Welcome back!, though massively multiplayer online role-playing games have been around for years, it has taken this long for the genre's breakthrough hit to finally emerge. Here is the online role-playing game you should play, no matter who you are. This is because World of Warcraft brings out all the best aspects of this style of gaming, if not many of the best aspects of gaming in general. It also features many of the specific characteristics that have made Blizzard Entertainment's previous games so entertaining, memorable, long-lasting, and successful. Of course, the company's past track record did not guarantee that World of Warcraft could have turned out this well. Such high quality simply cannot be expected, nor should it be missed.
World of Warcraft is amazing in many ways, but above all, it's a really fun game.
In World of Warcraft, you create your alter ego by choosing from a variety of colorful races and powerful classes, and then you begin exploring, questing, and battling in Azeroth, the fantasy setting featured in Blizzard's Warcraft real-time strategy games. Fans of those games (especially Warcraft III and its expansion pack) will spot tons of references here, and they will be impressed at how faithfully World of Warcraft translates so many of Warcraft's little details and even some of the finer points of its gameplay into such a seemingly different style of game. Meanwhile, fans of other online role-playing games will be impressed at the sheer breadth and volume of content on display in World of Warcraft, whose setting seamlessly connects a bunch of wildly different-looking types of places and somehow makes them appear as if they all belong as parts of a whole.
World of Warcraft also sounds uncharacteristically excellent for an online RPG. Subtle ambient effects work wonderfully in concert with the visuals, making the world seem that much more alive. Excellent audio cues highlight key moments, such as when you level up, when a friend of yours comes online, or when you accept or accomplish a quest. Beautifully composed symphonic music punctuates your travels, perfectly synchronizing with the sense of wonder you will likely experience as you set foot into the game's different, colorful regions. The music truly is outstanding, but by default it plays rather softly, mostly just for an extra bit of ambience. Meanwhile, Warcraft III fans will feel right at home during battles, which feature many of the same hard-hitting effects, as well as plenty of new ones. The game even makes great use of stereo effects as well as other audio tricks, resulting in clear and resonant echoes within cavernlike environments, in audio distortion when exploring or fighting underwater, and in other such things. World of Warcraft also makes good use of speech, both for player characters' occasional outbursts and also for all non-player characters, who'll verbally greet you, which helps evoke their personalities. Many of the enemies you'll face also make some rather memorable noises when you manage to draw their wrath.
The worst thing about World of Warcraft is that you can't just play it all the time. After all, chances are if you start, you'll never want to stop. Again, though, part of what makes this game so remarkable is it doesn't assume that all you have to do in your busy life is play this one game, and so it delivers a high-quality experience regardless of how much or how little time you're able to invest. Paradoxically, then, it can become the last game you'd need to play for weeks, months...who knows? The point is, World of Warcraft features an overall level of quality that's typically reserved for the best offline games, which have always had a leg up on online games in their ability to present tightly-woven, story-driven settings. But World of Warcraft achieves this in the context of a massive, evolving world populated by thousands of other players who you may choose to interact with, which makes the proceedings seem that much more meaningful. This is a stunning achievement that will make you feel privileged to be a game player.
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Do you like Sport? Tony Hawk Ride is the ultimate triumph of gimmick over game. The concept: Build a skateboard peripheral that lets players simulate skateboarding in their living rooms. The result: half-functioning hardware that fails to function with consistency and a shallow game devoid of excitement. Vert skating and free skating are the only sources of mild enjoyment here, but the fun is too short lived to justify the whopping $120 price tag. The Birdman was once associated with video game greatness, but this is the worst game yet in a declining franchise, and the result is a massive train wreck.
It's impossible to separate the board from the game. After all, Tony Hawk Ride must be played with the included skateboard peripheral, and for the time being at least, the peripheral cannot be used with any other game. It takes some time to get used to the feel of the board, though your skating career begins with a number of tutorials that help you get on your feet, so to speak. From there, it's a matter of completing races, performing tricks for points, and nailing short challenges as you trudge your way through Ride's single-player experience. Fortunately, the peripheral is easy to set up and physically solid. It also feels weighty and resilient, as if ready to withstand hours of punishment.
Tony Hawk Ride's flaws don't end with the lousy controls. The game feels half finished, offering up the most bare-bones experience possible. Don't expect skater-specific specials or large, high-concept levels. You can free skate, but most of the areas are small and none of them offer the fast-paced freewheeling of previous Tony Hawk games. This is partially because Ride seems to fancy itself a simulation, though it's hard to take it seriously as a sim when you inadvertently skate across the ceiling or happen upon pedestrians that exclaim their surprise when you almost run into them…in the middle of a skate park. You'd think a leaner game would at least be easy to navigate, but the T-Mobile-branded menus are poorly organized. For example, when you are in the main challenge menu, you can't escape to the main menu from there, but must instead start the challenge before you can access it. You can navigate most of the menus using the board, but to save your score after an event, you'll still need to reach for a controller. You even have to indicate your stance (regular or goofy) before every event. Why not allow players to save their preferences to the skater profile?
You see Tony Hawk Ride's shallowness everywhere. You see it in its bare-bones online modes, which very few people are playing. You see it in the visuals, which get the job done without a lick of energy or personality. And you see it every time you have to endure the rest of the challenge, even if you're bound to replay it because you failed the first trick. Tony Hawk Ride is a waste of money.
It's impossible to separate the board from the game. After all, Tony Hawk Ride must be played with the included skateboard peripheral, and for the time being at least, the peripheral cannot be used with any other game. It takes some time to get used to the feel of the board, though your skating career begins with a number of tutorials that help you get on your feet, so to speak. From there, it's a matter of completing races, performing tricks for points, and nailing short challenges as you trudge your way through Ride's single-player experience. Fortunately, the peripheral is easy to set up and physically solid. It also feels weighty and resilient, as if ready to withstand hours of punishment.
Tony Hawk Ride's flaws don't end with the lousy controls. The game feels half finished, offering up the most bare-bones experience possible. Don't expect skater-specific specials or large, high-concept levels. You can free skate, but most of the areas are small and none of them offer the fast-paced freewheeling of previous Tony Hawk games. This is partially because Ride seems to fancy itself a simulation, though it's hard to take it seriously as a sim when you inadvertently skate across the ceiling or happen upon pedestrians that exclaim their surprise when you almost run into them…in the middle of a skate park. You'd think a leaner game would at least be easy to navigate, but the T-Mobile-branded menus are poorly organized. For example, when you are in the main challenge menu, you can't escape to the main menu from there, but must instead start the challenge before you can access it. You can navigate most of the menus using the board, but to save your score after an event, you'll still need to reach for a controller. You even have to indicate your stance (regular or goofy) before every event. Why not allow players to save their preferences to the skater profile?
You see Tony Hawk Ride's shallowness everywhere. You see it in its bare-bones online modes, which very few people are playing. You see it in the visuals, which get the job done without a lick of energy or personality. And you see it every time you have to endure the rest of the challenge, even if you're bound to replay it because you failed the first trick. Tony Hawk Ride is a waste of money.
Grand Theft Auto: Vice City for the PC needs no introduction. Not only is this game in many ways better than its amazing predecessor Grand Theft Auto III, but it's also technically superior to the original version of Vice City that was released on the PlayStation 2 a number of months ago. Like GTAIII for the PC, Vice City is identical to the original PS2 version in terms of content, so if you've already played that version to death, you won't find the PC version to be much different. However, the PC version of Vice City does offer enhanced visuals and controls, improved loading times, and a few extra frills. More importantly, it offers the same refreshingly open-ended gaming experience, which has occasionally been reviled for its controversial subject matter, but has far more often elicited much-deserved praise. Simply put, if by some chance you've put off playing Vice City up till now, don't wait any longer.
Despite all its other great qualities, Grand Theft Auto: Vice City's audio turns out to be one of the best things about it. Like all the other GTA games before it, Vice City features a soundtrack that consists of the various radio stations you'll be listening to as you drive around in stolen vehicles. These are themed after the sorts of stations you'd expect to hear in '80s-era Miami: There's a new-wave station, a rock station, a rap station, a metal station, and even a Spanish-language station, plus a couple of talk-radio stations for good measure. Suffice it to say that there are hours upon hours of recognizable radio hits from all genres of '80s music on this soundtrack, so even if you never touched the game's controls, you'd practically be getting your money's worth out of this game just by virtue of its being an excellent compilation of '80s tunes. The radio stations all have their own DJs, many of whom are very well written characters in their own right, and you'll even hear radio spots that cleverly mock the sorts of products that made the rounds in that era. Vice City's audio ultimately deserves most of the credit for establishing the game's atmosphere, and other than the soundtrack and voice acting, the sound effects for all the various vehicles and weapons are spot on.
Like GTAIII for the PC, Vice City offers an instant-replay feature that you can use whenever you manage to pull off a truly one-of-a-kind stunt, escape, or killing spree. You can even save your replays if you want. You can also create new skins for Tommy, if you want to change his appearance for some reason (though you'll see him wearing a variety of outfits over the course of the game anyway). And, if all the '80s music isn't good enough for you, you can load up a bunch of MP3 files and listen to those on the radio instead. All this is icing on the cake.
After the incredible success of GTAIII, it was difficult to imagine Scotland-based developer Rockstar North following up with a comparably outstanding game, especially after just one year. But that's what Vice City is. It's similar to GTAIII only as much as necessary, and it boasts so much new content and so many new types of vehicles to drive and exciting missions to experience that it is certainly not just an attempt to further cash in on GTAIII's success. No, this is an exceptionally good action game, whether you consider it on its own merits, or measure it against the incredibly high standards of its predecessor.
Despite all its other great qualities, Grand Theft Auto: Vice City's audio turns out to be one of the best things about it. Like all the other GTA games before it, Vice City features a soundtrack that consists of the various radio stations you'll be listening to as you drive around in stolen vehicles. These are themed after the sorts of stations you'd expect to hear in '80s-era Miami: There's a new-wave station, a rock station, a rap station, a metal station, and even a Spanish-language station, plus a couple of talk-radio stations for good measure. Suffice it to say that there are hours upon hours of recognizable radio hits from all genres of '80s music on this soundtrack, so even if you never touched the game's controls, you'd practically be getting your money's worth out of this game just by virtue of its being an excellent compilation of '80s tunes. The radio stations all have their own DJs, many of whom are very well written characters in their own right, and you'll even hear radio spots that cleverly mock the sorts of products that made the rounds in that era. Vice City's audio ultimately deserves most of the credit for establishing the game's atmosphere, and other than the soundtrack and voice acting, the sound effects for all the various vehicles and weapons are spot on.
Like GTAIII for the PC, Vice City offers an instant-replay feature that you can use whenever you manage to pull off a truly one-of-a-kind stunt, escape, or killing spree. You can even save your replays if you want. You can also create new skins for Tommy, if you want to change his appearance for some reason (though you'll see him wearing a variety of outfits over the course of the game anyway). And, if all the '80s music isn't good enough for you, you can load up a bunch of MP3 files and listen to those on the radio instead. All this is icing on the cake.
After the incredible success of GTAIII, it was difficult to imagine Scotland-based developer Rockstar North following up with a comparably outstanding game, especially after just one year. But that's what Vice City is. It's similar to GTAIII only as much as necessary, and it boasts so much new content and so many new types of vehicles to drive and exciting missions to experience that it is certainly not just an attempt to further cash in on GTAIII's success. No, this is an exceptionally good action game, whether you consider it on its own merits, or measure it against the incredibly high standards of its predecessor.
There's a very good chance that you've heard about The Sims. It's been difficult to escape the popular franchise's web, what with two full games and a seemingly endless stream of expansions. The first thing you may be asking, then, is whether The Sims 3 is worth playing, or if it's just more of the same. Well, it most certainly is worth it, and yes, in some ways it is more of the same. But in this case, that's a very good thing. For anyone who's played The Sims or its first sequel, this familiarity will let them ease into it, feeling like a welcomed guest rather than an outsider. But this doesn't make The Sims 3 a simple rehash of what's come before. Instead, returning elements have been energized and extended by a number of terrific improvements, such as expanded customization tools, additional tools for interaction with other sims (and other players), and more tangible goals and rewards. Most importantly, the free-to-explore town makes you feel like part of an entire virtual society--a feature approximated but never fully realized in the previous games. By blending together the old and the new, developer Maxis has created the best, most charming game yet in the series.
One of the reasons for the franchise's success is how easy the games are to run on a variety of computers, and The Sims 3 is no exception; it's very scalable, so chances are that if you have a relatively modern PC, you'll probably be able to run the game. The visuals are colorful and crisp, and a noticeable step up from The Sims 2. Sim movements continue to be the highlight of the presentation, and zooming in close is always a fun treat, especially when your sims are engaging in a particularly animated exchange, such as telling a joke. Buildings like the theater and city hall look attractive, and the soft sway of trees and bushes makes the town look pleasantly suburban. Nevertheless, the game's performance does continue some unfortunate trends of Sims games past. Performance is a bit sluggish when you scroll across the town or follow your sim as he or she travels. And though the pathfinding has improved, sims sometimes still have difficulties getting from point A to point B without going through some odd animations or complaining that there's someone in the way. Unsurprisingly, the game sounds absolutely charming. The jaunty tunes that accompany the Build and Buy modes and the tunes that play when you turn on the radio are terrific, perhaps the best in the series. Some sound effects are recycled, but The Sims 3 doesn't feel cheapened as a result; it strikes a chord of familiarity that works to the game's benefit.
So what is it that makes The Sims 3 even more addictive than its predecessors? It's partially due to the deft handling of rewards; it doles out new social options, new aspirations, and the possibility of better furniture and wood flooring at a slow but even pace, which keeps you tied to your computer for hours at a time. It offers the element of surprise, showing off its abundant charms through funny social interactions that make you want to be part of the improved virtual community. Although it could have offered even more right out of the box, there's still an awful lot of content here, and it's bound to put a smile on almost anyone's face.
One of the reasons for the franchise's success is how easy the games are to run on a variety of computers, and The Sims 3 is no exception; it's very scalable, so chances are that if you have a relatively modern PC, you'll probably be able to run the game. The visuals are colorful and crisp, and a noticeable step up from The Sims 2. Sim movements continue to be the highlight of the presentation, and zooming in close is always a fun treat, especially when your sims are engaging in a particularly animated exchange, such as telling a joke. Buildings like the theater and city hall look attractive, and the soft sway of trees and bushes makes the town look pleasantly suburban. Nevertheless, the game's performance does continue some unfortunate trends of Sims games past. Performance is a bit sluggish when you scroll across the town or follow your sim as he or she travels. And though the pathfinding has improved, sims sometimes still have difficulties getting from point A to point B without going through some odd animations or complaining that there's someone in the way. Unsurprisingly, the game sounds absolutely charming. The jaunty tunes that accompany the Build and Buy modes and the tunes that play when you turn on the radio are terrific, perhaps the best in the series. Some sound effects are recycled, but The Sims 3 doesn't feel cheapened as a result; it strikes a chord of familiarity that works to the game's benefit.
So what is it that makes The Sims 3 even more addictive than its predecessors? It's partially due to the deft handling of rewards; it doles out new social options, new aspirations, and the possibility of better furniture and wood flooring at a slow but even pace, which keeps you tied to your computer for hours at a time. It offers the element of surprise, showing off its abundant charms through funny social interactions that make you want to be part of the improved virtual community. Although it could have offered even more right out of the box, there's still an awful lot of content here, and it's bound to put a smile on almost anyone's face.
Naruto Shippuden: Clash of Ninja Revolution 3 is a good fighting game, with a wide cast of balanced fighters and a combat system that lets button mashers have some fun while also offering just enough depth for more serious players. This is an entertaining one-on-one couch-friendly fighting game that hides some surprising depth beneath its relatively simple exterior. While Story mode and the much-heralded online versus play don't quite meet the same standards, Revolution 3 is a good-looking and well-made fighter for the Wii.
Versus mode is the standout element of the game. The fights take place in 3D arenas plucked from the Naruto universe, and combat is either one-on-one or between two tag teams of two. Characters can all use chakra to activate some abilities while trying to beat the life out of the enemy. Swapping tag-team characters or activating powerful, chakra-devouring secret techniques requires only a single button press, as does evading. Although each character has a strong and weak attack, a throw move, paper bombs, and secret techniques, the vast majority of actions require only one button press--but one button press timed very well.
Story mode kicks off at the beginning of the Shippuden series, with Naruto returning to the Hidden Leaf Village after several years of training with Jiraiya, the Pervy Sage. From there it follows the Rescue Gaara arc, with its clashes against the Akatsuki and plays for possession of the tailed beasts. While you usually play as Naruto, you also hop into the ninja shoes of everyone from Granny Chiyo and her puppets to Kakashi. Regardless of whether you followed all that or not, don't worry about Story mode. Beyond being a Cliffs Notes version of the storyline that requires a decent understanding of the Naruto mythos to begin with, it's too incomplete to hold the interest of anyone familiar with Naruto and too incongruous to make sense to anyone else. More damningly, Story mode is imbalanced. As you jump from scenario to scenario, you might find yourself and two computer-controlled allies against one enemy, making the fight a cakewalk. You also fight alone against a computer-controlled tag-team pair, which is just as ridiculous as it sounds. As excellently balanced as the combat is, Story mode falls flat on its face.
Naruto Shippuden: Clash of Ninja Revolution 3 sits heads and (nine) tails above most licensed games, and also most fighting games. While Story mode isn't anything to write home about, and the wireless connectivity has some lag issues, Revolution 3 is a good fighter that should please any fan of the titular anime who is in a position to play it with friends without needing to go online.
Versus mode is the standout element of the game. The fights take place in 3D arenas plucked from the Naruto universe, and combat is either one-on-one or between two tag teams of two. Characters can all use chakra to activate some abilities while trying to beat the life out of the enemy. Swapping tag-team characters or activating powerful, chakra-devouring secret techniques requires only a single button press, as does evading. Although each character has a strong and weak attack, a throw move, paper bombs, and secret techniques, the vast majority of actions require only one button press--but one button press timed very well.
Story mode kicks off at the beginning of the Shippuden series, with Naruto returning to the Hidden Leaf Village after several years of training with Jiraiya, the Pervy Sage. From there it follows the Rescue Gaara arc, with its clashes against the Akatsuki and plays for possession of the tailed beasts. While you usually play as Naruto, you also hop into the ninja shoes of everyone from Granny Chiyo and her puppets to Kakashi. Regardless of whether you followed all that or not, don't worry about Story mode. Beyond being a Cliffs Notes version of the storyline that requires a decent understanding of the Naruto mythos to begin with, it's too incomplete to hold the interest of anyone familiar with Naruto and too incongruous to make sense to anyone else. More damningly, Story mode is imbalanced. As you jump from scenario to scenario, you might find yourself and two computer-controlled allies against one enemy, making the fight a cakewalk. You also fight alone against a computer-controlled tag-team pair, which is just as ridiculous as it sounds. As excellently balanced as the combat is, Story mode falls flat on its face.
Naruto Shippuden: Clash of Ninja Revolution 3 sits heads and (nine) tails above most licensed games, and also most fighting games. While Story mode isn't anything to write home about, and the wireless connectivity has some lag issues, Revolution 3 is a good fighter that should please any fan of the titular anime who is in a position to play it with friends without needing to go online.
Throughout the years, the Resident Evil series has played host to a number of first-person shooter experiences, some of which were more ill-fated than others. Sticking close to the successful story-driven, on-rails formula it established with 2007's Resident Evil: The Umbrella Chronicles, developer Cavia has crafted a more coherent but ultimately less impressive follow-up in The Darkside Chronicles. Though fans will certainly appreciate the plot--especially the never-before-seen story of Leon S. Kennedy and Jack Krauser--extensive overuse of a terrible shaky-cam perspective and cheap surprise tactics make this a hard sell on a console not exactly starving for quality on-rails shooters.
When Leon and Krauser are sent to a small South American village to stop an ex-drug lord suspected of being in league with a researcher from the sinister Umbrella Corporation, things get out of hand fast. As in nearly every populated area that Umbrella touches, zombies and much worse are on the loose, forcing the duo to shoot their way to answers. Along their journey, Leon briefs his partner on Umbrella's dark history by recounting through playable campaigns how he survived the fall of Raccoon City and how his last partner, Claire Redfield, escaped the Rockfort Island detention center. These abbreviated visits to the events of Resident Evil 2 and Code: Veronica are sure to please series fans with some nostalgic moments. But even if you've never battled with a Mr. X Tyrant or visited Umbrella's Antarctica base before, the three story campaigns are thematically linked together in such a way that your newfound knowledge of the past can help make sense of the present.
Because Resident Evil: The Darkside Chronicles is an on-rails shooter, you have very few choices to make in its world outside of the occasional branching path. Instead, you travel along a preset route entirely within the confines of a first-person perspective meant to make you feel as though you are really in the action. While on some level the shaky cam succeeds at this by amping up the tension, it's mostly just annoying because it constantly moves in unrealistic ways, making precision shots almost impossible. This is especially egregious during boss fights when you have only narrow windows of opportunity to save yourself from damage with an accurate attack. Though Darkside tries to make up for the camera shortcomings with an auto-lock feature that lets you lock on to a target you hover your cursor over, this is available only on the easy difficulty setting, and there are times when it doesn't work effectively.
Darkside authentically re-creates some of the more memorable locations from the Resident Evil history and successfully captures much of what made them so distinctive the first time you experienced them. Visually, it's a noticeable improvement over its predecessor, and the gritty look of the various locales further help to establish the game's atmosphere, as does the return of a cast of familiar voices and theme songs that any fan will recognize.
If you're looking to take nostaglic trips through locales like the Raccoon City Police Department and the Ashford family mansion, The Darkside Chronicles has you covered. Even the new South American scenario appears crafted primarily to cater to series aficianados. This is not to say that extensive knowledge of the Resident Evil universe is required to jump into the adventure, but the motion-sickness-inducing camera and inconsistent gameplay are huge hurdles to overcome for someone not already invested. On a platform where great on-rails shooters like Dead Space Extraction and House of the Dead: Overkill are boldly taking the genre forward, The Darkside Chronicles feels a little too much like a trip back in time.
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