Sunday, October 28, 2007

Supreme Commander: Forged Alliance goes gold

THQ sent Supreme Commander: Forged Alliance to gold. Chris Taylor and Gas Powered Games continue to improve its best game. Forged Alliance is stand-alone expansion bringing new fraction to the game. This new fraction is Seraphim - "a long forgotten alien race that has returned to destroy all of humanity".

supreme commander screenshot

Supreme Commander screenshot

In Forged Alliance you can also find 110 new units, 10 for each of old fractions an 80 for the new Seraphim fraction.

Supreme Commander Screenshot

You can buy Supreme Commander: Forged Alliance after November 6 2007.

Saturday, October 20, 2007

Battlefield 3 on the way to gamers

Although Battlefield 3 wasn't announced yet nobody doubts it will be released someday. Contributors of "Digital Battle" managed to get file which describes in detail coming sequel. This file designed for investors says that release planned in second half of 2008.

Battlefield screenshot

In Battlefield 3 we'll see present days actions mostly in middle east area. Up to 40 players on one server. 24 kinds of battle vehicles and 17 kinds of arming. There will be 8 maps. We can expect first beta-testing  summer 2008.

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Wednesday, October 17, 2007

GTA IV will easily overcome Halo 3

When Microsoft announced that Halo 3 got $300 million in the first week it was claimed the fastest selling game in history. It is really amazing results, but Mike Hickey from Janco Partners thinks that record will fall under pressure of GTA IV. Newcoming game is cross-platform(Xbox 360 and Playstation 3) and that automatically means bigger auditory for sale. Mike says 5,3 million copies will be sold in the first week. If it happens then new product of Rockstar will become faster selling then fresh Bungie game.

GTA IV and Halo 3 screenshot

And it's one more argument for developers to think about making their games cross-platform. Expensive projects are now not so profitable if they are released for only one console platform.

Friday, October 12, 2007

Do You Want To Have Your Own Universe?

If you want to broadcast your messages to the whole world you can be builder of My Game Universe(or any another blog of MyUniverseRing). We are waiting for your contribution.

Contact us:my universe ring email

 

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Saturday, October 6, 2007

Halo 3 makes record

Microsoft logo Microsoft did the biggest launch in entertainment history. This title came from Halo 3's first day of selling. $170 million of 24 hours of selling were enough to overcome Spider-Man 3's opening weekend.

Halo 3 logoHopefully such an excellent launch will help Microsoft's Xbox 360  division to start making profit at last. 

There's also problem with scratches over the Halo 3 Limited Edition discs.  There's Microsoft's replacement program, if you got scratched disc, but shipping takes two weeks . So it would be clever to open your copy right after purchasing in the store and exchange it if you find scratches on the disc.

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Wednesday, May 23, 2007

Blizzard Officially Reveals StarCraft II

by Marcus Yam
Classic RTS gameplay to be revitalized with StarCraft II, coming to PC and Mac

After months of speculation on what Blizzard’s next big title will be, it was revealed today at the Blizzard Worldwide Invitational in South Korea that StarCraft would indeed be getting a sequel. StarCraft II was announced in front of thousands of attendees at the special event, who received a presentation that included a StarCraft II cinematic trailer and a gameplay demonstration by the development team.

Rather than go down the massively multiplayer route that Blizzard’s fantasy world has gone, StarCraft II is designed to follow in the footsteps of the original – to be the ultimate competitive real-time strategy game. In addition to the requisite online play through Battle.net, StarCraft II will include a single-player campaign. In addition, the game will come with the same map editing tools used by Blizzard’s designers so users can create new maps.

StarCraft II will feature the return of the Protoss, Terran, and Zerg races, overhauled and re-imagined with several new units and new game play mechanics. The single-player campaign is to pick up where StarCraft: Brood War left off, though Blizzard was tight-lipped on revealing any part of the new story.

While Blizzard has created a 3D engine system for Warcraft III, and to an even greater extent for World of Warcraft, the developer says that StarCraft II will feature a custom 3D graphics and physics engine with the ability to handle “several large, highly detailed units and massive armies on-screen simultaneously.”

“With StarCraft II, we’ll be able to do everything we wanted to do with the original StarCraft and more,” stated Mike Morhaime, president and cofounder of Blizzard Entertainment. “We recognize that expectations are high following the long-running popularity of the original game, but we plan to meet those expectations and deliver an engaging, action-packed, competitive experience that StarCraft players and strategy gamers worldwide will enjoy.”

No release date came with the announcement, but Blizzard did confirm StarCraft II will simultaneously release on Windows and Macintosh PC platforms. Despite recent successful efforts by other RTS franchises to move to home consoles, Blizzard says it has “no current plans to bring the game to any console platform.” Further information about the game, including details on the single-player, multiplayer, map-editor features and system requirements will be announced in the months ahead. Screenshots, trailers and other media can be found on the official StarCraft II website.

Although Blizzard is a U.S.-based game developer, the StarCraft franchise is unquestionably the most popular amongst gamers in South Korea – a likely reason for the location of the announcement. According to the Korea Times, nearly 4 million copies of the original StarCraft have been sold in Korea alone since its debut in 1998, making up about 42 percent of its global sales of 9.5 million copies.

(c) www.dailytech.com

Monday, February 26, 2007

Halo Comic Series to Feature Hit Creative Team

by Philip Kollar

Comic books seem to be making the leap into video games with an ever-increasing frequency, but, for some reason, it rarely seems to go the other way. Even in the rare cases we do see comics based on videogames -- such as Metal Gear Solid or Tomb Raider) -- they tend to be from smaller publishers like IDW or Top Cow rather than Marvel or DC.

Thus, why last year's Halo graphic novel came as such a shocker. Less surprisingly, the Halo graphic novel hardcover, released last July, sold very well, remaining in the top ten for several months and nestling in as Marvel's best-selling graphic novel of the year. Less surprising yet, soon after the graphic novel's release and success, Marvel and Bungie revealed their intention to print more money with a Halo ongoing series. Little talk of the ongoing has slipped out since its announcement, but Newsarama had this tantalizing tidbit hidden in their coverage of last weekend's New York Comic-Con:

"Quesada also announced a Halo ongoing, naming Brian Bendis and Alex Maleev as the surprise creative team on the new series."

Given the not-terribly-popular group of creators that worked on the graphic novel, Marvel easily could have given this new ongoing to a similarly obscure writer and artist. Instead they've bizarrely decided to go with Bendis and Maleev, who are easily two of the most well-known guys working at Marvel right now. For the non-comics-literate, let me explain why the choice is significant:

Brian Michael Bendis is often lovingly (and occasionally scornfully) referred to as Marvel's "golden boy." He's always writing a ridiculous number of books, many of which are at the top in terms of importance to Marvel's universes and sales. At the moment, these include Ultimate Spider-Man, New Avengers, and Mighty Avengers. Past important works for the company have included launching Ultimate Fantastic Four and writing 2005's big summer event, House of M. One of Bendis's most prolific works at Marvel was a four-year run with Alex Maleev on Daredevil. Kicking off on issue #26 and going all the way to #81, the two crafted a wildly popular and well-done epic featuring Daredevil's identity being outed to the press. Sales soared, and this soon became one of the most popular runs on Daredevil in the title's history.

These two on the new Halo ongoing series should be big. And it should mean very good things for comic fans and video game fans alike. No firm news yet on when we should expect the comic to start hitting stores, but 1UP will keep you updated as more news drops.

(c) www.gametab.com

WoW Gamer Gets Busted for Using Library Wi-Fi After Hours

21-year old Brian Tanner got busted by the cops up in Palmer, Alaska for using the local library's free Wi-Fi to play World of Warcraft after the library had closed. Patrolling cops seized the poor guy's laptop and claimed that although the library provides free Wi-Fi, there are rules governing its use. Rules which apparently Tanner wasn't following. Only one room in NY's Public Library offers free Wi-Fi (and you're not allowed to plug into an outlet) so I feel Tanner's pain, but if the library (which you'd think would want to provide free Wi-Fi for everyone) doesn't want people using their "service" after hours, then don't broadcast your signal. – Louis Ramirez

(c) www.gizmodo.com

Saturday, January 20, 2007

Supreme Commander Goes Gold

The announcement that Total Annihilation fans have been waiting to hear for years hit the tubes today - Supreme Commander has completed development. Supreme Commander is a real-time strategy game that promotes mechanical battles on an unprecedented scale in the genre. Gas Powered Games CEO and creator of Total Annihilation, Chris Taylor states "Supreme Commander delivers the first-ever full Theatre of War zoom function, adding tremendous depth to the three story-driven campaigns and highly addictive multiplayer." Look out for this one in stores on the 20th of February

(c) www.gamearena.com.au

Friday, January 5, 2007

Gerritsen Leaves Human Head Software

by Jason McMaster

Human Head Software, developer of Prey (a successful multi-platform title, with over a million sales, that was released mid-2006), has lost its leader. Timoth Gerritsen, CEO of Human Head since 1998, left the company shortly before Thanksgiving. Gerritsen, who started with the company shortly after its inception, lead Human Head through several successful gaming projects including Dead Man’s Hand and Rune.

Firing Squad spoke with Gerritsen who said that he decided to sell his share in the company because the other owners wanted to take the company in a different direction than what he had in mind. In the meantime, Paul MacArthur, co-founder and company president, will act as the CEO. Gerritsen, who was not only CEO but the producer for Prey, has said that he left on friendly terms and plans to stay in the game business.

(c) www.gigagamez.com

Wednesday, January 3, 2007

Microsoft Sued by Developer Over Mobile "Halo" Game

In-Fusio sues Microsoft over mobile "Halo"
In-Fusio is suing Microsoft over an alleged breach of contract involving Microsoft's popular Halo video game. The French game developer has not been able to release a mobile version of Halo since Microsoft has yet to approve any of the company's game designs. Although Microsoft has not officially approved a game design, In-Fusio continued to spend development money on the Halo properties.
The original agreement between the two companies had In-Fusio paying Microsoft minimum guaranteed royalties of $2 million, divided in $500,000 payments from January 1, 2006, to June 1, 2008, according to the lawsuit. After Microsoft initially rejected In-Fusio's designs, Microsoft agreed to temporarily delay the payment system until the Halo design concepts were fixed.

In November, 2006, however, things began to turn south for everyone involved. In-Fusio claimed that Microsoft sent out a notice that would effectively eliminate the contract if In-Fusio did not make a $500,000 payment within 30 days. On December 27, 2006, Microsoft issued a termination notice to In-Fusio.
In-Fusio believes that Microsoft is not able to terminate the contract, since Microsoft was in breach of agreement for rejecting In-Fusio's game designs with no official explanation.

In-Fusio has only released Halo Portal, a service which allows gamers to download wallpapers and ringtones to mobile phones.

There is no official word from Microsoft over the lawsuit.

(c) www.dailytech.com

Sims Wii

Blimey. This came from nowhere this month, and watching the stubby-limbed Chibi-faced characters of the Japanese trailer (Chibi being the form of highly stylised drawing in which the body is about the same size as the head. Chibi is used to describe a small person or child; but often in a derogatory way), you'd be hard pushed to recognise this as an actual Sims game, so alien does it seem from what came before. A radical Japan-ification has taken place - The Sims now sporting a distinct Animal Crossing/Harvest Moon vibe.
Greater construction control is promised to be on the way. You'll be constructing your own home, houses for other residents, businesses - going against the pre-designed communal area approach of previous Sims titles - as well as general eye-pleasing greenery. While we're promised the ability to design our own town, the game will decide how to populate the world - much like Animal Crossing.

With house construction, EA Japan are really going all out to accommodate The Sims, both literally and figuratively, on the Wii. The remote pointer can replicate the PC's mouse cursor control infinitely better than a clumsy analogue stick. It's a case of pointing, picking up, dragging and dropping. No opportunity for cowboy builders here.
A detailed character creator has also been revealed. Like the Mii creation, it focuses on facial details over clothes and body shape. It would've been good to have used our Miis instead - no matter how hard you try, you're not going to be able to make a likeness of yourself in-game. Unless you happpen to have a rectangular Bomberman-style head, that is.
But, though simplified, the faces are capable of wearing numerous goofy expressions - from angry frowns to googly eyes - which are used to indicate what's going on in their little Sim minds much more effectively than a thought bubble or meter-bar ever could. Online functions - visiting other towns perhaps? - and DS connectivity have also been mentioned in development plans; hopefully The Sims will fill the house-developing, townvisiting gap until the inevitable Animal Crossing game rears its own oddlyshaped head.

(c) www.computerandvideogames.com

Tuesday, January 2, 2007

New Wii, PS3, & 360 Games

January will be another slow month for new game releases for ALL the next generation gaming consoles. There will only be one game available for the PS3 and two games for each the Wii and 360. If you are waiting for new games to purchase, you might as well go pickup a currently available one unless you find something on the list below interesting. From our perspective, the only games worth purchasing this month are Sonic The Hedgehog for the PS3 and Fuzion Frenzy for the Xbox 360.

PlayStation 3:
Sonic The Hedgehog - Sega

Wii:
Baseball - Nintendo
Urban Champions - Nintendo

Xbox 360:
Fuzion Frenzy 2 - Microsoft
Dance Dance Revolution Universe - Konami

Note: The items mentioned above are games for the PlayStation 3 and Wii that are planned to be launched in December 2006. The list is accurate as of 11/30/06, however game may be added or removed. Therefore check Nintendo’s and/or Sony’s webpage for any changes.

(c) www.skattertech.com

Monday, January 1, 2007

2006 Top 10 Games of the Year


2006 marks the fifth year of the Game Tunnel Independent Game of the Year awards. It's been 5 great years for Indie Games capped by an excellent 2006.

While a few Independent games have gained increased mainstream exposure over the last couple of years through Xbox Live Arcade and Steam, the majority remain undetected, awaiting discovery by the gaming world. Creating off-beat, original, and carefully crafted games is the heritage of Independent Game developers, and the Top 10 Independent Games of 2006 does its ancestry proud.

Each of the games is a winner in its own right, an undiscovered gem just waiting to be found. So dim the lights and warm up your modem, as Game Tunnel presents: The Top 10 Independent Games of 2006.

Number 10 - Kingdom Elemental

Developer: Scott Thunelius/Chronic Logic Players: 1
Website

System Requirements: Windows 98/ME/2000/XP, 1 gz, 64 mb video card, 128 MB Ram, Directx 7.0+

Somewhere between tactical and real time strategy there exists a perfect blend. Kingdom Elemental may very well be it.

Played out in the fantasy realm of Eteran, players take on the role of the 'good guys' as they try to chase the beasties back into the realm of the shadow by following them straight down to the underworld (not to say that the 'good guys' are all the friendly sort, Necromancers teamed with Elfish-looking female archers make for a very original pair).

The mixture of play in the game is really what sets Kingdom Elemental apart. Players pick out a small army and place units on the board like a tactical game, and then like a real-time strategy title, the army will engage the enemy.

Most of the intrigue in the play comes from the ability to pause the game and issue commands to each unit. In games like Starcraft and Warcraft the special abilities of the units are often difficult to use in the heat of the battle. The ability to pause Kingdom Elemental at any time and issue commands to each soldier makes using the special abilities of each unit much simpler and adds greatly to the strategic nature of their well-timed use.

Of course special-ability usage is just a part of the commands that can be issued while the game is paused. Players commonly spend a lot of time targeting different enemies and plotting their own strategy to keep the goblin archers from having clear shots at their army.

Between rounds players can use unlock points gained in the previous round to unlock new characters or new special abilities for existing characters. This allows for a lot of customizability in the army chosen and it's abilities. More decisions must be made as the army is placed on the board because there is a limited budget and a different cost to deploy each unit. These factors allow for many interesting choices to be made when deciding what units to use. Picking the right units and picking the right targets while deciding how to best utilize special abilities makes for a very interesting mix that plays quite differently from other strategy titles on the market and is wholly addicting. Once we got the hang of the game, playing through all the levels become a quest of undeniable desire that was satisfying through the very last battle.

Number 9 - Fizzball

Developer: Grubby Games Players: 1
Website Downloadd Purchasee
System Requirements: Windows 95/98/Me/2000/XP, Mac OS X or Linux, 400MHz CPU, 128MB RAM

You know what most people get really tired of in brick-breaking games? Bricks.

Seriously! How many bricks do you need to break before they are all broken for good? BreakQuest, from a couple of years ago, really did a good job of creating so much variety in the levels that they didn't feel like the same brick-breaking monotony that we've played 42 million times before. Now Fizzball has come along and done away with brick breaking altogether. Really! You don't have to break a single one...and you even get achievements if you don't!

Fizzball pays obvious homage to Katamari Damacy in the way it is played. Professor Fizzwizzle, fresh off a Top 10 Game of the Year appearance in last year's awards, takes to the tracks in this game with a rocket-powered contraption that has a rounded barrier that will bounce a bubble (aka your ball). The thing that really makes the game different is that instead of trying to break things, you try to save them in your bubble. Players must start with the smaller animals on the board, and as more of them are collected, the bubble becomes larger and can then pick up the larger animals. By the time you have completed the level, your bubble is huge and full of all the animals on the board. The graphics of each of the animals twisting and twirling inside the ball is something to see in and of itself.

Players progress through the levels by collecting all the animals. You don't have to break a single box (aka 'the bricks') on the board to pass (though in most cases you will, you just don't have to). Achievements can be won by succeeding in different ways, such as simply passing multiple levels or collecting the chicken before you collect its egg.

Like last years Professor Fizzwizzle, the game has an up-beat sense of humor that makes it fun to play even when things aren't exactly going your way. Hitting the animals, for example, when they are too large to be collected into your ball will always cause a reaction, from the hopping of a frog to the um 'spraying' of a skunk.

In the end, it's not just another breakout; you don't trade hitting that last stupid brick for catching that last stupid animal. Fizzball is a much more engrossing game than any other breakout we've played. The progression of the game feels very much like the quest it is designed to be, moving players from island to island looking to collect all of the many different animals in the game. Each animal you collect is kept in your sanctuary, which is maintained by the money you earn while playing. Adding to the fun is the challenge of getting combos by carefully using the 'fan', and there are bonus levels to top it all off.

Good games can typically be identified by the quality of the content. Sure you've probably played games that were long or had quests or bonus levels before. It is that rare game where you enjoy each of these aspects without reserve that really stands out of the pack, and Fizzball certainly stands out! It was an easy pick as one of the best games of the year after winning our 2006 Arkanoid Game of the Year award as well as the Kid's Game of the Year award for fun that all ages can enjoy!

Number 8 - Kudos

Developer: Positech Games Players: 1
Website Download Purchase
System Requirements: Windows 98/2000/XP, 500MHz processor, 256 MB RAM

Kudos is an ambitious project from the creator of the engaging political sim, Democracy. In Democracy, the goal of the gamer was to constantly adjust different societal factors in order to best please the voters at large. Each decision involved a different level of push and pull across a multitude of special interest groups and the game really gave a good feeling of how difficult it can be as a politician to make everyone happy.

Kudos aims to take a similar principle (how different actions will affect stats) and apply them to the life of a human being. For that reason many players have looked at the game and dismissed it, comparing it to the Sims. While the focus on improving your character's employment and well-being while maintaining their relationships does seem Sims-like, the games really aren't all that similar.

The fundamental difference between them is the focus of each game. The Sims is focused on the player working with a group of people, controlling multiple people at the same time. Kudos is really about one person. Everything from what book the person is reading to which television shows they are watching is within your control.

The ultimate goal is really to experience another life. What would it take to become a lawyer or a scientist or a journalist. Schooling and working your way up the career ladder are definitely places to start, but without balance in life it can be hard to really feel successful and 'happy.'

A good piece of that balance comes in hanging out with friends, but of course that must be managed as well. You won't always have the money to go out and even when you do, you need to make conscientious decisions about what you will be doing and who should be invited. Honestly, if everyone put as much thought into their day-to-day relationships with each other as they do into their virtual relationships in this game, the world would be a better place.

Ultimately, what makes both Kudos and Democracy really fantastic games is the amount of variety to be found in the game. There are many options available that create a near limitless number of paths to explore. Kudos is everything a sim game should be. It creates a situation that sucks you in and puts you in the position of really simulating what isn't real, but feels entirely real at the same time.

Number 7 - The Odyssey: Winds of Athena

Developer: Liquid Dragon Studios Players: 1
Websitee Downloadd Purchasee
System Requirements: Windows 98/Me/2000/XP, 500 MHz, 64MB RAM, DirectX 7.0+

Winds of Athena is based, as one might expect, on Homer's classic Greek epic (The Odyssey) detailing the journey of Odysseus who is attempting to return home after the legendary Trojan War (which his crafty mind brought an end to). Gone at war for a decade, Odysseus' only wish is to return home to his wife Penelope and his son Telemachus. Poseidon, however, is less than pleased with Odysseus and engineers one hell of a road-trip for our beleaguered hero. If you're going to borrow a story, there is possibly no richer tale in history to take from than the Odyssey. The tale is filled with nearly endless adventure and imagination.

But what kind of a game is Winds of Athena? It's an arcade-puzzler, essentially. Each level consists of attempting to get a requisite number of Odysseus' ships and men from Point A to Point B. Along the way are many obstacles and enemies that attempt to stop the men from returning home. Sounds pretty normal, right? Well, so far, it is. The real magic of Winds of Athena comes in the way the game is controlled.

You, the gamer, are a God with a top-down omniscient view of the seas that the men sail upon. You also have the power of a God to influence the world below... but you can only influence. By clicking and dragging through the water you can create swirling ocean currents that force the ship in particular directions. By clicking the mouse inside your wind circle on the screen and rotating in a clockwise motion you can call forth great winds that push boats directly towards their goal. Each of these central movement mechanics have their dangers, though. Currents react in a surprisingly realistic and capricious manner. They don't merely form a straight line as the gamer draws it. They start straight, but begin to fade out in swirling vortexes that might send your ships whipping back in the complete opposite direction. Much care must be taken in forming currents. Winds, too, fade over time and must be maintained to be of any use at all.

The mesh of game and game-world in Winds of Athena is nearly flawless. There's no clunky clicking of arrows or drop-down magic menu to select. There's the wind, the sea and the hands of the Gods. It's simple and wickedly challenging at the same time. Gamers frequently take movement for granted. Press left, move left. Press jump, then jump. Winds of Athena forces the gamer to take care and plan not just their movements, but the way in which they make those movements. Too much wind and you might beach your boats on a shoreline. Carelessness with currents could swirl your ships directly into a deadly reef. And this is to say nothing of the enemies. The need to continually abandon navigation efforts to do battle with the forces that face the ships leads to some truly manic and awesome gameplay.

The mechanic is very original, giving players a rare game where they don't directly control the characters, but instead interact with the game's environment and enemies through a variety of actions that each require skill, timing, and a solid strategy. From creating currents through the water to guide the ships, to whipping up the wind to blow them forward, Winds of Athena provides a unique experience that we awarded with the 2006 Game of the Year Award for Innovation, and we are happy to include it as one of the top games of the year as well.

Number 6 - Dawnspire: Prelude

Developer: Silent Grove Studios Players: 16
Websitee

System Requirements: Windows 2000/XP, 2 GHz CPU, 512MB RAM, DirectX 9.0c+, 128MB Video Card with Pixel Shader 2.0

Dawnspire: Prelude is unfortunately often mis-categorized as a MMORPG. Clearly the people who label the game as such need to start playing games before they try to categorize them.

If they did they would find that not only is Dawnspire NOT a MMORPG, it's not even an RPG. What is Dawnspire? Well it is fun, really fun, and maybe that should just be the rating as well as the category.

Dawnspire plays a bit like Counter-strike. It is a team-based game of capture and keep the relics set in a fantasy world. Each player creates a character, from one of the five character classes, and then divides skill points out giving their character special abilities. The abilities vary based on the character class and include offensive and defensive abilities similar to those you'd find in an RPG, with abilities such as healing and resurrection thrown in for good measure.

Ah, you say. Sounds like an RPG. However, in this game you never level up. Your character never gains more points or becomes more powerful. You can reassign your skill points to try different combinations of skills, but you can't ever create a character more powerful than the one you first started with. In essence, Dawnspire is an multiplayer PvP action game with very customizable character selection.

Once players have the slightly quirky player movement down they'll be amazed at how intense and fun team combat is. Players can infinitely respawn which puts the focus of the confrontations on more strategic play.

Team play is absolutely crucial to winning. Small groups of 3 or more can be quite effective, but players who try to go it alone will quickly find that they don't live long. The required team interplay makes the game rather social in a frantic "can't stop and chat for a minute or you'll lose the game" sort of way. It's a mix that works extremely well and makes for fun short games that are exciting and eventful.

Dawnspire is an interesting mix of its own ideas about character creation in a fantasy world and intense moments of battle that are similar to those that so many people look forward to in MMORPGs, without the character leveling that creates a barrier between veterans and newbies. The intensely fun multiplayer battles already won it our 2006 Multiplayer Game of the Year, and now have placed it in the top games of the year.

Number 5 - Virtual Villagers

Developer: Last Day of Work Players: 1
Website Download Purchase
System Requirements: Windows 98/2000/XP/Me, 96 MB RAM, DirectX 7+, 300 mhz processor

Living on an undiscovered island with a small group of people who are trying desperately to survive is an adventure that most everyone dreams about at one time or another. Virtual Villagers lets players live that dream as they control a small struggling group of survivors on a nearly deserted island.

In a lot of ways Virtual Villagers shouldn't work. It isn't a game in the way you normally think of a game. Much like its predecessor Fish Tycoon, you don't really play Virtual Villagers. The game is built to run in real-time, which means that your little sim islanders are carrying out their business while you are watching TV, at work and even when you are sleeping. All you have to do is give them a nudge in the right direction. Don't get too comfortable though, leaving them alone too long without direction is a good way to find the village covered with bleached bones when you return.

Virtual Villagers is designed to be a sim game with puzzles. There are 16 puzzles that need to be solved by your villagers. To unlock the puzzles you will need to raise your villagers up to specific ability levels, complete the prerequisite puzzles, build up to specific tech levels and keep a watchful eye on your villagers and observe how they react to objects in their environment.

You give the villagers their instructions by grabbing them and moving them around the world map and dropping them on or near objects. For example, dropping them on the berry bush will encourage them to forage for berries, dropping them on the wreckage on the shore will encourage them to clean it up, and dropping them on each other will encourage them to ... um ... increase the number of babies in the village.

A major piece of the game is research. Assigning villagers to do research will increase the player's tech points, which allows for the unlocking of new abilities such as farming and ancestor burial. However, players have to be judicious about where their villagers are 'dropped.' Assigning out too many villagers to tasks such as research and healing may leave not enough people to gather the food, and when the food is gone the villagers will soon perish.

Virtual Villagers tops it all off with a bit of randomness to keep the game fun and variable. Each of the villagers has their own personality with likes and dislikes that can be viewed from the villager detail screen. They may like running, which will be apparent on screen as, with a watchful eye, players will notice the villager pick up and run across the screen for no apparent reason. The inclusion of this detail adds a lot to the variety of the game and makes each little villager feel more real.

The game also has random events, such as crates washing up on the beach. How players respond to these events will completely alter how the game progresses. For example, choosing to eat the whale will certainly give a lot of food, but returning it to the ocean so that it can live may increase your tribe's spirituality tech level. Between the real-time play of the game and the soothing music that so well captures the feel of relaxing in a beautiful place, Virtual Villagers is a wonderfully crafted game that has won over many people and captured our 2006 Sim Game of the Year award as well as finishing in the top 5 games for the year.

(c) www.gametunnel.com

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