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Since, in recent history, I displayed quite a distaste for FF14, I thought I would post some good news for those gamers looking for a World of Warcraft alternative without having to relearn a game from scratch, as well as be forced to fight through silly game breaking bugs that 30 minutes of game play could have identified.

RIFT was recently released and I thought I would give it a shot. Honestly, I was not expecting much as I have been disappointed greatly in the lack of quality game releases the last couple of years. Thankfully, I was pleasantly surprised upon first loading up RIFT and its obvious polish out of the gate.

It is extremely difficult not to compare this game with World of Warcraft. The option menus, general UI layout and even keybindings are all a carbon copy. Even though many people want “new and innovative” game play, I want to step into a game and go questing without reading a 100 page manual or sifting through official forums to figure out the simplest of tasks. What Trion Worlds did was not reinvent the wheel, but improve upon it significantly. Granted, World of Warcraft has almost seven years of development time after release to get things right, yet, RIFT is released with features that WoW players can only recently take for granted as a staple of any “mature” game.

With features such as:

  • Quality and unique graphics displayed with capable hardware and plenty of advanced options to tweak to your particular detail level tastes. Speaking about detail, it is well done without making your system melt your graphics card.
  • Four character classes that can be customized further with eight separate paths each, of which three can be active at any given time. Sounds like a complex “talent tree” system? It is not and kudos to Trion Worlds for making such a variety of abilities mesh into an easy system to get into, but always giving min/maxers a chance to get the most from any given character spec.
  • From the start, I was looking deeply into how armor and stat distribution fit into the whole mess and, unlike what World of Warcraft has ended up being (a complicated disaster of different abilities and needing different equipment for different specs… Like my main of a healing priest needing spirit while a shadow priest does not use it as a main stat and then mix in PVP gear for both… it is no wonder we need 22 slot bags to keep up with it all. RIFT, however, has none of that. Mages wear cloth with +INT, Clerics use Chain with +WIS, Rogues get +AGI and Warriors get +STR, regardless of what particular tree and root system or three paths picked. What a relief! After completing several quest chains and getting slight upgrades each time (previous quest reword had +1 INT and now I get a belt with +2 INT and +1 EN, this bangs home the reality of “simple is better”. With that said, I know even the developers of WoW openly said they screwed up doing tons of different specs for all the classes. RIFT=simple. Maybe we can spend our time playing and not looking at four different armor pieces and an Excel spreadsheet to figure out what is needed.
  • A “world” map that is detailed (no fuzzy parchment paper here) that you can use to find your way, from tracked quest to tracked quest areas, as well as a mini map that has tracking options for important NPC’s and locals (like mailbox, trainers, etc). Add in way-points to supplement the quest “yellow circle” that gives a general idea of where to find quest monsters and items. Plus I cannot forget the tool tip when mousing over a monster gives quest status (2/10 killed/collected) that WoW only recently put into place.
  • An intuitive crafting interface with three gather-able professions that are tracked on the mini map and, at least in the starting zones, are literally everywhere. To use those collected items, Outfitters can use cloth to make bags, Weapon smiths can use wood to make bows and so on. Each crafting branch needs much from the other gatherers so economy should be stable soon.
  • A nifty “artifact” system that you may find a sparklie item anywhere in the game world and you can place it in your “collection” with other artifacts collected to make a “set”. I even killed a level one critter rabbit and looted a rabbit tear to add to my collections.
  • Some features everyone (or at least I) expect in a MMO: Character customization, AH and bank coupled with  in-game mail, customizable chat windows, and UI tweaks galore.
    • Character visual customization (including armor color dyes)… I do not want to look like everyone else.
    • Auction House and in-game mail (postage is over priced) with searchable items gets what you need quickly.
    • Complete chat window disable/enable features with different panel support to select what nasty stuff gets sent to you.
    • “Scrolling” combat text with options of not just colored numbers, but including the ability item or the short/full name of the skill landing and possibly the best of all (due to lack of addon support at release) a fairly complete way to customize the UI layout to suit your needs.
  • “Public” events that the world is constantly under attack and you can choose to stay in a private group or join others and get rewards based upon participation in said event. Even at level 6, RIFTS in the game world are open and you can help fight back the minions that emerge from them. Quite an interesting and dynamic feature that really sets RIFT apart from some others.
  • Since my highest character currently is only 13 (level cap of 50 from what I understand), I only have one “battleground” option called a “Warfront”. Not sure if it is like World of Warcraft BG’s or something different, but after I get done here, I am going to check it out.

Regardless, I hope you come away with a better understanding of what RIFT can offer you as a newly released MMO as well as gain the knowledge it is not grey junk to vendor quickly or place into the gaming void of a land fill an hour after release.

Out of hundreds of crappy games, we finally can play a gem. Rockin’!

 

I became excited to find out that Need For Speed: Hot Pursuit 2 was about to be released. I loved NFS3 and looked forward to an “upgraded” graphics engine. I became happy to discover that Need For Speed: HP2 did do a massive overhaul to, not only game play, but also the whole package. As with everything, though, there is a problem.

I actually was going to do a Quick Rant on NFS: HP2 because I became extremely frustrated at every turn with the controller fiasco dealing with this product.

Big on the “must have” list of qualities with a game is controller support and configuration. If you cannot adjust how you wish the controls should be, it makes for a big problem that any game needs to over come for me to consider a good recommendation.

Installation was no problem and I grabbed my MS Sidewinder Precision Pro joystick and plugged it in. Upon first running the game, I was given a warning about “an unknown controller” installed. What?!? It is not like this is a rare joystick.

I figured, ok, I have an adapter installed on the joystick to convert from “midi” or game port to USB. I unplugged that and the joystick was detected just fine. I then proceeded to configure my controls and eagerly hopped into a game. After about 5 seconds, I realized it was impossible to control the car with the joystick. I am talking about continuous overcorrecting and rapid response to even the slightest movement of the joystick. The options were no help as the only thing that was configurable was “dead zone”. With that, it only delayed the inevitable fishtail action around the first bend.

I then decided to adjust the controller in the Windows Game Panel to reduce the sensitivity. That worked ok, however, upon reboot, the “saved” profile forgot the buttons I had defined. I went through the motions all over again.

In game, it worked out better because I could actually get around the track. I thought of another option.

I threw on the system the faithful Gravis Game Pad Pro. It worked, but again, the game never remembered how I configured it after exiting back to Windows and restarting. I was able to get around the track, but it took extreme effort.

The game looks great and I really wanted to play it! This called for drastic action and a great excuse to finally invest in a wheel controller.

I headed to the local geek store and picked up a MS Sidewinder Force Feedback Wheel, eagerly plugged it in and XP detected it as such. I fired up the game and low and behold, a dialog complaining about not recognizing the new Wheel. I then became mad.

I thought I would go ahead and install the MS 4.0 software for the controller and the new options in the Windows control panel were great! I tested out all the force feedback stuff and got even more excited.

Upon reloading the game, I did not see the warning dialog. Finally, I have done everything correct. Now down to business. I (again) set up the buttons and steering for what I wanted and jumped into a game. First thing I found was that the force feedback DID NOT WORK! I was super mad, now.

I checked for updated patches (none) and wandered around the forums to discover that I was not alone. I then figured that force feedback was not as important as actually getting around the track, so I gave up and started the game again. Sure enough, it forgot the configuration of the wheel.

Even after all of that, I love the game! It has plenty of options and the graphics have great eye-candy! The wheel definitely improved game play, as I played for a few tracks straight. You earn points to unlock cars and tracks and, even if you fail to increase your previous standings, you still earn a few points by completing a lap in first place or avoiding the cops.

Speaking about cops, they are super drivers that love to cause the car you are driving to fishtail out of control. Even though it is not impossible, it makes for a difficult race. Avoiding the cops requires the cat like reflexes to spin THEM out before they do it to you, or travel through many different “short cuts” throughout all of the tracks. The tracks, averaging between 2 and 4 minutes a lap, cause for some headache later on in the race because “way” too much stuff is after you.

I was also intrigued with the “damage” model displayed on the box, of which I never saw until I did a “single” race. I guess the Hot Pursuit mode and Championship mode does not include the destruction of the car code.

Funny thing, though, is the dialogs that pop up between tracks alternate between “pressing any key” that has no mouse support and a “continue” style dialog that requires pressing enter or using the mouse. It did not take too long for me to get out of the game, back to Windows, bind one of the wheel buttons to “enter”, and get back to the game. Of course, I had to do the control configuration again.

I also hopped online with an easy to use interface powered by GameSpy to race a few and, even though I am crippled with a 56k dialup, it seemed to play rather well. Others, however, complained of the car popping around. That did not seem to be much of a bother, though, because I rarely crashed into anyone. Maybe 56k is not that bad, after all!

Even after all the problems with the controller and the annoying aspects of dialog boxes with no standard way of clearing them, I am happy with the game. Need For Speed: Hot Pursuit 2 more than makes up for its shortcomings by providing a great experience for any motor head with a computer system. The awesome sense of speed and varied environments coupled with the insane desire for “one more race” goes a long way at satisfying my difficult tastes.

Even though it really makes me angry to “wait for a patch to cure obvious annoyances”, this game is worth the efforts. However, since I put my money down for a retail product, I expect it to pass certain criteria. Thankfully, the flaws should be easy to fix, but the score I offer will suffer accordingly.

 

Every 2 years, Blizzard kicks out another title to suck away my free time. Warcraft 3 is no exception. Combining an innovative matchmaking online service with outstanding game play, not to forget about the intertwining of the races in the single player campaign; Warcraft 3 is a winner.

I must start out by saying that I was one of the “chosen” to participate in the Warcraft 3 Beta test. Having that privilege, I knew what was coming in the full version. Regardless of the amount of knowledge of “what was to come,” I had no idea it would turn out this well. The Warcraft 3 Beta had nothing but online multiplayer gaming; the boxed version CD installed an outstanding single player romp, plus the added bonus of a complete world editor to create your own custom maps.

Under usual circumstances, with my very short attention span, I have a hard time “getting involved” with a game. As such, a long drawn out story is really at the bottom of my list of wants in a game. I need something to grab me, urge me to continue and do so with eye candy. Warcraft 3 did all of this, and more.

Having four races to balance was a large task for Blizzard to arrange so everything is “equal.” Even more so, I am sure that intertwining the races in a complete single player storyline was a monumental task. They pulled it off well. I am impressed, and that, my friend, is also no easy task.

With a fine getting started tutorial for the new comers, off we head for the first of 4 “large” campaign trails, one for each race. Separating each phase is an outstandingly rendered cut scene to give plenty of eye candy and a much-needed break from the action. This is not all. Not only is the DVD quality cut scenes a plus, but Blizzard also desired to carry the story, campaign and chapters from one spot to the other with an in game rendered movie, complete with quality voice-overs. This can not be over stated. In fact, I would pay $6.25 at the local theatre to see a full-featured movie involving the cast and crew of Warcraft 3! The scenes not only draw you into the story line, but also give a direction and reason to move along to the next chapter. Included are also the options of changing the difficulty level from Normal to High and back again before the Chapter starts or after failing miserably at the end. An added bonus is the “credits” that are available after completing the single player missions. The in game rendered scenes keep flowing with more Blizzard humor while the fine people that had a hand at getting Warcraft 3 together appear. Quite a joy to watch.

Blizzards free Battle.net service has always been a draw for many gamers. Unfortunately for me, I am still stuck in the dark ages because I suffer from DSL envy. Cable/DSLis not available in my area. Regardless, I have never spending $60 on a game for an over blown chat client. Warcraft 3 takes care of a few of my online gaming gripes by getting rid of the annoying “sit in a chat room and beg for a game” crap. After loading up the game, you log in to Battle.net, click the “play game” button. You then select your options to include game type (1 on 1, 2 on 2, Free-For-All, etc) and give each of the available maps a “thumbs up” or “thumbs down.” Battle.net matchmaking service will now attempt to find a competitor of equal skill and selected options… usually within seconds. This feature saves oodles of time. Another new feature is a “Friends” list to which you add your neighbor or someone across the globe. You
then get automatic private messages when they log on, what game they are joining and when they exit Battle.net. These features can also be tweaked if you have “many” friends to avoid constant messages spamming your screen. In addition, you can invite your friends for a ladder match against other arranged teams. This, I feel, is needs to be included in all online games.

Do not get me wrong; multiplayer has many other available options, such as LAN play and custom games online. In addition, you can play with or against the computer and as many computer controlled opponents as you wish (well, largest map included with the game is 12 players).

Something that I fell in love with that was included in Nascar was the ability to replay what just happened. Later on, more titles included this feature and I really enjoyed them. There is something about Real Time Strategy games that you just plain need a replay to be there. RTS screams the need for a replay feature.

Often times, when I get totally stomped online, I wonder, “was that person good or did they cheat?” With the replay feature included in Warcraft 3, you can play back the action from the viewpoint of any player or remove the fog of war completely. Not to mention, you can speed up the action up to 8x normal and pause to see how you stand at particular points in the game. This is positively the best thing that could happen to real time strategy. Developers, take note, this is how it is done.

Blizzard did pull out all the tricks while making the four races, though. Given the fact each race has three different “hero’s” to choose from with totally different abilities, weaknesses and strengths, the game play is always a surprise. Understand that this is not a normal “build as many units as you can
and walk through the other persons base” kind of game. Not only was a limit placed on the amount of units you can build, based on each units “food” requirements, but a gold “tax” is instrumental in punishing players that stay in the high end unit count range. As an alternative, Warcraft 3 took the route of having “powerful but weak” characters, the hero’s, a central focus in the battles. It took me many games to throw out all previous conceptions of Real Time Strategy and attempt to grasp that very concept.

Even though I never mastered the art as of this writing, rushing is still a concern early in the game. Funny thing is, every time I was “ready” for the pending rush, it never came. When I wanted to jump up the tech tree to gain an advantage, I would find an enemy hero pillaging my town while I madly click around trying to defend. Talk about frustration. Well, just one more game…

Now comes the juicy stuff. No matter what game I have played, there is and will always be stuff that I would have changed or I do not like about it. Warcraft 3 is no exception, but keep in mind that it was, at times, difficult to uncover these flaws.

Even during the Warcraft 3 Beta, I had this overwhelming urge to “zoom out” the camera “just a little bit.” It just seems to me that I am so close to the action that I would like to see the “overall” picture and not be so up close and personal. The side effect to this, though, is that you are not allowed to see all of the units in any other detail than the high quality that is displayed during the game. You can rotate the camera 90 degrees each way and roll down to ground level, but I have yet to find any purpose of that, besides watching your enemies nurtured hero die face to face.

Another feature that I pound on my desk and rant about often is “custom controls.” I do not like it when a gaming developer tells me what my controls “should” be. I understand that to keep the flow of what each races building are named, the hot keys need to be formulated to jive with that. Great, but should be able to adjust them if I wish. Players that use “random” races will feel my pain more than consistent race choosers.

Blizzard has done it again. They created another quality title for me to add to my collection and steal my waking moments from me. Any true gamer will understand the meaning of: “What if I did this differently… then, the battle would have turned out differently.”

 

After playing Diablo 2 and Diablo 2 LOD for almost two years, the need for another hack and slash RPG that does not dddrrraaaaggg on with a story or have a turn based combat system that you can take a leak during and not miss anything. Funny thing is, I did take nature breaks in Dungeon Siege during combat and lived to tell about it!

I usually do not care much about a story since very little is “new” in terms of story line from the norm: Unknown hero gets bless with skill and saves the planet. When I fired up the Single Player mode, a cut scene started with a “farmer” working and a wounded friend collapses outside the field. The farmer gets the task of, well, in short, saving the realm. I liked how the introduction came about, for about 5 minutes, until I realized that this realm is totally infested by monsters! You must assume the farmer is oblivious so long as not to notice the transition. Regardless, as I have said before, story is not important. If I wanted a good story, I would read my Steven King Novels. :)

Beside the lack of storyline pulling the game together, I did notice one thing right off. The world is beautiful. All the textures, from the forest floor to the structures littered throughout are truly outstanding. Lush environments like a snow covered mountaintop and a green forest, complete with swaying trees. Water flows and mist forms. Something that I have not seen is a gratuitous lens flare that tends to be a standard annoyance in some games. Be warned, having all details cranked up does require a bit of horsepower. Since there are no real “loading” scenes, all game information loads, by the looks of the hard drive LED, constantly. This is a good and a bad thing. Good not to stare at a static loading screen, bad because the hard drive access will slow your frame rate down. If you have borderline system pushing the minimum requirements, you should turn details down or if anything, invest in more memory. By the looks of the task manager, this game uses more memory than ANY other game I have played to date.

Do not think that this will be a one sitting game, though. After I played for a few hours, I felt that I did not even scratch the surface of single play. Continuing through the realm, I did realize that leveling up a character is going to be quite a bit of time investment. Luckily, you can take your single player character and import it into a multiplayer game for further advancement.

As itself, I will have to compare Dungeon Siege to Darkstone and not Diablo like everyone else tends to do. Diablo has statically rendered imagery and a fixed isometric view. True, hack and slash is there, but like Darkstone, Dungeon Siege renders everything in a 3D environment. You may rotate the camera, and zoom in and out at will. Let me make this perfectly clear. Camera action implemented well MUST be there for me to even give it a good rating. I always had a constricted feeling with Tomb Raider’s “up close to her booty” view and clipping issues. I usually play Darkstone from a “2D Gauntlet” overhead view, mainly because it was easy to control battles and I hated constantly adjusting the view with the cursor keys. Not with Dungeon Siege. Using the camera zoomed all the way out, it still performs rather well. Building roof’s seamlessly become transparent while entering and all environment objects (trees,
etc) become transparent to be able to view the party better. You may also move the cursor to the edge of the screen to adjust the camera view. Perfect for morons like me that are not coordinated enough to use any other method. Game developers take note: This is how it is supposed to be.

Your character, even though there is set attributes, to include the standard Strength, Dexterity and Intelligence, but no strict rule when it comes to leveling up. Do you feel like wielding an ax? Go for it. Wish you could switch to a bow? Can do. Use some spells to heal and summon creatures and you are in route to a well-rounded Dungeon Siege character. I discovered, though, that not specializing in a particular field might make the game a wee bit longer than I had wanted. One character made level 12 Combat Mage before another character had 5′s in all skills. This makes it difficult to continue through to harder areas until the easier ones are completed over and over. That is ok. It does make some frustration factor because the game, even though your skill levels are around 8, considers you a level 15 character. High-level items and spells are available in the shops but seem far, far away to reach. I may create (yeah, I will) more characters with 2 skills in various configurations to balance out the difficulty and time factors. Hm. Looks like replay value increased! :)

Combat can be as simple or complex as you wish. You can micro manage all available characters (up to 8) or let the computer figure it out by setting up battle orders for your formation. I did notice that, even on the “highest most aggressive” setting, the character may kill a monster, stand still until another monster hits them from a distance, then head off after them. Usually this activity effects melee characters as the ranged spell casters and archer types tend to attack properly… as long as you move forward a few feet. I must say, though, that fleeing a battle with my melee characters to regroup and heal has never had more meaning than now while viewing multiple arrows sticking out of them. You can see the hit. :)

I discovered that you colud click on another characters portrait icon and put them in “guard mode.” This seems to follow the guarded character around and protect them by fighting with whatever equipped weapon to select as well as automatically heal with little input. One time, I put my character in guard mode and took a nature break. When I came back, I expected to have to wait the customary 60 seconds to “get out of ghost mode” after death. What I found was my character kicking butt and healing my partner’s character much better than what I could do. I asked her what she needs me for and the reply was “I don’t know.” The fact that the AI can take on advanced path finding and battle scenarios is a total plus. Rejection from a multiplayer game because I was “not needed” is a bummer.

I am also not one to have the music running. After all, it sucks up CPU cycles, but with Dungeon Siege, the music fits. From swords hitting icemen to birds a chirping, the environmental sound effects fit well to set the scene, as does the music. Every movie, from the dawn of time, has used music to set the scene. A critical plot twist or mass murder is around the corner, the music changes to convey that fact. The same thing happens in Dungeon Siege. I do not even realize the music is running most of the time. It just fits.

After logging many hours of game play, including both single and multiplayer mode, I must say that this is going to be the next time killer for me. Combining outstanding graphics with hack and slash game play will keep you interested for some time. Even though I was initially angry that the “Siege Editor,” a development utility for creating your own Dungeon Siege worlds, was not released on the retail CD, it does give me the time to figure out what I do and do not like about the environments. Unfortunately, there is not much to dislike.

Whether you are seeking an open-ended RPG and have a nuclear powered system, or looking for something other than Quake 3 to show off your graphics card, go out and get Dungeon Siege. Unless you are looking for a thick plot to read, you will not be disappointed.

 

From my Commodore 64 days, I remember SSI and the D&D games sucking away plenty of my teen years. Sometimes, I wish I could go back and enjoy those game play moments again. Pool of Radiance RoDM, the old name that it is, released on the PC in September of 2001. Needless to say, 13 years of computing did little for this game. Even though the graphics are well done for the only (seemingly low) resolution the game supports, the rest of the game needed a little more development time before release.

CRPG’s have been wasting my time for many moons now and I so desperately need another to do so. I do enjoy endless hours of non-thinking slashing and hacking my way through dungeons upon dungeons slaying the best of the best monsters the genre can throw at me. Pool of Radiance RoDM promised to deliver this fix for me. Unfortunately, due to technical difficulties, I was unable to enjoy a minute with this game.

First impressions are everything. The first thing I usually do is go to the options screen and crank up all details. Hm.

Where are they? There is no resolution selection (fixed 800×600) no gamma, particle effects sliders, detail texture settings, or anything else of value. Wait! I can change the shadows! Even though some of the armor textures gave me a headache like a checkerboard suit on a TV screen at close range, most of the environments do look good as well as the spell effects. That alone does not impress me much. I can get “technology demo’s” much cheaper than $50. Also, do not go looking for a custom key configuration option. You will be searching a long time. If you are needing keyboard shortcuts, you are stuck
with the insane defaults that are placed in game. For example, “/” to bring up your character sheet. Wow. I think I would rather have, maybe: “C”!?

I wanted a multiplayer game to take hold of my G-fri and I and whisk us away, instead, I got 3 days of trouble shooting to find out that the game is severely flawed in the way it handles multiplayer connections. Mainly, it does not allow a “dot-zero-dot” in the IP address of server, nor client computers. For those of you that use ICS for your internet needs, “192.168.0.94″ is not an option in playing the game. It pretends to work, but the client is unable to join the game. After releasing control from DHCP and creating a static IP address of 192.168.10.11 and x.x.10.10, the game worked fine, until after playing for two hours we decided on creating new characters from mistakes made right off the bat. Upon doing so and selecting our new six characters (and having no choice but using a full party of 6) the game was created and a full eight characters were in the game! Each system displayed them differently, whether one system had two monks and another had two mages was not the point, but the fact that you would essentially be required to delete your old characters to create a new game was preposterous. Not only that, but even if you get a 10th level character in a multiplayer game and wish to (heaven forbid) want to play in a different game with different people, the character is “deleted” from the multiplayer “roster” and reset back to Level 1. What a waste. On top of all that, the multiplayer characters can only walk five feet away from the “leader” of the party before being warned. It gets crowded really fast.

I must be desperate if, even after the weekend of troubleshooting this software, I still want to play. I attempted to create a “single” player character. You may select up to four party member to use on your adventure. Unfortunately, going along with the new AD&D rules, experience point gain is slow at best, and the turn-based combat style, even though well implemented, takes a huge chunk of time. Picture six zombies lumbering along, you swing ax, miss, six zombies lumbering along… So I opted to create a “single” character party to avoid having to split the experience point gain with multiple characters. Bad idea. One of the character classes that is selectable, a Barbarian, was a prime candidate for “single” player action. Strong, can attack twice in one round using one of the Barbarian’s special “feats” and fighters are normally well suited for such a mission. He was, only for a short time. Upon entering the first dungeon and encountering a wraith, the Barbarian idea turned out to no longer be feasible. The wraith is immune to physical damage.

If you are looking to customize the look of your character, please do not look here. The only options available are limited differences between each selectable paper doll in the selection screen. These are totally useless the moment you put on any armor due to everyone looking about the same afterwards. Thankfully, the Half-Orc is large and the “Halfling” model is small, but that can also be a problem. Trying to position all your characters on screen without doing something that would be not be considered a “smart” move is difficult. Do not even think of running. Everything within melee range gets a free, and often fatal attack. Even if you survive that, the creatures will hunt you down and fight to the death. The computer does not have to go by those rules, though. Lizard men can just turn around and “disappear.”

The sound and music is a totally different issue. Hearing the first music score, I had severe flashbacks from my C-64 days. It sounded as if they took the three voice track and put it right on the CD! The voice acting is not only laughable, but the quality frequently was not optimum.

After sighting all of its shortfalls, I still think that a few more months of refining would have helped put this game at the tip top of the genre, instead it has left me empty and wanting to fire up my C-64 all over again. Random dungeon generation in multiplayer is a plus, if there was more than, say, three tiles per set to use.

Even though I have such a need for a new CRPG like a Crack Whore on a street corner, I will not be revisiting this game for a long time. Until it becomes stable, multiplayer connectivity issues are resolved and above all, the ability to be able to install the damn game in a different directory than the default, I am not even going to bother putting it back in my computer.

It just hurts too much.

 

Here we go again! The new release of the ever-popular NHL series is out the door of EA Sports. I will warn you, though; I am far from a sports fan. I grew up around motor sports but with a family that shunned all others. That has still carried over to my adult attitude. Hockey is one game that I can sit down, watch an hour of, and not be totally board out of my skull. Fast action, rapid transaction of events, the winner in the last seconds, it all adds up to a good time. Hockey is exciting and NHL 2002 conveys that attitude to as the previous itinerations have for the last few years.

Options are numerous, to include custom teams, importing faces, different levels of rules and AI attitude, and changing detail levels of players and arena. I always play on simulation. This year, I decided to try out the other options of “beginner.” I scored well over 20 goals in the first (short) period alone. I am thinking that I am a little more advanced than that. Barring that, I am glad that I did! The announcer actually walks you through some basics of game play and I thought it was a great touch. Whether or not the earlier versions contained this feature, I do not know, but at least it is here.

Yearly updates to the graphics and sound engine are mandatory for me to remain interested and actually plunk out my hard-earned dollar and it happened here. Last year, I was impressed with the detail of the players. This year I am impressed with the detail of everything else! The audience, the first few rows anyway, work well with the short “cut” scenes between plays. This detail alone is a great touch. Something that many may not notice and take for granted if they have not been playing NHL since 97. :) Game play is smooth and the difficulty levels seem to scale rather well. An over abundance of scoring is possible on “beginner,” but throw the game on simulation and prepare to be in for a challenge. The announcer’s ability to crack a “good” joke still is pathetic, but I guess you cannot ever replace the Live-in-the-booth improvisation that true announcers have to face.

As always, multiplayer is well implemented with the ability to play on LAN or use EA Sports match making service via TCP/IP. My G-fri (a big Ducks fan) and I (Sharks!!!) go head to head over the LAN with no problems at all! The games response was fast and truly enjoyable. Controller configuration is completely customizable as well as having different configuration setups for others in the house, if need be.

Last year, it seemed that I would score a goal on pure luck. A “round-the-back-off-the-skate-through-the-score-board” would never go in, but a lame blooper straight down the pipe would hit often. The general rule, the more times you shoot, the more often you score. It seems that it is not “all” luck in NHL 2002. Some great shots went in and the stupid ones were normally blocked, but the tired and true way of “get puck, shoot,” still is very valid. Moving the puck around with the game pad seemed effortless, but I usually opt for a “high” cam for the largest view of the ice. Players are very fluid in their motion and the game “speed” seems right on the money. In years past, it would seem that it would take only seconds to take the puck from one end to the other and back, but EA Sports has seemingly toned the arcade feel down a bit. Only thing that does is make a much more realistic game, always a plus.

Having the ability to play a full season (142?) games is also a plus, but I will never be able to find the time to do so. Armchair interactive hockey playing is my forte and I think I will keep it at just that. Regardless, there is a new “feature” of “NHL Cards” that can be collected and traded from player to player. Collecting these cards is not an easy task, though, because you have to accomplish particular events to earn additional points giving you the right to purchase more cards. Options include unlocking “cheat” codes, making players “Hero’s” for a period or two, etc. However, I like it. What is the only draw back? No multiplayer support added. I was hoping to be able to use that as a scoring system to find out how well (or poorly) I am doing against my in house rival. Unfortunately, no such luck. Therefore, if you wish to play from beginner on up to simulation in single player mode, you can earn many points just by completing the “easy” tasks with the same user profile and rack up those cards.

Since at the time of this writing, I am strapped with analog connections, I usually do not dally with any “online” gaming services unless they offer much more than what I can do locally. That essentially means that I did not even attempt to log on to EA’s match making service, but the option is still there, regardless.

After a few great hockey games and no “required” reboots, NHL 2002 was well worth the money to support this franchise. I am hoping that when next September comes along, that the whole audience is modeled and you can see the players sweat.

 

Diablo 2 LOD came out and I was ready. I needed a boost of new character classes, items and a completely new level for me to keep on going. Right up to the emanate release of the beta version, Blizzard kept quiet about support for “800×600″ resolution. When I first saw the new screen shots, I smiled. Finally, my plea was answered. At that resolution, everything, well, just works! You could see far enough for ranged characters and spell casters, you did not have a “pixilated” view of your main character, and the interface was not as “prominent.”

Even though Diablo 2 LOD adds two new character classes, the Druid and the Assassin, new items and abilities (huge amount) and a brand new area, I have to say that my first thoughts about the “expansion” was that this is the way that Diablo 2 was supposed to be! Everything kind of fit together in the puzzle. The game play ability differences between (a rather short) Normal Act 4 and Nightmare Act 1 was big. Act 5 filled that gap perfectly. Have you ever wondered why? I believe that late in the development cycle, the idea of having all the characters play balanced and the complete complement of items up and functioning well was too much of a task and they cut it short. Blizzard released Diablo 2 for initial reaction, play balance, stability testing of their Battle.net servers and continued to work on the rest of it to be released as a separate product to add additional revenue for funding further development and bandwidth of their free service. Am I mad about this? No, not really, just that I rather felt a little cheated. Was it worth the extra year wait? Without a doubt, yes.

Diablo’s expansion, Hellfire was pathetic, but LOD, coming out of Blizzard themselves, made up for it. The additional items alone were a massive pull! New monsters and different area for high level characters to repeat is even more of a bonus. 800×600, wow, much better. After all, of the patches, Diablo 2 LOD released version was stable and a total blast! There is, however, some areas where I feel that it was dragging and I wanted it to just end. As in Act 3 and those little bastards running around with the big knives, teleporting fire throwers in Act 5 are annoying. Act 5 areas also seem large compared to just about every other section in the rest of the game. Large may not be the proper choice of words. Maybe strung out is better. Sometimes you just want it to end! Really so you can get on to another section to play more! Replay value just jumped. :)

At any rate, Diablo 2 LOD is an outstanding addition that should have been in the released version from the get go, but I will get over it. The added features are necessary to have for any Diablo 2 fan that wants to play anything higher than a “Normal” character. Could it have been better? Yup. I would liked to have seen a dedicated server option for LAN based or open games and also a selection bar to pick what kind of connection you have. 100 Mb of bandwidth on a LAN is NOT used very well if the game is “thinking” it is connected via modem to the internet. Warping or jumping of characters bothers me a lot considering the lack of lag time and the available bandwidth. It happened all too often in Diablo and it still happens here. Sometimes, I guess, things never change, until “Diablo 3″ comes out in full 3D bump-mapped goodness. :)

 

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