that you'll need to utilize in order to progress through the game. So if a squad member doesn't trust you (i.e. has a high fear level), it's likely they'll refuse to work for you. An example of this would be a mechanic refusing to open a locked door for you since he doesn't trust you since he thinks you might be infected with the alien virus. This unique feature produces some rather compelling gameplay since you can't advance in the game unless your mates have a certain level of trust in you. A review of Age of Mythology is located at http://www.actiontrip.com/reviews/ageofmythology.phtml When a company spends so much money on promoting a game title, it's got to be labeled as a AAA project, no matter what. From the makers of the critically acclaimed Age of Kings, Ensemble Studios, comes this latest foray into the 'Age' universe - a unique blend of familiar AoK-like strategy concepts and the vast and unexploited potential of world's most famous mythological pantheons, like the Ancient Greeks, Egyptians and Norse gods. Most of today's fantasy worlds in video games are loosely based on works like Tolkien's epic trilogy, The Lord of the Rings, so it is refreshing to see that someone has decided to leave the Elves, Dwarfs and Halflings be and to replace them with Cyclops, Minotaurs, Scarabs and a host of deities from the rich fantasy worlds of the stories of the Greeks, Egyptians and Vikings. Modern adaptations of ancient Greek myths are not an uncommon occurrence in Hollywood, so it's a bit surprising that no one thought of making an elaborate and expensive strategy based on it before. And building on the highly successful Age of Empires and Age of Kings titles, it's no small wonder then that the task was appointed to the talented folks at Ensemble Studios, once the final decision to develop the game was made by Microsoft. Many of today's games have a problem with creating consistent and unique game worlds. Whether it was because of the talented writers, or the abundance of research material, Ensemble Studios had no such problems. Age of Mythology is as rich, inspiring and epic as strategy games get, and (save for Blizzard's Warcraft III) it's possibly the most immersive strategy game we have seen in quite some time. The world of myths and great deeds is full of life and charm. The voice acting is very good, and it helps to submerge the player in the story. The characters each have personality, and best of all, so do the gods (they plot and scheme just like today's politicians - an unfortunate reference, I know)! The single-player portion of the game is divided into three different mythical chapters with 36 missions in all. Each of these campaigns (Atlantis, Egyptian, and Norse) is intertwined with the others, making the single-player campaign appear seamless, and of epic proportions. Icewind Dale 2 is reviewed at http://www.escmag.com/v5/reviews/review.cfm?rv=294 Back in the good old days of pen and paper gaming, D&D players could generally fall into two broad categories: those who were so deeply into the campaign that they'd have their character sheets laminated on a bi-weekly basis, and those who were out to play something light, smart and frequently violent. And while the truly hardcore had their choice of deeply immersive, time-consuming epics into which they could pour their enthusiasm, more casual role-playing gamers really only had Diablo and Diablo II's clickfests to keep them occupied. So when Icewind Dale came onto the scene in the summer of 2000, a hack-heavy D&D title with a surprisingly deep story and some truly compelling atmosphere, it was considered to be a surprise smash. Holding its own against Diablo II and Baldur's Gate II, Icewind Dale proved that there was still some wiggle room between gamers who wanted constant combat, and those invested hours in their blacksmithing skills. Now, Icewind Dale is back with a sequel, transporting the player back to the northernmost reaches of the Forgotten Realms with a brand new crisis and a brand new iteration of the D&D rules. It's also carrying along with it a very old game engine, some unfortunately familiar technical issues, but once again Icewind Dale has defined itself as the ideal role-playing game for those looking for something quick, smart and gory. In fact, Icewind Dale II seems to go to great lengths to re- distinguish itself as separate from the pack right from the get go. Despite the fact that the community of the Ten-Towns has again fallen onto tough times, this time the scale of the event is much larger than a single party of adventurers could possibly contain. A horde of goblins, monsters and evil priests is laying siege on the Ten-Towns, determined to wipe it from the face of the Realms, and the heroes are just a small part of a massive effort to stem the tide. From the moment the players step onto the docks, they're joining the battle to save the area from a seemingly endless wave of humanoid foes, and are drawn smoothly from one scenario to another -- each more difficult than the last. Divine Divinity is a game I have been playing a while ago, but had some bugs (fixed in new patches). I had not yet the time to restart it but I will since I really enjoyed it. Have a look at http://www.playerofgames.com/reviews/index.php?id=64 The latest RPG offerings from Larian; a healthy mixture of hack n slash RPG, mixed in with classical RPG action, fuelling this fiery mix is the license from the Wizards of the Coast. Bake for a good long period of development, test and you should have yourself the most enjoyable RPG of 2002 with the lovely after taste of satisfaction. A few weeks ago I received a copy of Divine Divinity to review and of course being the good journalist that I am, I sat down to play this RPG, not knowing then what I do now. You see, before Divine Divinity my RPG gaming had extended to the world of Ultima, Diablo and Baldur's Gate. So my impression of an RPG was long-winded plots, none linear plots and ghastly amounts of magic that you could never remember let alone remember how to use. Of course Diablo left me with the feeling that if I ever picked up a large sword, if I wave the thing around the place 500 million undead zombies will arise answering my challenge. Divine Divinity changed this. First let introduce you to the plot behind this game. You our young unknowing hero, one day is sauntering through the woods were a whole pile of orcs decide to say hello in a less than mannerly manner. Of course you get knock out various magic happens and you wake up in a village in the middle of nowhere. This is where the fun begins. Throughout the world of Divine Divinity lots of strange things are happening. The first one of these you are introduced to is "the source" has decided to turn itself off (wizards not paying their gas bills) also the local battle mage/healer has gone nuts. Something is rotten in the state of Rivellon. This casts you into a world of chaos, a war with orcs, elves, and dwarfs and a kid attempting too fool everyone into thinking his the chosen one (the cheek). Oh and you're one of three marked dudes. Divine Divinity is really, I mean really user friendly. The controls are simple. For the more complicated RPG gamers out there you can bind hot keys for all your favourite spells and there are quiet a few spells to be fond off. The controls extend to the mouse mainly, same as Diablo in nearly every sense. Left click to move or attack right to unleash a plague from hell right on top of your enemies. The only weak point I found with your characters movement is the route he or she may take to a given object. For example a cabinet in the corner of a room, if you click to walk over your character may decide to walk out of the room and stand facing the wall, which the object is behind. Which can get ever so slightly annoying. - o -