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Ninja Blade-SKIDROW



Review
by Kevin VanOrd

When an action game lets you dress up in pink pinstripes before carving up hordes of gruesome mutants, you know it doesn't take itself seriously. Ninja Blade is such a game, but it's so ridiculously over the top, so rambunctiously insane, that it's hard not to get a total kick out of it. It's an uneven product, both technically inconsistent and derivative to the bone. And yet Ninja Blade maintains a breakneck pace while throwing you into one preposterous scenario after another until you need to catch your breath, simply because the onscreen action is so absurdly dazzling--or because you're laughing too hard. So don't expect deep combat, extreme visual prowess, or a finger-breaking challenge. Instead, just prepare for a bunch of good, frivolous fun that will keep you entertained in spite of some noticeable flaws.

You should also prepare for more memorable moments than you can shake a katana at. Ken, the star of Ninja Blade, is so sensationally acrobatic that he makes Dante's antics in Devil May Cry seem practically mundane. During the course of the game, he'll sky-surf on missiles, perform gravity-defying stunts on a motorcycle, and ride a wrecking ball to glory, among many other gymnastic feats that would make even Ninja Gaiden's Ryu green with envy. These glitzy, cinematic scenes are laughably ludicrous, and yet they're an absolute hoot to watch and bound to get your pulse pounding. However, you aren't relegated to being a simple observer. Most of this visual insanity is accompanied by quick-time button events, which means that you'll need to keep your eyes glued to the screen even when you'd rather than sit back for a breather. A close-up of Ken's keen eye signals these events, so they'll never catch you off guard--and should you miss a button press, the scene will rewind (a cool-looking effect) and let you try again. Unfortunately, Ninja Blade's QTEs are all too frequent, taking up a huge chunk of gameplay time. They are the best-looking ones you've seen since God of War II, but as well-implemented as they are, the game relies on them so often that they become tedious after a while.



You'll thankfully spend plenty of time wielding some powerful blades and wreaking havoc on the rooftops of Tokyo. Using the titular single katana, a pair of fast-acting blades, or a heavy but effective sword, you'll slice up a variety of mutated meanies as you seek to liberate Tokyo from a nasty epidemic of demonic, symbiotic worm thingies. Ninja Blade is a fairly straightforward button masher, so you can string your two main attacks, blocks, and jumps into various combos that you unlock as the game progresses. The combat system isn't terribly deep; you won't perform Ninja Gaiden II's wall-leaping slices or use Devil May Cry 4's numerous fighting styles. However, the action delivers a nice feeling of impact and fills the screen with a lot of flashy visual effects. It doesn't deliver much of a challenge, though, and you could finish the game without exploring some of the more snazzy-looking moves. That doesn't mean you can choose a single weapon and mash your way to triumph; some enemies need to be softened with your heavy blade, whereas the speedy dual blades are more effective against certain foes (and helpful when trying to block oncoming projectiles as well). Nevertheless, if you want a decent challenge, you should crank the difficulty up to the highest available setting from the get-go.

This kind of button mashing may seem par for the course, and it's derivative to the extreme, but what Ninja Blade lacks in originality, it makes up for with its snappy, enthusiastic pace. The action moves quickly from one scenario to the next, mixing in one boss fight after another and reveling in its gleeful cinematic excess. You'll fend off winged demons in freefall, operate turrets in a number of on-rails shooting sequences, and slice up ghastly fiends on the wings of a soaring airplane (don't ask how Ken defies the laws of physics--he just does). It's all larger than life, particularly when you face the various bosses liberally thrown your way. Many of these encounters are fun, or at least they are the first time around; you'll battle a few of them several times during the course of the game. Some of them, such as a beast-riding femme fatale, are even legitimately challenging. Others aren't tough but require you to whittle away at their health, testing your patience if not your skill.



There are other activities that help alleviate any potential tedium. You can run up or along certain walls Prince of Persia-style, though these moments are highly scripted and can't be mixed into battle. Nevertheless, they control pretty smoothly for the most part, and the minor bullet-time effect makes it fun to watch Ken leap from one wall to another. In some places, you'll use a grapple wire to zoom to your next location, or break through walls with your giant sword. You can also enter ninja vision (yes, it sounds cheesy), which slows down time and lets you inflict more damage and see potential spots of interest in the area. More notably, you can unleash the wrath of three different types of spinning blades: fire, wind, and electricity. You'll need them to solve certain types of puzzles (for example, the wind shuriken douses flames), though they can come in handy during battle, if not always because you need them, but because they light up the screen with vibrant special effects.

Ninja Blade's visual splendor comes from its boisterous special effects, fantastic in-engine cinematics, and some sparkling city environments. The engine does a decent job of keeping up, though the frame rate will take an occasional dip when there's a lot going on. That's not to say that the game is a technical powerhouse. The repetitive environments aren't all that imaginative or detailed (and are a bit jagged, for that matter), and the animations are good but not as slick as in other similar games. There are also some weird, jarring loading transitions in the middle of corridors, wherein the newly loaded environment doesn't match the one you just left. Yet though the graphics engine is attractive but inconsistent, the spirited sound effects make the action feel even livelier.



And then you have those unlockable costumes, a common extra found in these types of action games, but delivered here in an uncommonly hysterical manner. You can dress Ken up as an evil ninja and scowl while you play if you prefer, but for a curiously ridiculous treat, don the clown costume and mess around with its color scheme. Such a look doesn't befit a proper ninja, of course, but then again Ken does prefer to leap around Tokyo with flair, so unless you insist on high levels of seriousness in your ninja games, you'll enjoy kicking bad-boy butt in purple paisley. But even if you keep Ken looking prim and proper, you can upload your scores for each level to the online leaderboards, which may give you a reason to return once you've vaulted your way through the eight or nine hours it takes to complete Ninja Blade.
Even if the amount of content here doesn't rival what you can find in the best action games, Ninja Blade still delivers plenty of boisterous entertainment. This is good old-fashioned fun, delivered with panache and a touch of lunacy. Too derivative to be a classic and too simple to test your virtual combat skills, Ninja Blade is just a blast to play.

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Crane Simulator 2009



Review

This crane simulator for PC puts the player in front of a variety of different challenges and with the superbly realistic crane simulation the player needs to master them all. Prefabricated houses need assembling, ships need loading, and even bearing structures in skyscrapers need installing. On top of that all of the different parts, like walls, ceilings, stairs and steel beams needs to be placed in their designated places. Shipping containers of different sizes needs to be loaded and various machinery needs moving. The player must also adapt to the different construction sites and use all of their skill to master the work during nightly conditions.



Game features:
After having chosen the difficulty the cargo needs to be placed at the right place at the right time. The faster and more precise the player can finish the assignment, the better the score will be.
With Crane Simulator 2009 you can finally take control of a modern and realistic crane and take your job to a whole new height.




System requirements:
Windows XP/Vista
DirectX 9
2.4 GHz
512 MB RAM
128 MB Video
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Blood Bowl-2009



Review

A brutal team sport unfolding in a parallel fantasy world based on Warhammer and American football, Blood Bowl invites gamers to form a team of players from races including: Orcs, Elves, Humans, Dwarfs and many other fantasy creatures, and launch themselves into battle in the bloodiest of arenas. This strategy sports game combines a fine balance of tactics and bone crunching action.

Features RePack propper:
- Exclusive installer
- Removed commercials / video reaped (quality is not affected)
- Assembled at 1xCD
- Game version: 1.0.1.7
- Enclosing a tablet (serial input is not necessary)
- Set the add. ON
- Launch a shortcut on the desktop
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The Settlers: Heritage of Kings



Review

The Settlers: Heritage of Kings is a world-building strategy game with fully rendered 3D visuals and unavoidably addictive gameplay. Players can dive into a detailed medieval world offering a unique mix of RTS and simulation gameplay. A fully functioning community can be created; new advancements can
be discovered, and enemy forces will be repelled!

Expansion Disc
After Kerberos defeat, the Old Kingdom is led by its legitimate leader, Dario. His realm has regained peace since the evil attack of the Dark Knight and is prospering in harmony. But not the whole of the kingdom is peaceful. Rebellions have been reported from a construction site and one of Dario's closest companions has been murdered. A new danger appears clearly on the horizon, and once again it is Dario who has to fight for his heritage and the peace of his country's residents.
Game features include:
* A fresh campaign : Discover a mysterious and unknown land and decide its fate in nine missions
* Original Single and Multiplayer maps: Play on more than ten single and multiplayer maps
* Three exclusive playable heroes: Three characters will fight with Dario throughout the campaign and in multiplayer games- one good, one evil and
one hero who changes from Saulus to Paulus
* Build bridges: This new gameplay feature enables players to build bridges at several points on the maps to gain a strategical advantage for exploiting resources or in battle (stone bridges, drawbridges, plus one special mission bridge).
* Brand-new fighting unit: Riflemen
* Enhancement of landscapes and weather effects: swamps and steppe andscapes create a different, mystical dark atmosphere
* Map editor: enables the player to create his own scenarios

1. Unrar.
2. Install The Settlers Heritage of Kings
3. Install this addon
4. Copy over the cracked content located in the /Crack dir on CD to your installation directory: SettlersHoK.exe to bin and extra1bin SHoKMapEditor.exe to extra1bin
5. Play the game.

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Hoyle Card Games 2010



Review
This will probably be the last time I purchase a card game product from Hoyle unless the company makes some much needed changes. Hoyle needs to revert to the old 2008 format and give us different animated characters every year instead of the same ones year after year. Why does Hoyle insist its characters be so annoying? Jasper tells you that you had better sleep with one eye open if you challenge his remarks. Harley the bear tells you that you may wind up with a fish head in your bed. When you play Gin, even the usually supportive Chloe is obnoxious. If you challenge her comments, she might tell you, "Oh yeah! I hope you get shin splints!" A game like this should be light hearted, not so heavy handed. Sometimes, the characters say things that make no sense. What does Roswell the alien mean when he says, "Goodbye, Mr. Spalding"?

When you play Oklahoma Gin, it's important to remember the first upcard because that card determines the number of deadwood points you need to knock to end the hand. In the 2008 version of HCG, the first upcard is displayed prominently in the upper left hand corner, easy to read. In the 2010 version, the first upcard is displayed in the lower right hand corner but is virtually impossible to read. At the end of each hand in the 2010 version, you can see what cards your opponent had but you can't see what cards you had because the scoreboard covers them up. In the 2008 version, you can see your cards and your opponent's cards at the end of each hand without the scoreboard covering them up. In Oklahoma Gin it's traditional for the game to end after someone scores 150 points. Since spade hands signify double points, points accumulate more quickly than in regular Gin. In HCG, a game of Oklahoma Gin ends after only 100 points are scored, the same as in regular Gin.

When you play Hearts, it's important to try to play the Queen of Spades (13 points against your opponent) on the player with the lowest score. As in golf, the player with the lowest score in Hearts wins the game. The animated characters, however, are programmed to play the Queen at the first opportunity regardless of score. As a result, they often play the Queen on the player with the highest score. That makes no sense. The game should be fixed so that the characters can target the player with the lowest score.

The Hearts settings allow you to use alternate passing so that you pass three cards to a different player at the start of each new hand but there is also a no pass play where you don't pass to anyone. When I played hearts online at the now defunct Hoyle Sierra website, everyone I played with hated the "no pass" rule. I suggest Hoyle add an option that allows you to pass to a different player at the start of every hand. Yes, I know there is an option that allows you to always pass left but that means you are always passing to the same character. The 2008 version let you know in advance if you were passing to the right, left or across. In the 2010 version of HCG, unless you recall who you passed to in the previous hand, you have to pass blindly.

In Hearts, if you shoot the moon (capture the Queen of spades and all thirteen hearts), you score 26 points against the other players. Since the game ends once someone accumulates 100 points, that doesn't help if your score is 75, an opponent's is 90 and the low score is 42. I prefer an option that allows you to either add 26 points to your three opponent's score or else take 26 points off your own score. In earlier editions of this game, the characters would congratulate you if you shot the moon. Robin the forest ranger from Hoyle Games 5 could always be relied on for a shoot the moon comment. In the 2010, 2009,2008 and 2007 edition of HCG, the characters say nothing when you shoot the moon.

If you are more interested in playing cards online with real people rather than playing with animated characters, do not buy HCG 2010. It will not allow you to access the online card-playing site called Hoyle Royal Suite. HCG 2009 will allow you to access Royal Suite but be warned. At the moment, there are virtually no players on this website. The site is pathetic in comparison to the wonderful five star Hoyle Sierra website that was discontinued in early 2009. When I asked Hoyle Online Customer Support why the website was dismantled, I was told, "The rights to use the gaming software and the underlying servers have expired and Activision has declined to renew these licenses." Funny how Activision didn't renew these licenses the very year Hoyle came out with its own card playing website.

As I said, Hoyle Royal Suite is a pathetic website but it's better than all the other online card playing websites, that is, if you can find someone to play with. MSN, Yahoo, Hardwood Hearts and Hardwood Spades are even more pathetic than Hoyle Royal Suite, which says something about the sorry state of card-playing websites now that Hoyle Sierra is gone.

If you are only interested in playing with animated characters, buy HCG 2008 instead of 2009 or 2010. If you are more interested in playing online, buy HCG 2009 at your own risk. I can't guarantee you will have anyone to play with or that Hoyle won't drop Royal Suite also.

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Stronghold 2


Stronghold 2

Review
The castle-sim and siege-warfare RTS sequel Stronghold 2 at last brings the series to life in full 3D. The King, having fled after the defeat of his armies, now attempts to rule his country from a secret location. It is not known if he is even in the country anymore. Now, powerful barons jostle for what is fast becoming a disintegrating kingdom. It is up to you to stem the tides of their ambition and unite the land under the King once again. Expand your lands while you build and fortify your citadel. Entertain with jousts, lavish feasts and tournaments or rule with an iron fist and dispense medieval justice to your overworked and slovely peasants. Strong hold 2 is billed as the most accurate, amazing and dynamic depiction of siege-warfare and castle-life every portrayed. The game offers players a “castle-life” campaign, enhanced multiplayer capability and a new, innovative redesign of the single player campaign.



Stronghold 2 is not a strong game. I loved the first, but I was near to pouring pitch on the second thanks to a slew of bugs, missing features, and generally mediocre gameplay and production values. This sequel does very little to advance the RTS genre or even keep up with the norm. A patch was released when the game hit store shelves that fixed some of the problems, but those of you without Internet connections at home are going to be straight out of luck. Those of you with Internet connections will have a slightly improved gameplay experience, but even that can't save Firefly's sequel.

Stronghold 2 is the follow-up to a game that holds a very fond place in my heart. I'm a turtler by nature. I like to build impenetrable bases and watch the enemy shatter on a deadly shell of defenses and then stick my neck out to bite the hell out of whatever is left. The Stronghold series plays to that preference and therefore combat is tailored to the defensive. Stronghold 2 also brings a system of economic and citizen mood management with it. The management isn't rotten at the core, but it is slow and isn't rewarding enough on its own to help the game succeed. The combat portions of the game are equally as flat and unrewarding creating an all around mediocre gaming experience.

Both aspects are presented to players in the form of campaigns. Players can walk the Path of Peace or the Path of War. Peace sets a campaign of economic strategy and city building, which are centered on aspects of city life. For instance, peasants have to eat and need a place to sleep. In turn, they'll work their sorry little asses off for your betterment. Aside from the very basics, peasants also need to be kept happy. This includes providing a clean environment free of disease ridden rats and gong, low crime, religion, and beer. Of course, in order to have beer you'll need barley, breweries, and an inn. In order to have religion, you'll need bees, candle makers, and a church (God knows you can't have church without candles). Keeping crime down is the trickier thing. Some of your employees will suddenly, for no understandable reason, turn to crime. No matter how happy your castle is, someone is always looking for the quick wa y out. What's especially frustrating is that the frequency is ramped up in certain portions of the campaign. Sometimes, before one of my weapon smiths (who seem to have the highest rate of crime despite having what is probably one of most well respected and highest paid jobs in the city) even gets to the job after converting from a peasant, he's off trying to steal things. Why are these guys so upset? I have no idea.



The worst thing about the happiness rating in Stronghold 2 is that if you forget to place an important worker (say a gong farmer or hawker), your citizens will start getting upset while you're off trying to save your town from rampaging bandits that your trained spearmen can't seem to handle. On their own, unhappy citizens would be fine as they encourage you to create healthy towns from the get go. The problem is that there's no real warning system in place to inform you that your citizens are angry or any kind of time table that tells you when they'll begin leaving. You'll come back to your town from directing a battle to find all of your citizens have abandoned you, leaving your castle worthless. It's not like it's a slow trickle out of the castle that you can reverse with a little bit of work. It's a mass exodus.

Even worse, it seems to be the guys like the hawkers and gong farmers that take off, leaving your town a disease ridden dump, which only makes things worse. You can switch off industries hoping to move existing citizens over to these most important roles, but they'll end up leaving, or moving to another job, leaving you to shut down every aside from those couple you need working. There's no way to tell a worker to move jobs specifically. There's also no way to tell one particular building to shut down without stopping an entire industry, which makes absolutely no sense. The result is a city that simply ups and leaves. Almost every last one of them. And aside from handing out gold as gifts, there's no real way to get them back. Why they didn't have citizens simply work slower to grind things to a halt until problems are fixed, I don't know.

City building in general can also be odd. You can't place storehouses wherever you want, nor can you tell certain buildings to take their products to certain places. They'll automatically take it to the closest building, which might not always suit your purposes best. Some buildings can be rotated, while others cannot. Forests also can't be clear cut to make room for more industry, which can be incredibly annoying considering castle walls and buildings simply pop into existence upon a whim.

One aspect of city life that's been added that I like is the idea of living like a lord. While it doesn't quite have the personality that I might have liked to see (a problem that drags this game down in every area), it's a good move forward. Your Lord not only serves as the leader of troops (though he bestows no morale advantages) but also as the center of your community. The more he lives like a proper lord, the more "honor" he gets. Living like a lord entails eating better foods, holding feasts, holding jousts, having a wife and so on. Gaining honor allows for the purchase of estates outside of the area. Unfortunately, the estates all run themselves. You'll gain money and perhaps some shipments, but that's about it. Enemies can then take the estates over via military means that are pretty akin to capturing a control point in Battlefield 1942. More importantly, honor allows the recruitment of units, most notably, the high priced knight. These special units will kick the crap out of any other unit in the game and can even ride a horse granting them a few more hit points (the horse dies first) and extra speed.



One of the main differences in the military portion of Stronghold 2 from the original is the fact that players will have to venture out onto the map to claim territory and attack enemy castles actively. Both the single player road to war campaign and kingmaker mode will challenge players to act both as defender and attacker.

Unfortunately, unless you're playing against a human opponent, this is going to be a pretty boring exercise. Stronghold 2's AI is not exactly challenging when playing in a kingmaker setting and only becomes challenging at all when huge numbers of them are set against a small number of your own opposing forces. The problem with the AI is that it won't sit back and let the catapults and trebuchets break down your walls and force you to attack. They also won't sally forth from their own castles when you're bombarding their own walls. It makes both defending and attacking ridiculously easy as long as you have a siege camp to bring trebuchets and catapults along for the ride. You can pick all of the enemies off bit by bit and destroy their buildings around them and they won't budge.

But what I find most entertaining is the AI of both sides in sieges. Enemies will run up crazily with ladders and place them on a wall. Meanwhile, the enemy units are sauntering up from behind because they're so slow. At the same time, units on the walls will decide to push a couple of the ladders down, but leave the rest standing, I guess because they like a challenge. Some of them will even climb down the ladders to get outside the city walls to engage the enemy on a level playing field. What the hell? At the same time, if there's more ladder carriers running up behind, they'll climb the ladders that are already placed, still carrying their own ladders and put them on the inside section of the city wall. Again, what the hell? Even better, ladders that are placed on a section of the wall where you've put defenses like rolling logs will cause those defenses to completely disappear.

The one thing that's been done fairly well about both building and the military aspects is the easy construction of walls and defenses. Firefly included a top down view to make the placement of walls easier and to allow you to make sure that you've actually made a solid wall (a problem in the first game). They've actually included a lot of other useless views as well, but this particular one is helpful for laying out your town.

Actually getting your troops to really attack in an organized manner can be a chore. A feature to give different orders to units and then hit a key to actually make them carry these orders out (like the feature in Empire Earth II) might have solved the problem. What's particularly brilliant is that your units will simply mob targets in any case. Sorting out fights when a blob of units are attacking each other isn't particularly entertaining, even with a pause and order feature. But then again, your guys won't even line up in smart formations (melee units in the front, archers in the back) without downloading the 26 MB patch.



Even with the patch, the game can't be saved from its horrible production values. No amount of patching it will save that. Firstly, the story is bad. The voice acting to go along with it might actually be worse. The animations used in cutscenes, or any part of the game for that matter, are clunky, slow, and lifeless. Frankly, there's nothing redeeming in the visual quality of this title. Technically and stylistically Stronghold 2 would need a complete overhaul to rest on the good side of average.

It's strange that game that doesn't have anything special in the visual package would also run so sluggishly. Patched or not, this is a big issue. I've been running the game at 1024 x 768 on a 3.2 GHz machine with a gig of RAM and a Radeon X800 and it still has major problems.

Closing Comments
While there are some good ideas at play in Stronghold 2, they just aren't implemented in a way that I can get behind. For every good point, there's something ugly overshadowing it. Even with the patch, the game isn't something I would want to recommend to my friends and therefore am not recommending it to my readers. You'd do well to avoid this unless you're a serious fan of the series or simply want to build castles in the sandbox mode. The story is a mess, visuals are lifeless, and gameplay is flawed on many levels. Hopefully Firefly can recover from this with their next title.


Thank to Dan Adams for the Review

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