|
|
|
|
|
|
|
16/February/2003 !!NEW!!EverQuest Online AdventuresStop complaining about having nothing to play with that network adapter of yours, because here's the most interesting online game to come out on PS2 so far. EverQuest Online Adventures is based on the PC massively multiplayer online RPG, EverQuest. Although by no means the first of its type, it became by far the most successful, and continues to reap huge profits with its expansions and, most importantly, its $10/month subscription fee. It also fast gained a reputation for sucking in its players, destroying social lives, jobs and marriages with its devastatingly addictive gameplay. "Evercrack" continues today, despite many challengers, as the most popular online RPG. Rather than doing a straight conversion, Sony Online Entertainment decided to tailor the gameplay more carefully for the console gamer. The result is a streamlined, pared-down EverQuest, set years before the PC game. Many familiar locations and monsters are included, but many of the more tedious aspects of the PC version have been eliminated. For the uninitiated, the game consists of choosing a character (from a list of nine races and 14 classes) and taking him or her online, to join thousands of other players in a virtual world called Norrath. Like any good role-playing world, Norrath is full of monsters of various sorts, and killing them rewards your character with experience points and new equipment. The game's design encourages teamwork, and characters of different classes need to work together to have any hope of killing the game's more powerful monsters. There's no player combat at all in EQOA, so this is a purely player-versus-environment game. Be prepared to be unimpressed with the game at first. Its graphics are initially bland and boxy, sound effects are dull, and low-level play is a tiresome mixture of banal "go-fetch" quests and killing weedy insects. Once you've accumulated a bit of experience, though, and ideally found a regular group of other players to team up with, it becomes a totally different experience. Take part in a larger battle (or "raid" in EQ slang) and you'll understand why the graphics seem a little sparse at first. Fights are fast-paced and intense, and thankfully the framerate keeps up pretty well. Most of the models look good up close, but it's particularly worth mentioning the spectacular dragons - you'll have to work on your character for quite some time to be in with a chance of seeing one (let alone killing one) but it's almost worth the effort just for the show. More time has clearly been spent on getting the creatures and characters to look good than making the scenery pretty, and this is certainly the better compromise. A keyboard should really be considered a necessary purchase if you're at all serious about EQOA. Although it's possible to send messages without one, using an on-screen keyboard and the pad to type, it's horribly slow and impractical in many circumstances. Any old USB-compatible keyboard will do, and with one communication is much easier. There's plenty of chat-filtering options, so you can sort out exactly who you want to hear from (and who you don't). Other controls have made the translation reasonably well. The dual-stick analogue movement system will be familiar to just about everyone, and combat is a fairly straightforward matter of targeting the enemy and either holding X -- to perform conventional attacks -- or tapping the O button, to use special abilities or spells. The major problem in this area is with the targeting system, though, as there's just one button to cycle between all of the enemy targets currently visible. Often this can cause delay when you're surprised and need to switch targets in a hurry, as it's very easy to accidentally step past your intended target and have to go all the way through the others to get back. A couple more buttons (or button combinations) to target the nearest enemy, or target the enemy which last attacked you, would have been helpful. Your role in a party is very dependent on your character type. Warrior classes (or "tanks") are well suited to wading in to attack up close, and distract the enemies from weaker party members. Spell-casting classes need to avoid close combat, but can cause huge damage from a distance. Rogues have a powerful backstab ability. Clerics are best used to heal characters taking damage and casting beneficial enchantments on party members. Although it might take you a few tries, you should be able to find a class that suits your preferred play style. Most of the changes from the PC version are designed to speed up gameplay and reduce downtime. Resting or meditating to recover health or mana is gone, replaced by food and drink items that can be consumed for the same effect. When you die, there's no need to recover your corpse, as you respawn with all your items intact, except a portion of the gold you were carrying. You do, however, acquire an experience debt when you're killed, resulting in a percentage of the experience you subsequently gain going to pay off this debt. Loading pauses when moving around the world ("zoning") have been eliminated too, replaced by a streaming system similar to Halo. These changes are well conceived, and go a significant way towards making EverQuest a more user-friendly and less tedious experience. Then, of course, there's the fees to consider. In addition to the purchase price of the game, and a subscription to your ISP of choice, EQOA requires a monthly subscription fee of $9.99 after an initial month free. A credit card is the easiest way to pay, but pre-paid game cards are also available at your local game stockist. Is it too expensive? Twelve months' play, counting the purchase cost of the game, runs at around $160 (plus possibly a keyboard and a network adapter) - a hefty bill by most standards. But it's important to consider that the game never really ends, as there's always more to do, better equipment to find and other monsters to fight. If you play the game for twenty hours a month (a fairly low level for an EQ addict, it has to be said), it costs under 70 cents an hour. Suddenly that bill doesn't sounds so painful. Characters are stored on Sony's secure servers rather than on player's memory cards, so hopefully hacking won't be a problem. However, item theft (group members hogging loot from monsters) proved irritating during the game's testing, and it's likely to continue to be an issue after release. The best way to avoid this problem -- and probably the best way to enjoy the game in general -- is to find a group of trustworthy players to regularly play with. As far as lasting appeal goes, EverQuest has a reputation for being horrendously addictive. Expansions and additional content are planned, and there are rumoured to be extra zones stored on the game DVD that are to be made accessible at a later date. The success of an online RPG really depends on the players, but it's doubtful that many EQ PC addicts will want to make the switch. So the question is, does the console market have enough players prepared to make a large enough commitment (both in time and financial terms) to build a sufficiently large userbase for satisfying play? Given that you need an Internet connection to play EQOA, it's pretty much a cert that any purchaser of the game already owns a PC. So it's likely that any potential purchaser of EQOA has already had the opportunity to play the PC version and either turned it down -- or played it and got bored. While the changes to the game mechanics will make it appealing to those who found the PC version tiresome, it's hard to see that EQOA will succeed with such a limited potential audience. Although the console online RPG market doubtless exists, it seems likely that an original release (like Final Fantasy X, for instance) will be the game to crack it open. But aside from such doubts, Sony's implementation of the EverQuest gameplay on PS2 is commendable, lacking only in more targeting controls and somewhat dull first impressions. Its gameplay quality will depend greatly on a large enough supply of well-mannered group members. From that point of view, making a recommendation is rather a chicken-and-egg situation - if people buy it, it'll be fun, but it'll only become fun if enough people buy it. With that in mind, if this review has piqued your curiosity, you should certainly consider EQOA a worthwhile purchase. Let's hope it works out. From Games Domain - Reviewer Mike Smith
01/February/2003Pro Evolution Soccer 2The Games Domain family is a strange bunch when it comes to football. Most members have a dislike or at least, a lack of care, for The Beautiful Game, while the remaining few love it with the same abandon they would love a child of their own. So when a copy of Pro Evolution Soccer 2 belatedly turned up on the GD letter mat, the football freaks in the office treated it as if it were their first born returned from a long trip away to a far off land. Konami's franchise has come back with more than just a few bristles on its chin and a world weary look in its eye. You know something has changed from the second Pro Evolution 2 has booted up properly. Gone is the generic opening soundtrack, replaced by the strains of Queen's We Will Rock You. The FMV captures some of the more memorable moments from World Cup 2002, providing a rousing start that's more powerful than the usual starting PES fodder. As you cast an excited glance over the menu screens and team sheets, the improvements seem initially sparse. Not totally threadbare, but not the mass of extras that would have Electronic Arts' FIFA cowering in the stands. The basic number of competitions and their structure remains the same, with typical cups and leagues to enter, but at least the Master League has been expanded with numerous divisions and funds to fiddle and improve your team with. Now contracts, transfer fees and wages come into play, giving a more financial element to consider. On top of that, there are more club teams and a greater spread of national squads to reflect the glories of former minnows Senegal and other squads that shone in the World Cup. Sadly, disappointment will probably take you here and provide a brutal savaging on your expectations. The name/team changes of PES 1 were bad enough, but at least they were recognisable. But now, many of the club teams have names that don't even make sense. Newcastle is now Highlands - huh? It gets worse. The player names' accuracy aren't even consistent to just the European footballers, with jarring changes to the Welsh and Dutch squads (where in the latter, all the players are called Oranges, rather inexplicably), but some of the South American teams are untouched. It doesn't stop there. The teams aren't even up to date with early '02 season. Thankfully, nearly everything in this aspect can be changed, but it's a long and laborious process without the data discs that are available at extra cost. A pleasant glow comes when you've got the house in order, but Konami, a little more help next time, please? Gamers don't really want to spend days changing full names before they feel they can fully enjoy a game. And why do we still have to wait for fouls, goals and near misses before we can look at replays? Why can't we bring them up when we want? Beyond this, the improvements luckily come at a faster rate. Weather during play is more unpredictable, with rain stopping and giving way to sunshine during play, and the crowd can be switched between home and away bias, as can the commentary of Peter Brackley and Trevor Brooking. There are also more stadiums, higher quality player models, greater animation and nicer facial detail, which allows your favourite million plus earner to be picked out with ease. It not only looks nicer, but also follows the authentic touches that litter football games, like the way Beckham swivels his foot taking free-kicks, or the little nudges and protestations after bookings. We have to say we're mildly disturbed by the constant thrusting animations whenever your score, though. Having about five of your squad pumping their groins in triumph is a fearsome sight. We'll excuse it this time, as Pro Evolution has never looked better. However, there's a flip side which pales in comparison to FIFA's ever-slick offering, presentation wise. PES 2 can look bland at times compared to the competition of This is Football and EA's mainstay, with none of the Sky Sports-type gloss. The real culprit in this aspect is the audio. After the great use of Queen and surprisingly decent original tunes for the menus, the commentary is awful. Not as bad as PES 1, mind, just horribly inadequate. The hapless wonders try to keep up with the action, but often talk over each other or come out with the most random guff that will crease you up laughing more than help increase the excitement. Some of it doesn't even make grammatical sense, with the phrase "he's hit one /taken a shot! Oh, tell a lie, he's missed" used as often as "he's passed it. Passes the ball. 15 minutes has past" in sequence. After a particularly nice through ball we even heard a "hhrrgghhhnnnn nnnnhghhhhhh" sound come from one of the duo. Our reaction was sadly unprintable. Crowds also tend to the synthetic in their rumblings, rarely providing anything more than a basic atmosphere. And the bias is a little wonky, with boos coming long after a opposing team's shot goes wide - and as any footie fan can attest, when your hated rival team skies one into row Z you jeer them with "ahhhhhh" and whistles rather than boos. A small thing, yes, but Pro Evo is all about the microcosmic details of what makes football great and this sort of thing is jarring to the atmosphere created. Thankfully, the meat of the game is what elevates it past the presentational qualms and this is where the real improvements shine. Because after the first few plays, PES 2's subtleties fully come out. The controls are far more responsive and lack that irritating delay when tackled which frustrated so often in the first game. As a reflection of the better control, the pace is faster and more playable than before, making transitions between passing and dribbling a lot easier, but conversely AI has been ramped up to cope with your probable desires to try and beat a whole team with one man, Maradona style. The game is more rounded and flexible than before, with team play as important in the build up as in attacks. Here, player attributes and accuracy are vital, with poor passes stunting the receiver's ability to control the ball, added to the realistic physics and collisions detection that allows for nutmegs, deflections and stray bounces that add up to create a brilliant replication of the real thing. After a good few days of play, all the presentational qualms eventually melt away, and drift into a luscious platter of dreamy football, capturing the mere moments of what makes the sport so great. It may initially seem like an almost cheap update of the original, but try going back PES 1 after this, and you'll notice the difference within minutes. It's like playing with lead boots after trying on a fresh pair of Airs. Pro Evolution Soccer 2 still isn't the perfect blend of footballing presentation and gameplay genius, as it's packing much more of the latter than it ever will of the former. But as long as it plays as well as it does, we'll forgive the daft player names, out of date teams and distracting, idiotic commentary. The superb multiplayer mode only adds to the pleasure, bringing out the competitive and co-operative spirit that's always associated with the best football games. In short, it's a magnificently playable title. Just a shame that without the presentational punch to carry it over FIFA et al, it takes a while to unearth the diamond from the rough. From Games Domain - Reviewer Corey Brotherson
27/January/2003Big Mutha TruckersCan you imagine large 18 wheeled trucks mixed with GTA? Can’t imagine it well we can, and we’ve played it. Just think, you get to drive in a ‘big rig’, do missions and get chased by the police all to a kickass soundtrack (radio based like GTA)….it sounds great doesn’t it, in theory this would be a great game worthy of many gaming awards and accolades. But sadly this is not the case, this is far from the theory. The set-up is very basic, you choose a trucker from a selection of only four then you can either take part in ‘Trial by Trucking’ or the ‘Mission Modes’. The mission modes involve driving into certain things, or to a certain place within a specific time, quite exciting buy very short. The trial on the other hand is the game’s greatest bit, as you travel to and from several different cities buying and selling freight to any ‘sucker’ (good choice of words there lee .ed) who will buy it. You find out what to buy, by visiting the bars/cafes and seeing what’s in demand. You have 60 days to make as much money as possible can, but along the way you will run into several problems such as police, loan sharks and even bickers who will chase you if you accidentally hit them. You can also challenge other truckers to race for money between various cities. The police can chase you while in a race for ‘breaking the speed limit’ of all things (this definitely isn’t GTA .ed), and this can get very annoying. Picture it you are trying to get first place by going as fast as you, can but having to slow down when you see the police otherwise they chase you. The best bit of the game has nothing to do with truckin’ it is a fruit machine that you can play, much more exciting than driving. In real life one of the many dangers that long haul drivers face is falling asleep at the wheel, and this game portrays that brilliantly, because if you play this game for more than half an hour you’ll have to fight to stay awake! (and we’re not talking about the virtual driver falling asleep here .lee). I think this game is dull, for the most part you drive along boring (often straight for miles .lee) roads in a vehicle that handles, well like a truck and who really wants to drive a truck. They are not as fast or slick or exciting as driving an extremely fast, slick and exciting Toyota Supra in ‘Grand Turismo 3’. The only times you get to go anyway remotely fast is when you are travelling downhill and that’s only due to gravity! This game could have been so much more, if they improved the gameplay and graphics which were very basic, and improved on the meagre amount of missions there were, which I’m afraid were very short, boring and repetitive. All in all this game isn’t a complete disaster, its ok for a few hours but it could have been so much more. -Reviewer Lee Symonds (in-house reviewer) |
New Screenshots
3 February 2003
!New! Sim City 4 screenshots added to PC screenshots. __________
!New! ToeJam & Earl screenshots added to Xbox screenshots. __________
!New! Pro Evolution Soccer 2 screenshots added to PS2 screenshots. __________
!New! Die Hard screenshots added to Gamecube screenshots. __________ |
|
Copyright © 2003 Psychosis Gaming
|