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Twilight
inspiration for new game
Soldiers
of Anarchy
http://www.soldiers-of-anarchy.com
Developer: Silver Style http://www.silver-style.biz/
Distributor: Red Ant Enterprises http://www.red-ant.com.au
Back in the hey-day of Dungeons & Dragons, there was another
die-based role-playing game that had a more realistic storyline
but didnt achieve anywhere near the same prominence. The
game Im referring to was Twilight 2000, a post-apocalyptic
scenario with bands of survivors duking it out with scavenged
military hardware for survival.
I
have no doubt that Silver Style used Twilight 2000 for inspiration
when they came up with Soldiers of Anarchy.
There
is of course a major difference. Soldiers of Anarchy doesnt
need a talented game-master Silver Style has done that
for the player. It also doesnt require a group of mates
(although there is a multi-play option), as the games reasonably
competent AI handles the actions of the others in the game.
The
player explores and fights across a wild landscape in search of
other life and, of course, the all-important weapons and ammunition.
This scavenging aspect becomes a players key focus in order
to upgun and trade for more difficult missions.
While
most weapons are plentiful, ammunition is severely limited and
the game makes a player choose between wasting that last 7.62mm
round from their sniper for a sure kill.
Like
ammunition, injuries also have to be managed as certain specialists
(explosives, sniper etc) are irreplaceable and sorely missed once
they succumb to enemy fire. Luckily there is no single way to
complete a given mission so a tactically creative thinker should
be able to find several alternative ways instead.
The
game does have its problems (despite the issue of a first patch
which cured some major ills), specifically in pathfinding.
The
AI makes it quite frustrating when negotiating a safe-lane in
a minefield, while individual soldiers have the uncanny ability
to find the longest, most dangerous path to any given point.
Camera
control also takes some getting used to but after a while I found
it intuitive. In most cases the camera needs to be zoomed out
so a click on the enemy with the targeting reticle misses and
becomes a move to command.
Soldiers
of Anarchy is definitely for the more cerebral gamer and needs
to be considered as a long-term investment. Those who enjoyed
Fallout, Jagged Alliance and the highly-underrated Shadow Company
will definitely enjoy it.
Silver
Style recommends a PIII800, 256MB RAM and a 32MB 3D video card
to play.
Platoon
http://www.montecristogames.com/Etats-Unis/ImageInterface/PLintro.htm
Developer: Digital Reality http://www.digitalreality.hu
Distributor: QV Software http://www.qvsoftware.com.au/
Digital
Reality and Monte Christo Games must have paid very big money
to use the name and images associated with Oliver Stones
award-winning movie. But thats where the similarity ends
as essentially the game is a series of scripted missions designed
to replicate a soldiers tour through Vietnam. The player
controls Sgt Lionsdale and his band of miscreants in a fight against
the best Charlie can throw at him.
It
plays in real-time but for fans of the tactical combat in the
Close Combat series, GI Combat or even Command & Conquer,
less units to manage does not equate to an easier game. Platoon
usually pits the players squad up against the hordes of
the Viet Cong and North Vietnamese Army, sometimes with support
from other troops and agencies in a magnificent visual representation
of the jungles of Vietnam.
The
scripted missions mean players must follow a set path to achieve
major goals (breaking rule 101 about walking on tracks), but replay
value is limited as the bad guys manage to hang in the same spots
each time. The players soldiers are also limited in their
skillsets only a couple can throw grenades while only a
certain soldier can use an M72 LAW.
Platoon
has a lot of unreached potential and a bit of work behind the
scenes could essentially rejuvenate what could be quite a good
game. The patch at least allows characters to take cover and return
fire the next step would be to make the enemy a little
more creative. Keep an eye on what the mod community can do
they are busy playing with code as you read this.
It
is a basically sound game that is hindered by what I would describe
as a poor design premise. Get it if you need a Vietnam-era fix.
Platoon
requires at least a PIII600, 256MB RAM and 32MB 3D video card.
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NBA
Inside Drive 2003 requires a vague understanding of the rules,
some knowledge of NBA players and teams and some quick finger/thumb
manipulation.
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Console
Corner: Xbox
NBA
Inside Drive 2003
Microsoft
Games Studios
http://www.microsoft.com/games
Being
white, short and Australian, basketball has never been at the
top of my favourite sports. But after I got past just how back
and forwards the gameplay was I actually started to enjoy myself,
particularly when playing against a live opponent (nothing like
a brothers rivalry to make for some intense fun).
NBA
Inside Drive 2003 requires a vague understanding of the rules,
some knowledge of NBA players and teams and some quick finger/thumb
manipulation. The game pits this seasons teams in several
formats depending on a players wishes.
It
is very atmospheric, has great camera work and the characters
behave much like reality. On the normal difficulty level it comes
down to who has the better three-point shooters as gameplay is
reasonably matched. Crank it up to difficult and a far more challenging
game ensues. It really comes down to the attributes of the different
players and utilising the in-built coaching function to set tactics
and counter opposition moves.
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