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Borderlands RF XBOX360-P2P



Review

It's that undeniable impulse that pokes at the pleasure centers of the brain when you're looking at that sleek and impossibly flat television at the front of the electronics store. How much better and brighter would life be if only you could bring it home? You consider what's in your wallet, what kind of space rests between credit balance and limit, maybe for a second what your family might think, and perhaps more importantly how jealous your friends would be. It's what drives economies that thrive on consumerism, and that urge to snatch up glittering new toys is what keeps the action energized in Gearbox's Borderlands, a first-person shooter title that caters to the thief, hero, and adventurer lurking in all of us.

For the uninitiated, this is a loot hunting game like Blizzard's Diablo. The action begins and you're flung out into an open world with a handful of quests and legions of baddies who'll do whatever they can to prevent you from killing their leaders, wiping out an arbitrary number of their compatriots, opening drain valves in their hideouts, snatching up important artifacts and documents, or collecting a large number of shiny objects. There's a tale of a secret vault and advanced technology and a snowy image of a female face that pops onscreen when important things are about to happen, nudging you forward and providing additional narrative context, but this isn't a choice and consequence game with morality systems and labyrinthine quest strings. It's the loot that's the real motivator here.

You'll start out with rusty weapons that look as though they've spent a better part of their existence at the bottom of a bog and it won't be long until you find new weapons that not only look better but have improved functionality. As you progress through the game you'll find shotguns, sniper rifles, submachine guns, handguns, and rocket launchers that glow with elemental effects like fire and lightning and can eat enemies alive with corrosive effects or hit with such an impact that it pulps a target into a gruesome mess. There are even more bizarre and powerful alien weapons towards the later stages. Moreover, as you use a weapon, you'll become more proficient with it, further enhancing the sense that your character is gradually but inevitably becoming a ferocious fighter who can shoot, shatter, and burn all obstacles in the way.

As you level and progress through the story you'll be frequently swapping out gear so you're always outfitted with the best, and feel a surge of jittery anticipation every time an enemy explodes into a cloud of candy colored loot. The character class skill trees, however, which are packed with an abundance of passive abilities, are less interesting. Each class gets one and only one primary action skill, which you'll be using frequently throughout the course of the game. The Hunter class tosses out a bird to attack from afar, the Berserker charges forward and smashes foes with his fists, the Siren enters a temporary invisible state, and the Soldier can drop down a sentry turret to help out in a As you level you'll earn points that can be allocated into skill trees, which can change up how much damage you do, how much damage you can take, and make your action skill a deadlier ability. The Siren, for instance, can add shock damage to her Phasewalk skill, dramatically shorten its cooldown period, and turn into a contagious inferno after every kill. Yet even with all these options for customization, many skills are percentage bonuses to damage or shields that are more difficult to notice during gameplay. Maybe I'm alone on this one, but a greater number of action skills per class and a larger degree of distinction between some of the skill choices would make the tree progression more exciting. While the skills in Borderlands unquestionably do affect how you fight and deal damage, it seems like there was room to do more here. If you do decide you want to switch up how your skill points are spread out across a skill tree, you can easily pay with in-game money to reset it and redistribute points however you see fit.
The large variety of weapons does make up for a few forgettable skill options to a degree. Since the game feels, moves, and plays like a first-person shooter and most of what you'll be doing is firing weapons and engaging in fast-paced gameplay, perhaps that's the reason Gearbox chose to build in so many possibilities for passive percentage upgrades, so as not to slow things down too much. Perhaps that's also the reason there's no collection of armor pieces or anything else of that sort. Character customization, aside from the guns, skills and handful of accessories, is limited to choosing a name and clothing colors. That's not meant as a criticism -- I think the streamlined character customization works well with the game overall -- but it's something you should be aware of before picking this up. Many players will have their hands full juggling guns, class, grenade, and shield mods, to care, but more hardcore gamers looking for more options for bolstering stats might feel something's missing.

Hopefully that gives you a sufficient overview of the types of methods of customization in the game, and has properly prepared you for what kind of experience this is. If you're rolling your eyes at all this information, think it's boring and inconsequential, and just waiting for me to get to the part where I say if the game is any fun or not, then your heart probably isn't in the right place. That's not to say you'll hate the game, but a frenzied, drooling desire to kill, upgrade, kill and repeat is required to really get the most out of this experience. Were this a typical action-RPG loot-driven kill-fest, such a warning wouldn't be necessary, but considering this game is actually a first-person shooter, perhaps not all prospective buyers might be familiar with how it works.



A real danger for this type of game is having all these items, all these methods of customization, and all this content, and then giving you nothing interesting to shoot at. That's not the case with Borderlands. Amongst your enemies, you'll start off against basic bandits who shuffle between cover spots and fire back at you. Some larger bruisers are more aggressive and carry bigger weapons, and others charge directly at you, sometimes while on fire, to hit you with sharp, rusty weapons. Smaller bandits carry shotguns and get thrown onto their backs whenever they fire, some snipe from a distance, some have shields and others don't, and the way they all move around as fights progress keeps the action fluid, frantic and exciting. Occasionally you'll wind up in absurd situations where you're unloading a string of headshots while standing toe-to-toe with foes and still not bringing them down, but such is the nature of games that favor health bars over realism.

Aside from humans, you fight spiky dog-like skags that spit, jump, slash, and generally make your life hell. Winged Pitch Black-like creatures soar across the terrain before tearing down to eye level with malicious intentions. Worms burrow through underground passages and armored insects launch projectiles and spin wheel-like with deadly momentum across the terrain. Factor in some of the more advanced human soldiers who use deployable turrets, shields, and higher quality armor, as well as the more bizarre creatures I won't mention for fear or spoiling things, and there's a nice mix of enemy types and behavior. They also frequently attack in large numbers, which makes the action supremely satisfying if you're powerful enough and able to wipe them all out in one headlong charge, firing and flipping between weapon types and activating action skills in wonderfully violent concert.
From time to time you'll come up against absolutely monstrous bosses, from a fire-spitting flying behemoth to a titanic lumbering quadruped that serve as a welcome change of pace from the standard battles, and some drop unique loot that can't be found elsewhere. Most of these bosses are found in Borderlands' dungeons away from the main hub areas, separated by a load time. The rest of the world consists of large open spaces, beginning with dry and dusty rock formations and ending in snow-capped mountainous terrain.

While it may feel like you're often moving through places that look vaguely similar, eventually you'll come upon swamps and dockyards and more clustered urban expanses that add more of a sense of variety. Within the various dungeons, you'll also be treated to some fantastic views, particularly when entering boss arenas with sunsets illuminating a patchwork of cliffside dwellings bristling with foes or glowing curvilinear designs etched into alien stone. Mixed in with a convenient transportation system with quick-spawn vehicles or a fast-travel mechanic, it makes for days and nights in a detailed, ramshackle world that feels lived-in and that rewards exploration. On the subject of vehicles, though they're in the game, they're in not particularly integral. They do greatly speed up travel, and can be spawned with rocket or machine gun turrets to help vanquish pesky foes, though just ramming things is a far more effective way to kill whatever's in front of you. Up to two can hop onto a vehicle with one in the driver's seat and one on the turret, which leads into one of the game's biggest features, that that's the multiplayer.

It's entirely possible to have fun by yourself exploring the world, taking on quests, and powering up, but it's a far more entertaining and challenging experience with others around. As people join your game, which can happen at any time, enemies will get more powerful and drop more valuable loot. This means you'll want to bring others in for a chance at getting better stuff, and thankfully Gearbox built its multiplayer system so all your character progress, inventory items, and quests completed in someone else's game is carried back into your game. Assuming you and those you're playing with are at the same point in the main story it's possible to quest together, and then when you decide to play again on your own, you can continue on without missing a beat.

Up to four players can venture together, and it's highly recommended that you try this out because of how chaotic and addictive it can be, especially with a mix of character classes at a moderately high level and good equipment. And for console gamers, it's also possible for two players to explore Pandora in split-screen mode. One thing I'll also recommend is that you're going to want to play with people you know. There are no looting rules in Borderlands, so if an item drops to the ground, anyone can snatch it. Should you bring in some random person to your game and they see a neat purple item drop that's just perfect for you, it's well within their ability to grab it and duck out. While it's better if you play with others, it's best if you play with those you can trust.



Assuming you are able to get a four-person game together, there's always the question of who's going to get the loot. Sure, one class may have a particular skill build that makes them better with SMGs, but what if a nice shotgun drops and everyone in the party has been building their shotgun proficiency? Here the user interface saves the day. When you look at an item sitting on the ground within a certain proximity, a giant item statistic readout pane pops up onscreen that displays all the stats and special effects and how they compare to what you're holding. Switch weapons and its comparison arrows indicating better or worse quality will adjust accordingly. After everyone takes a look and someone decides to pick it up, you can then easily match it up against all the other items sitting in your inventory, letting you know which might be best to use. Anything you don't want could then be sold at any of the game's vending machines, or dropped back onto the ground to allow others to look at its statistical popup and see if it could be useful. This kind of ease of sharing and user-friendliness goes a long way in making quick pickup games far less of a hassle, pulling off the equivalent of World of Warcraft-style item linking in a handy, accessible manner.

There's also the question of replay value, which Gearbox took into account. After you're finished with one playthrough and have completed all the quests in the game world, you'll likely be somewhere in your mid-30s out of a total 50 character levels. The game lets you start over using the same character, bringing along all your experience, skill setups, items, unlocked inventory space -- everything but your quest progress. The good news is upon restarting the world powers up around you, meaning starting level enemies are right near your level and the items they drop are given a boost. This should be a familiar concept to anyone who's been gaming long enough, but it's nice to see it included here, letting friends progress to the cap with their characters by recycling and giving a jolt of strength to the existing content. Even the elite versions of monsters, called Badass in the first playthrough, are upgraded to BadMutha in the second, and bosses will drop the same but more powerful versions of their first playthrough items.

Perhaps after you're all done with that and everyone's maxed at 50, it's time to see who could win in a fight? Well, the game gives you the option to do that as well. At any time you can melee a teammate to try and initiate a duel, and beyond that it's possible to head to special dungeons for some arena player versus player combat. This is a mode purely for fun, but it's nice to see it included since it gives you more of a sense of what all your equipment can do against a human opponent instead of the legions of AI-driven foes you've been melting and dismembering all game long.

In case you've read this far and are still scared off by the game's complexities, it's a surprisingly accessible experience considering all its varying elements. Someone unfamiliar with loot drop styles of games will still have to spend a little while getting acquainted with the game's systems, but overall it's easy to get in to and isn't a game that revels in player punishment. For instance, dying on the field of battle can be circumvented by killing an enemy while in a bleed-out state, and if you're playing with others they can just walk over and revive you with no required special skills. If you do miss the revive window and actually die, the game respawns you at a conveniently located waypoint and only subtracts a percentage of your cash -- you don't lose experience, items, or anything else. Though you do have to keep track of inventory space and ammunition counts, nothing like weapon or item durability ever enters into the equation, minimizing the amount of micromanaging necessary while restocking in town before heading out again into the field, keeping the focus on action.



Through all of this, Borderlands also manages to maintain a strong degree of personality thanks to its sharp, stylized visuals. On consoles the framerate can be a bit jittery in large-scale fights, but otherwise the game's a pleasure to behold, with enemies that actually respond to being pegged with bullets, snapping back their heads, sending them reeling, and occasionally triggering special elemental deaths. It's got nicely detailed open environments, a huge range of weapon models, and though a little more enemy variety would have been appreciated, there's still plenty to take in and admire.

While visuals are one thing, what may surprise some is the game's sense of humor. The few recurring characters are quite funny, mostly due to some solid voiceovers delivering witty, snappy dialogue. The Wall-E-like Claptrap robots, with their penchant for dancing and personalities that draw from seemingly bottomless wells of enthusiasm, consistently serve as a source of comic relief, and you're guaranteed to laugh at the self-deprecating style of Tanis' audio logs. Over the years we've seen so very many action-RPGs lose their sense of mood and character under an avalanche of statistics and magic effects, but that can't be said about Borderlands. It stands out because of its visuals, entertains thanks to its well-designed gameplay, and frequently tickles your sense of humor as foes squeal in pain as lighting shoots from their disintegrating foreheads while your character class jeers and taunts and moves on to the next target. A thumping soundtrack kicks into gear during battles, the game's overworld music tracks lock in well with the tone of the world, and everything in Gearbox's virtual space feels like it fits.



Closing Comments
Gearbox's Borderlands is without a doubt a slick, satisfying hybrid title for those who know what to expect. If you're a shooter fan curious what the world of Pandora is all about, then you should know that this is a product built on a foundation of statistical progression, character customization, and one that holds item acquisition high above interesting quest structure and narrative. At the same time, it plays like a shooter, requiring twitch skills to dominate the droves of enemies that stand in between you and your search for a mysterious vault. With the opportunity for up to four to join together for co-operative play, four character classes, a dizzying array of firearms, around 20 or so hours of content for a single playthrough and the option to restart with stronger enemies and loot, there's plenty of content here. It's a thoroughly enjoyable journey that offers a steady stream of rewards that remains convenient and accessible. It's something action role-playing game fans looking for an experience more up-close and brutal than genre entries of the third-person variety should have a blast with, and one of the more memorable products of 2009.
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Planet Alcatraz [SKIDROW]



Review

Planet Alcatraz is a 3D role playing game with isometric projection. The player travels through the game world and fights against enemies in the real-time mode. In a general sense Planet Alcatraz can be portrayed as a non-linear adventure with lots of shooting. Several genres are mixed in this game but despite that fact it isn't stuck between them and appears to be a classical RPG that is based on a specially developed system. The action takes place on prison planet Alcatraz. Its inhabitants are inveterate criminals that were banished there for the life term for their terrible crimes. The main objective of the game is to control a sabotage group that consists of the only one person in the beginning and enlarges through the game. The player has to use all sorts of resources and means to accomplish the mission.



Key Features:
* A great number of key features make Planet Alcatraz unlike other games, but fans of such projects as Crusader: No Regret, Fallout Tactics, Star Wars: Knights of Old Republic, Silent Storm and Rage of Mages will certainly find it very attractive;
* Absolutely unique universe
* Creation of the main character allows changing basic characteristics and appearance including facial animation based on LifeMode technology
* Advanced role and fighting systems developed specially for that game
* Tense atmosphere determined by deep immersion to planet's criminal world
* Modern 3D engine
* Comprehensive dialogue system allowing the player to choose the way of behaving and communication on his own
* Possibility to influence on NPC either in moral or physical manner
* About 100 kinds of cold steel and firearms
* About 200 characters involved in dialogues
* About 80 original monsters, including flying and poisonous
* Cinematic trailers competently interlaced with the story line
* Thrilling non-linear plot line teemed with plenty of keen occurrences
* Fights and adventures with different behavioral and battle options
* Original sounds and music



Minimum System Requirements
Operating System: Microsoft® Windows® XP/Vista
Processor: Intel Pentium IV 3 GHz or AMD Athlon 1,4GHz+
Memory: 1 GB RAM
Video card: NVIDIA GeForce 6600/ATI Radeon X800, 128 MB
Sound card: DirectX 9-compatible sound card
Hard disc: 5 GB free disc space
CD ROM: DVD-ROM 4X
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Joint Operations: Typhoon Rising



Review
by Tom McNamara

Novalogic has always been known for its military games. While Comanche has been, arguably, the most popular franchise, the Delta Force series has been going strong for almost six years now, recently morphing into the Black Hawk Down license and combining the Comanche flight engine. In theory, it's the best of both worlds, but multiplayer proved to be the big appeal, as single player suffered from poor AI and some frustrating design decisions. Large maps, constant action, and objective-based gameplay with dozens of other gun-toters was pretty nice. Yet even multiplayer had one niggle: no controllable vehicles. This was supposed to debut in the expansion pack, Team Sabre, but was pulled late in development, causing many to wonder when Nova would eventually implement the feature in one of their games. Well, that day has finally come, and this time the action is totally multiplayer, aside from the requisite offline training missions.

Joint Ops brings us to a near-future Indonesia, but the story and locale aren't too important in an MP design to devote much more than, "This is a Southeast Asian tropical environment." You'll get jungles, semi-urban environments, island chains, and fortress assaults, for the most part, on huge maps that support up to 150 people. No, that's not a typo. One hundred and fifty people can play at once on the same map, and the map size and overall stability was solid across the board, although I would have wished for more transport vehicles.

When you have up to 75 people playing on one side, you're going to want to have a sizeable fleet of gunboats, hovercrafts, choppers, APCs, jeeps, buggies, rafts to get people from Point A to Point B, especially when you're traveling long distances over water--the kind of distance that is just not practical to swim. There will be beachhead spawn points you can capture, but you have to, well, capture them (and hold on to them) to avoid making the long trek. And because the damage modeling is so realistic, it's not uncommon to get all the way over there, crawl around for a few seconds, get shot, and start over back at your base. It's also quite easy to defend a beachhead, with a couple gunboats armed with grenade launchers and .50 cals, a few gun emplacements on the beach, and a few snipers and heavy gunners hiding on the ridges and at the edge of the treeline.



Still, this doesn't stop players from trickling in along the flanks, but the most they do is harass the spawn point with small-arms fire and the occasional mortar. A few times I took the job of crawling around in the bush with a sniper rifle and picking these guys off. The enemy will come in with choppers, but the pilot typically simply could not find a good place to land it. This is not a fault of the game, granted, but I flew directly over hot zones several times, and other pilots took a suicidally long time to land. It would have been great to rappel out instead of having to wait until the chopper was close enough for you to jump. And then there's the Stinger missiles, which typically blow up the chopper in one hit. So air approaches are fast but treacherous, and water approaches are similarly challenging because the defender can see you from so far out and peck you to death with emplaced guns, which have infinite ammo.

The maps that stick to ground advancement and combat are much stronger and give Joint Ops a chance to shine. A great gameplay enhancement here is a fast day-night cycle that requires you to use night vision when things get dark. This limits your field of view, but improves stealth immensely. There's still some fairly bright moonlight, but if you keep your head down, you can go a long way to the objective without any hairiness.

The HUD and map design is well done, and should be familiar to those who've played Black Hawk Down. You'll get the compass map in the lower left-hand corner with arrows leading from your spot to the objective. There will be perimeter rings around bases and King of the Hill strategic points, and the game does a good job of keeping people oriented. In the first-person view, spawn points will show up as unobtrusive colored icons, red for rebels and blue for the Joint Ops team. When a point is under attack, the icon's frame will flash yellow. You'll get notifications that a target has been designated for mortar attack, and there's a host of voice macros that allow each side to communicate quickly and effectively. Needing a ride, needing backup, offering a ride, requesting a medic, spotting a sniper, needing a spotter, et cetera, it can all be said with a few keystrokes, and the voice can even be customized to several nationalities and both genders.

Speaking of nationalities, you'll get the full, official outfits for Delta Force, SEALs, Green Berets, British SAS, French GIGN, German KSK, Spetsnaz, Australian SASR, and three Indonesian factions. Clothing textures are almost photorealistically sharp at close range, so the names aren't just there for show--and textures for the whole game are, overall, impressive, especially if you have the horsepower to enable the in-game anisotropic filtering. Once you've chosen your look, you can choose, in most game modes, which class you want to play, which includes Rifleman, Gunner, Engineer, Sniper and Medic. Each one plays a handy role. The rifleman is the standard issue grunt, the engineer has the mortar and Stinger launcher, the medic can heal you or bring you back to life, and the sniper is, well, the guy who typically camps from hundreds of yards away and pecks the spawn camp to death. Character animations are nicely done, and you can also dive into prone by pressing the middle mouse button, which comes in handy with those pot shotter players.



I wouldn't take issue with the ballistics so much, since it's just a game, really--save for the fact that they are explicitly advertised as "sophisticated." Take it from me, though, once you're lying prone with a good view, you can become a veritable death dealer once you get the hang of properly leading your target, anticipating approach, and arcing a little for those long-distance shots. The recoil on a .50 caliber sniper rifle should be considerable enough to make it so I can't plink the target until the clip is empty. And, when prone, scope drift is nearly non-existent. Without wind shear as part of the equation, it's mainly a matter of lifting the sight a few centimeters when you want to get a stationary target that's really far out.

You have muzzle flash and tracers to give away your position, but in this tropical environment, it's typical to be spotted by no more than two people. Make your one-shot kill, climb down from the ridge, and re-position a little farther to the east or west. The guy who didn't die will probably get waxed on his way to you anyway, if he even chooses to risk crossing enemy territory to hunt down a single guy instead of going to the objective. The only way to effectively approach me is to flank from way far out, making the whole sniper-killing enterprise impractical and frustrating. Better to just get in the thick of it before you--oops, killed by another sniper.

Unfortunately, there is a cycle to play which often involves staring at your respawn timer more than actually playing, and by "playing," I mean actively engaging the enemy, not just crawling around or running to where the fight actually is. You can respawn instantly by pressing the Space bar, but that puts you way back at your headquarters. Instead, you're going to want to wait, and sometimes it's only a few seconds. Other times…it's very, very long--and I couldn't figure out what system the game was using to determine how long it should take. It didn't seem to depend on how many times I'd died, or how often I'd died, or how many kills I'd gotten in between deaths. I had to wait 45 seconds to respawn at one point. In the grand scheme of things, 45 seconds is nothing, but on other timers, I could have spawned (and died again) dozens of times within that same time frame. I could have played instead of waited.

What is it that causes such frequent death? It's a combination of things. One is the brutal damage modeling. Sure, it might take only two or three rounds from an M4 to kill someone, but should I die if all three of those went through my foot? Two is the lack of wind shear and generous lack of scope drift, which means people peppering you with fully automatic assault rifle fire when they barely show up even with your sniper scope maxed at 16x zoom. All you see is a flurry of tracers, then you're dead. Third is that there's nothing particularly enticing about being a medic, aside from the warm, fuzzy feeling you get from brining people back from the dead. You can't heal yourself, or spread disease like in, say, Team Fortress Classic. While neither of these would make strict sense in the realism-oriented Joint Ops, neither do the significant benefits the ballistics model gives to snipers. The medic has an M4 but can't even use the 203 variant with its grenade launcher.

The last-but-not-least element that keeps the game from breaking through to something consistently fun is, ironically, the way vehicles are set up. In addition to having no tanks or planes, only the attack chopper lets you operate the vehicle and shoot things at the same time. Everything else is like driving an extremely death-prone bus. And the Stinger and AT4 launchers are so powerful that the passenger vehicles become killboxes if you dare stay inside for more than a minute.

In addition to deathmatch, team deathmatch, king of the hill, and assault modes, there is co-op--but it has some bugs, most notably one that doesn't update your waypoints, which makes the mission impossible to complete, as the objective might not update. We're told the bugs are going to be address in a patch that's supposed to arrive anytime between tonight to a few days from now, but the heart of the game is truly designed for the huge multiplayer environments.



Closing Comments
You can tell pretty quickly that Joint Ops was meant to be Novalogic's answer to Battlefield, and the huge amount of people that can play on one map is indeed a big draw. But the underwhelming vehicle lineup and the overly forgiving ballistics make gameplay frustrating a little too often. I found myself becoming a sniper just to hunt down spawn campers and enemy snipers, and I generally avoided riding in a vehicle over driving one. And even then, I never went for long distances. It would be great to have a five-second-or-so immunity on spawn, so that you can't get clipped the instant you appear by some dude hiding in a bush a couple hundred yards away, and it would be awesome to climb into a tank, jet or bomber plane and lay down some holy terror, instead of wheeling around like a bus driver or hunkering down in the APC with your sphincter clenched, hoping you're not spotted by someone lugging around a rocket launcher. Joint Ops offers some fun, stable, good-looking gameplay, but it won't dethrone Battlefield without some vehicular oomph and limitations on long-range fire.
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Brothers in Arms Road to Hill 30



Review
by
Steve Butts

I had said in the Xbox review of Brothers in Arms that it was easily the best World War 2 game on the system. Now, two weeks later, we've had a chance to take a look at the PC version of the game. The content and overall quality are exactly the same on both systems, making Brothers in Arms an excellent game no matter which platform you choose. The competition is certainly a little tougher on the PC but, even so, no game delivers quite the same type of experience as Brothers in Arms.

Just after midnight on D-Day, hours before the landing craft made their way to the shores of Normandy, paratroopers from the 101st and 82 Airborne parachuted behind German lines to disrupt the defenses and forestall the inevitable counterattacks that were sure to be launched once the Allied troops landed on the beaches. These paratroopers were effectively on their own until Allied forces could secure an exit off the beaches. Through a disastrous series of misdrops found themselves far from their original target and far from the other members of their company.

You play as Matt Baker, a sergeant in Fox Company of the 502nd Parachute Infantry Regiment, 101st Airborne Division. The game takes place over seven days, starting with the nighttime drop and ending with the action at Hill 30. Nearly all of the locations and events and characters you'll encounter in this game have been drawn from the actual experiences of the 502nd Regiment over those seven days. Consequently, you can expect early missions to involve linking up with other paratroopers and taking out German defenses. From there you'll move on to clearing out towns, blowing bridges, and keeping Jerry from overrunning your command posts.

Though there are some definite concessions made for the sake of the game, Brothers in Arms is an undeniably authentic experience. From the small things like the offhand reference to the flooded fields that drowned many paratroopers, to the large things like the mission that involves removing obstructions that are preventing the gliders from landing, Brothers in Arms really puts the player there, from the early breakout at Exit 4 off Utah Beach all the way to the final showdown at Carentan. While the main character's story itself isn't all that engaging, the context of the battles is always very clear and meaningful.



The basic shooter mechanics are solid but you'll probably need to adjust your mindset a bit since you're not the super soldier you are in most other games. Like in Rainbow Six, a couple of hits are sufficient to bring you down in Brothers in Arms. You can opt to play with a reticle or not. It makes the game more realistic to play with it off but it makes it a hell of a lot more convenient to switch it on. In either case, the zoom function makes use of a great iron sights effect where you stare down the barrel and literally have to line the target up in your sights.

There are some key differences in how the game plays on the Xbox and the PC. Though I generally prefer the more precise aiming on the PC, you'll find you're only marginally more accurate on the PC. The aim, even when crouched and aiming down the barrel is still a little swimmy. It's a little easier to compensate for this with the analog stick on the Xbox controller than it is with the mouse. Even if you're a deadeye with Unreal you won't find yourself pranging ducks on the wing and getting off spectacular hip shots. Gamers who are used to precise aiming are going to have to take a few missions to get used to the reduced accuracy of the weapons in Brothers in Arms.

Though the action elements are exciting on their own, it's all stuff we've seen before. It's the squad-based tactics that really make Brothers in Arms so much fun to play. If you've played Full Spectrum Warrior you've got a good idea how this works already. You have two fire teams -- one armed for assault and one armed to provide covering fire. You'll need to maneuver them around the battlefield to suppress and outflank the enemy. Since you'll take part in these fights yourself, you can plan even more sophisticated attacks, catching the enemy in a three-way crossfire.

The tutorial does a good job of explaining the tactics in detail. You'll find that the basic engagement pattern outlined in the tutorial works throughout the game. Just remember the four F's. First you Find the enemy, then you lay down a base of fire to Fix him in place. Once he's hunkered down behind cover, you maneuver another fire team around to Flank him. Use the angles from this new position to Finish him.

Your assault team is armed with Thompsons, M1 Carbines and plenty of grenades. This makes them ideal for rushing in and dealing with groups of enemies at close quarters. The base of fire team is equipped with the BAR and M1 Garands. These weapons are good at laying down lots of fire from a distance. In most missions you'll be equipped with both the M1 Garand and the Tommy gun, meaning you can fit in with either team as needed. If those weapons aren't your style, you're free to switch your weapons out for those you find in the field.

Moving the squad around is very easy. You just hit the squad command button and the selected squad will move to the location you're aiming at. If you're aiming at an enemy, the squad will commence firing on that position. If you hit the fire button while holding down the squad command button, you'll order your squad to advance on the enemy position and take them down. It's a really convenient system that lets you accurately direct the actions of both teams from a ground level perspective. You can also opt to have one or both teams stick with you if you like. This makes it a lot easier to get them around on the field but they'll sometimes run a bit too far ahead of you bringing them under enemy fire.

There are some limitations on what you can do with squad management. For one thing, you can only send people to places you can see. While this is almost never a problem, it can cause an occasional inconvenience when you want a fire team to head to the other side of a house. I also thought it was odd that you can't assign the members of your fire team to man fixed machine guns. Those 42s are damned effective but it limits your tactical options when you're the only one who knows where the trigger is.

A tank will sometimes take the place of one of your fire teams. They're controlled in exactly the same way as your infantry teams. Though it's tempting to let them lead the way in most engagements, you'll need to scout ahead to make sure they're not going to come under fire from anti-tank guns or soldiers equipped with panzerfausts. It's too bad that you won't have the benefit of anti-tank guns when you're facing enemy tanks. You'll have to make do with bazookas. If you can manage to sneak around behind an enemy tank, you can climb on top and drop a grenade down the hatch. Fighting tanks in Brothers in Arms is a seriously deadly business though and you're likely to die several times before you finally start to get it right.

Though you can tell roughly where you fire teams are and how hurt they are by looking at the compass in the lower left portion of the screen, you can find out much more information by checking the situational awareness view. This zoomed out view pauses the game and gives you a top down view of the action. You can scroll between objective markers, known enemy positions, your friendly teams and yourself. This mode is great for giving you a clearer understanding of the fields of fire and potential flanking routes around suppressed enemies.



Like Full Spectrum Warrior, this game makes use of suppression indicators over the heads of your enemies. A round red dot indicates the presence of one to three unsuppressed enemies. An expanding gray wedge indicates they're being suppressed by fire from your own time. The more gray you see, the more suppressed they are. But unlike Full Spectrum Warrior it's still possible for them to pop their head up and shoot back. Even better, you can still sometimes hit an enemy who's cowering behind cover. It's pretty damn hard to hit just the top two inches of someone's head but it can be done.

If you think the suppression indicators are kind of a cheat (which, face it, they are), you can turn them off completely. Not only does this mean that you'll have to gauge whether or not an enemy position is likely to fire on you but it also means that you'll have to spot the enemy units to begin with. With the suppression indicators on, you'll almost always have a constant awareness of where the enemies are at all times. If you'd rather not rely on them, you can easily switch off these indicators.

Your inevitable exposure to enemy fire is broadcast very clearly. Rather than relying on the more "gamey" convention of suppression meters, your risk of being hit by the enemy is communicated through a variety of methods that warn you to seek cover soon or risk being taken out entirely. In addition to seeing subtle tracer effects from enemy fire, the screen also occasionally blurs along the edge where the shots are coming from. You'll also sometimes see grass fly up in front of you or dirt clods splatter on the screen as bullets smash into the ground. It's a great way to let the player know their number is about to be up without relying on health meters or flashing fire indicators.

Even with all these aids, you'll still find that you die a lot in Brothers in Arms. And when I say "a lot" I mean "a whole damn lot." This is something I think might discourage those who are used to the super-soldier style of play found in other World War 2 shooters. I respect that the difficulty level is in keeping with the overall authenticity of the game and I'll also allow that the extreme danger of the battlefield makes your successes all the more satisfying. Still, there were more than a few encounters where I (yes, even I) seemed to die an excessive number of times. The quality of the rest of the experience definitely drew me right back for another try but you should consider yourself warned: if you're the type of gamer who's easily frustrated by failure, Brothers in Arms will certainly test the limits of your patience and determination. It might also test your ability to punch a hole right in your monitor.

Like Halo the game automatically saves your progress periodically. Every mission has about three of these save spots, usually placed in a small bit of dead space between encounters or objectives. One potential aggravation with this sort of spacing is that the hardest encounter in each save area is usually right at the end so if you screw it up, you'll just have to play through the entire area again before you get to the really dangerous part. The game's dynamic and flexible enough that playing through the same stretch of encounters isn't really as obnoxious as it might be if it all played out the same. If you find yourself getting worked over again and again, the game will even be so nice as to give you the option to heal up all the members of your squad (including the dead ones) before letting you try it again.

While some might opt not to heal the squad to preserve the realism of the game, that realism is completely undercut by the fact that the soldiers in your fire team return fully healed at the beginning of each new mission anyway. Consequently, there's no real incentive to keep your team alive, particularly during the last few minutes of a mission. If there are just a few pockets of enemy resistance left in a level, you're not punished for sending both teams right into the teeth of the enemy while you circle around their flank. Losing a particular soldier starts to mean less and less once you realize that you'll be seeing their face again once the new mission starts. Though the scope of the game prohibits replacing veteran soldiers with green recruits, there could at least be a leadership rating that indicates how effectively you used your assets.

You do gain medals for completing each mission but these merely unlock extra content from the game's production. You'll get access to a few historical items, like Lt. Col. Cole's Medal of Honor award and period pictures of some assets you'll find in the game. You'll also see members of the development team and hear some (very) short voiceovers by Gearbox's military advisor, Col. John Antal (ret.). You do get a video of the game's E3 presentation, with commentary by Randy Pitchford and John Antal. I wanted to see more extras like this. There's a ton of "making of" video on Gearbox's site after all. It would also have been cool to read more about the real life exploits of people like Staff Sergeant Summers and others whose actions inspired the game's missions.




The visuals will definitely remind you of the Band of Brothers miniseries or Saving Private Ryan. There's a slightly coarse, dirty quality to the image that helps preserve the illusion here. In my opinion most World War 2 games look far too colorful and clean. You can see from the screenshots that that's just not the case with Brothers in Arms. Almost everything here has some kind of dust or dirt on it.

That includes the soldiers. I have to say, the character models in Brothers in Arms are some of the best I've seen. It's not just the attention to detail in the uniforms either. Sure, the pockets and patches and buttons and whatnot definitely help to maintain the sense of reality but it's the faces that really sell it. Each soldier has a very distinct face and all of them carry a weary misery and fatal-seeming resolve in their expression. Their sunken eyes will follow you around as you move, giving them a real sense of life. While I like the expressions a lot, the awkward lip sync tends to kill the effect. Just try not to look at people when they're talking to you.

The graphics also reinforce the strong sense of place. The visual environments here are very believable. The architecture for the towns is first rate. The variety of buildings (and the degree to which they've been blown apart) means that you won't feel like you're walking past the same set piece again and again Hanna-Barbera style. Things like telephone poles, parked trucks, stacked boxes and a host of other details help contribute to the sense of realism here. The vegetation model also enhances the immersion. Though they can get a bit pixeley in close ups, the individual leaves and blades of grass that cover the trees and ground combine to create a completely believable sense of foliage.

On the PC the graphics are widely scalable. The game is enjoyable at the lowest settings but you'll have to start pumping up some of the details if you really want to get immersed in the experience. Even then, you may have to scale down some of the graphics; I pumped all the details up to the maximum level but the framerate suffered too much. The screens you see in the review represent the middle of the road in terms of graphic details. Since my Alienware struggled with the high-end options, the game's visuals should advance alongside increases in hardware capability.

The only bad thing I can say about the graphics is that the textures are a bit muddy. If you stare too long at the road or the side of a building, you'll begin to lose a bit of confidence in the world the game creates. Some of the firing positions are a little obvious but they're usually so well integrated into the environment that they seem less like in-game conveniences and more like natural parts of the world.

Rather than relying on purely linear layouts for their levels, the Gearbox designers have given us towns that feel like towns, vast orchards with more than just two gates, city streets that branch off in multiple directions. Sure there are the arbitrary roadblocks here and there and no end of locked doors in the towns but there's such a sense of openness in the levels that you never really feel like the developers are forcing you down a path.

While we're talking about the graphics, it seems like a good time to bring up the issue of violence. The game has definitely earned its M rating but the violence is almost never that graphic. You see puffs of blood when characters are shot of course. This enhances the realism of the game and provides much needed feedback during combat. It's handled very subtly so I don't think the quality of the effect will bother anyone. The quantity is another story. People are getting shot constantly throughout the game so, while you'll never see geysers of blood spewing out at once, you will see lots of those little puffs. While the game shies away from Soldier of Fortune gibbing, there is one scene where you see the incredibly mangled corpse of the victim of a Stuka attack.

The game's sound design is nothing short of fantastic and drives home the point that you hear a battle just as much as see it. Most times the environment around you stirs with the sounds of war. Bullets whizzing by your head and mortar rounds exploding in a nearby field all remind you that death is never more than a few feet away. The sound of your own gunfire is satisfyingly chunky and gives you a real sense of the power and character behind each weapon.

The voice acting is pretty good throughout the campaign but the actual dialogue falters at points. Some of the lines are classic. At one point an officer instructs his men: "If you see something, shoot it; if it screams in German, shoot it again." I also like the early briefing where the troops are told to "go tell the Krauts 'hello'...the Airborne way." One soldier asks, "You mean shoot them?" to which the commander irritably replies, "Yes. Obviously."

Baker's dialogue is the weakest of all unfortunately. At times he just seems to philosophical and reflective. I'd have bought the whole experience more if he had been more business-like and nonchalant rather than sounding like he was auditioning for The Thin Red Line. One final note about the language: there's quite a bit of foul language in the game, particularly at the beginning. Though it's not particularly out of place, it is something parents should be aware of if they're considering buying the game for a kid.



The music is also great. It's really only present during the menus and loading screens but it's suitably moody and fairly subdued. You probably won't miss the music during the missions themselves. I think having underscoring for the game itself would tend to detract from the intense "you are there" style of presentation. The sound bug that so frustrated me on the Xbox seems to have cleared up completely on the PC version.

The final subject to tackle is multiplayer. The game just came out today so the Ubi servers aren't terribly populated yet. We still managed to log on for a few hours today and had little trouble finding opponents. You'll have to wait a while before you can get a full four players but patience pays off here. Some of the players we encountered today seem to be confused when they can't join games in progress. Once players get a little more time with the game, this confusion should clear up.

Multiplayer is purely a mission-based affair here, so you won't find deathmatch or capture the flag options. Rather than offering the sequential objectives found in Return to Castle Wolfenstein, Brothers in Arms usually reduces the point of a map to accomplishing a single objective. In pretty much every case, one team will have to obtain and then deliver an objective to a specific location. Sometime you're setting explosives on a bridge, other times you're deliver orders to a waiting vehicle. Either way the pattern is pretty much the same.

The objective for the other side is usually just to stop the other team from delivering the goods. I would have liked to have seen some alternate objectives for the defending team as just sitting there shooting the order/bomb runners gets a little monotonous. If each side had its own objective, you'd be able to increase the drama and excitement a lot more. Say both teams are fighting over a bridge: the Germans have to place a smoke marker to bring in an air strike, the Allies have to get a radio to call in air cover to prevent the strike.

Multiplayer is limited to two to four players but, since each player gets at least one squad to order around, the battles seem fairly large. When the character you're controlling dies, you can switch control to another member of the fire team. Once they're all dead, there are a limited number of reinforcements available for each side. If you can't accomplish your objective by then, you lose.

Closing Comments
Like most of us here at IGN, I'm still a huge fan of Call of Duty and Battlefield 1942. While those games have their own unique strengths, Brothers in Arms takes some of the best features of each and adds an entirely new tactical dimension. Offering up engaging, squad-based battles and presenting it all in an authentic yet undeniably cinematic setting, Brothers in Arms is a game that, to borrow a phrase from General Patton, "grabs you by the nose and kicks you in the ass."

There's no denying that the game is hard. It's so hard, in fact, that I almost popped a blood vessel in my forehead in frustration at one point. I believe I also said a bad word. But even when I was feeling hopelessly outclassed by the enemy, I still felt like there were always new approaches to take to circumvent and outwit the opposition. That's what kept drawing me back for more punishment. And when I did finally succeed, I felt it was because I had learned something, that I had discovered a weakness not in the game but in my enemy.

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Chasm - The Rift



Chasm - The Rift
MS-DOS 5.0 and higher or Windows 95/98 DOS box

Review
Feeling you are no longer alone, you turn, with just enough time to shoot, killing the mutation charging mercilessly toward you. You begin to sense an eerie feeling of fear in the air, but your skin crawls as you realize it's your own...What was that thing? Again and again you shoot, battling more strange beasts; all grotesque mutations of creatures you once knew. Suddenly the inexplicable becomes clear. Time channels have formed in the Earth's atmosphere, turning once normal life forms into something they were never meant to be. As part of a special commando unit, you must not only ward off and eradicate the beasts, but destroy the time channels to finally rid the Earth of these deadly mutations.

Game features:
16 Missions in 4 Episodes
Episode 1: Condemnation
Episode 2: In Search of Inception
Episode 3: The Shadow ZONE
Episode 4: Stronghold of Evil
Plus 6 Deathmatch levels
20 death-seeking monsters
15 incredible weapons and items

3D polygon texture-mapped vector structures, monsters, weapons and explosions
Dynamic effects including water, rain, snow, wind, smoke, dust, sparks, explosions and distant fades
Blow off monsters' limbs as they continue to attack with remaining appendages
Multiplayer battles through IPX, modem, and serial port
Create your own levels with the Chasm level editor

System Requirements
COMPUTER IBM and 100% compatibles
OPERATING SYSTEM MS-DOS 5.0 and higher or Windows 95/98 DOS box
CPU 486 DX4-100 (Pentium processor recommended)
VIDEO CARD VGA or SVGA video card (VESA compatible recommended)
SOUND CARD Sound Blaster compatible sound card
CDROM DRIVE 2X required
MEMORY 16MB RAM minimum
INPUT DEVICE Microsoft 100% compatible mouse required
HARD DRIVE 75 MB of free hard drive space


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Carnivores II



Carnivores II

Review
Events of sequel take place on the same planet FMM UV-32. To deliver more exciting hunting experience DinoHunt Corp. opened some new locations with new and some old types of dinosaurs. Also it have changed the rules of hunting.



At the beginning you are given a credit of 100 points. They allow you to purchase simple weapon and choose an easy-to-hunt creatures. Once you hit them, you earn more points, depending on creature type and artifact usage. Earnig points gives you an opportunity to purchase advanced weapons, artifacts and a licence to hunt more expensive dangerous dinosaurs.



Game features:
• 5 Hunting Locations 4 times bigger than in Carnivores
• 6 Weapons
• 15 Types of Dinosaurs


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