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Crisis Bore

By Tania on January 30th, 2010 under RPG, PSP, , ,

What the hell am I doing in this game? I tried. I really tried. I knew I was in for a fanservice-fest. Because what else could a prequel to the most famous Final Fantasy game be? Knowing this, I armed myself with a heavy dose of lenience before inserting the Crisis Core UMD into my PSP. But lenience can only take you so far when the developers are clearly not making any efforts to meet you halfway.

So much is wrong with this game that I’m not sure where to start. Perhaps the gameplay: FF has nudged the boundaries of its RPG classification over time (eg. FFT, FFX-2, Revenant Wings), but Crisis Core takes it a step further. You control a single character in real-time, complete with dodging and blocking. You still have a semblance of menu; however, scrolling through it, and especially through the Item submenu, can make you lose precious seconds, which is sometimes the difference between life and death. This is where “RPG” and “action” start disagreeing.

Spinning the wheel Then you have the strange animal that is the DMW (Digital Mind Wave) reel. It includes numbers and portraits of characters that matter to Zack or summons, thus basing his fighting abilities on his emotions. You can’t control it directly, which is clever, as it mirrors the randomness of emotions, but doesn’t work that well with the battle structure, as it tends to disrupt the flow of combat. Pictures aligning trigger a Limit Break, while numbers aligning may add temporary stat boosts, level up your materia or yourself. So yes, levelling up is, essentially, random. It can happen twice in one battle or not happen for ages. The odds eventually even out, but it’s annoying to see a Limit Break pop up when you’re one hit away from dispatching an easy enemy. Especially if it happens to be a summoning sequence: they are extremely long, albeit skippable. They also include Ifrit in disturbingly tiny, WRONG briefs. I’ll spare your eyes by not posting a picture.

But the gameplay issues pale by comparison with the storyline and characters. This game must’ve been written by drunken monkeys. The plot can’t decide whether to reference FFVII at every turn or to vaguely attempt to do something new. Events are disjointed and awkward, and one plot point is a direct rehash of Hojo’s involvement with Sephiroth. It feels like a bad remake, cheapens the original plot (and this is coming from someone who isn’t a rabid Sephiroth fangirl), and does no credit to the developers’ imagination. And let’s not even talk about the LSD trip that is the final stretch of the game (eating hair? seriously?) or the nonsensicality of the final dungeon.

That goddamn apple! Characters…Oh, man. The biggest offender has got to be Genesis, probably one of the worst villains in the whole FF series. “I’m gonna wear RED leather instead of black, spew crappy poetry every time I show up, do all that misunderstood emo shit, shove apples in people’s faces and hope I come across as a tormented badass! :O” And no, before you ask, it doesn’t work. But hey, Angeal is almost as bad. Which may be a shame, because he did have a few promising aspects at the beginning. But as soon as the story kicked in, he deflated like a giant balloon and became mired in some incomprehensible soul-searching, or whatever it was. Needless to say, I promptly lost interest and just proceeded to laugh at the homoerotic innuendoes he was involved in (“Hey Zack, come fly with me, and I’ll let you handle my GIANT SWORD”).

Lazard, the director of SOLDIER, is another example. There’s an interesting storyline twist about him, but then he peters out like a wet firecracker. You also have Cissnei, the Turk: cute as a button, interesting potential…never goes anywhere. But worse than both of those, you have Aeris (and no, I will *not* call her Aerith). I’m pretty sure everyone knows how much I hate her by now, but Crisis Core made it worse by giving her a severe case of the Rikku. You know, losing 90% of your brain and wearing skimpier clothing to “hype up” your image? In every scene featuring her, Aeris acted like an idiot. In a strappy dress and platform shoes.

Nothing sexier than a man in the right suit The only characters I was even remotely interested in were Zack himself—even though I usually don’t like the happy-go-lucky kind—and Tseng, more in line with the stern, silent, slightly menacing type I tend to favour. He’s actually quite the looker too, unlike the bunch of Lego-like pixels he was in FFVII. His development didn’t go anywhere either, but at least he had more presence than any of the other Turks.

Rounding up the issues: firstly, the extreme repetitiveness of the 300 optional missions. They’re meant to represent the everyday work of SOLDIER, but did 99% of the environments need to be recycled? And did they really need to put Yuffie in there (who was already an annoying brat back then)? The perk is that it’s the only way to obtain good items and eventually leads to the optional über-boss. But apart from that…*snores* There are also completely mindless minigames, like the sniping gauntlet (Pentazemin please?), mixing perfume or building flower carts for Aeris (and I really wish I were kidding), slicing missiles (yes, slicing) or counting objects through keyholes.

Secondly, the materia fusion system. Playing alchemist is a good idea, but the rules are simply mind-boggling. Especially because they involve invisible data: some materia are “better” than others and will thus be prioritized in the fusion process (ie. the end product will probably not be what you’re gunning for). But of course, you have no way of figuring this out except trial and error or a FAQ. Way to go there, champs.

Thirdly, the music. Yes, the FFVII universe has a steampunk vibe. But FFVII’s score did perfectly well without screechy guitars and rock arrangements. There’s only one truly lovely tune I remember: the one in Aeris’ church. The rest? “Woo, another tacky guitar riff.”

And last but not least, the ending. I knew—just as anybody who’s played FFVII knew—what would happen. It would've been a bold choice for an ending...if they’d managed to pull it off. I get all the stuff meant to tug at your heart-strings (eg. gradually disappearing DMW images, Aeris’ premonitory gaze at the sky cutting to Zack’s eye, etc.), I get the tragedy of the moment. But maybe because the rest of the game was bad, maybe because the ending sequence became choppier as it progressed, maybe because you had to mindlessly slaughter grunts while waiting for the requisite DMW sequence to trigger, maybe because Zack’s voice actor bungled his delivery, maybe because of the incredibly cheesy intervention by Angeal…I don’t know, but I felt that what could’ve been a true tear-jerker was simply overloaded with emotional SFX. Like they were trying too hard.

Perhaps this could be said of the game as a whole? I not sure whether they were trying too hard throughout or not trying hard enough up until the ending, when they decided to pull out all the stops. But what it comes down to is this: underwhelming on all fronts. Don’t let the fanboys fool you.

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Can Sonic reclaim his former glory? (Part 2)

By Brian on January 4th, 2010 under RPG, NDS,

Map! When we last left our blue hedgehog, I posited the hope that Sonic's first foray into the RPG genre would be good. With Bioware at the helm of this game, I hoped that I was in for a good game. At this point, I was hoping that this wouldn't be just another game that lent itself to more humiliation. Sonic's suffered enough. So here, finally, after a couple of months of delay, here's the second and final installment of this review.

So the result was Sonic Chronicles: The Dark Brotherhood, released on the Nintendo DS. It opens up light-hearted enough, with Sonic returning from a vacation—probably to get away from all the bad games he was forced to star in. However, he is made aware by Tails that Knuckles has gone missing—a problem if Knuckles is the guardian of the Chaos Emeralds, including the Master Emerald. From there, the story develops, and you're taken on a comical romp through various Sonic levels (with some new ones as well), acquiring characters (Sonic, Tails, Amy Rose, Big the Cat, amongst others) to add to your party, each with their own unique abilities that have use either on the world map or in battle.

Battles themselves are nothing too dramatic—they're standard turn-based battles; you enter commands for the party, and watch the round play out. You do have some element of strategy—on the top screen, you can see the order in which your characters will go. However, you don't see where an enemy is going to cut in line, so there's also a small element of guesswork. If a character is running low on HP, do you want to wait further down the lineup to throw out that potion, or use it immediately and forgo using a powerful attack? Also, you have the option (and if you have skill as well) of not initiating combat. Enemies are seen on the map, and if you're spotted, the enemy will make some sort of extremely annoying sound that gets old quickly, especially if you're dashing through a section of the map with an abundance of enemies. Nothing like hearing sharp, shrill shrieks or the sounds of your DS constantly making farty, burpy noises to let you know that battle's going to ensue if you're caught. Another downer is that while enemies can be seen, they are also challenging to avoid. Often times, I found myself being pursued by two or three enemies, only to be caught by one, battle, win, then immediately get caught by the enemy just behind him before I can even use my stylus to move Sonic...it reminded me of Final Fantasy games of old, where battles often occurred one step after returning to the world map.

Battling!Also, the initiating of powerful moves (and the blocking of powerful moves unleashed by the enemy) require skilled timing of the stylus. By tapping the stylus in sequence on various locations of the bottom screen, you can determine whether an attack or block will be effective. Nail each tap perfectly, and you're guaranteed a hit or block, unless a special status dictates otherwise. You can even unleash powerful moves by tag-teaming with other characters in your party—to the point where you could utilize all four characters in your current party in one massive, destructive attack. The more complex the attack, the quicker your stylus reflexes will have to be.

In fact, this is the first DS game I've played that uses the stylus exclusively. This game does not use any of the buttons for anything—the stylus is used for every function of the game, from moving your characters on the world map, to menu navigation, to battling. And surprisingly, it does it well. I found it very easy to pick up and work my way through without remembering any sort of button configuration, and for that, it's a definite plus.

The script itself is definitely amusing at points, and campy in others. At various points of dialogue, you (as Sonic) will be given some choices on how to answer a question, usually with a nice response, a snarky, sarcastic response, or indifference. No voice-acting here; it's all reading. As for extras, you can find Chao scattered amongst the world—these Chao can be equipped to party members to provide additional support, be it a boost to individual stats, an increase to some form of elemental resistance, an increased chance of finding rare items or getting extra EXP from battle—plenty of Chao to go around. If you utilize the game's wi-fi connectivity, you can trade Chao for extremely rare ones.

Finally, one major plus for this game—this game contains a feature I wish more games, particularly the long, epic, RPGs, had: the ability to save your game anytime, anywhere. This fact alone makes the game that much more enjoyable. Too many times I play a long game like the later Final Fantasy games and find myself having to go two hours in between save points, only to die during a battle and lose all that progress. Here, no need to worry. The only time you can't save is in mid-battle, obviously.

While overall, a decent game, it's not the type to blow you away. The game's story is a bit predictable, for one, and I found the game way too easy. Of the 25 or so hours I spent on it, I only died once in the early part of the game. Also, there's no real replay value, unless you're a completist and want to get every ring and every item and every Chao in each of the game's levels. There's no multiplayer or other online activity other than Chao trading, and only one ending. Once you've finished it, I really doubt you'll play it again. However, these don't really detract too much from the overall game. While certainly not a shining, amazing first attempt at a Sonic RPG, I enjoyed it, and would play a sequel. As it's called Sonic Chronicles, one hopes that there will be more than just one. With some modifications, primarily in plot, perhaps a great sequel might be in store. However, I don't see this game being memorable and classic--even though I enjoyed the game, it's already starting to make its way into bargain bins in game stores. For now, though, Mario still wins.

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An Effectively Massive RPG

By Arclayn on December 5th, 2009 under RPG, X360, PC,

Mass Effect
In all my years of gaming, and they are many (over two decades!), I have never seen a game as controversial, but at the same time possessing as much distilled awesome as Mass Effect

Being an American, I do not know how well this game was received in Europe. But in America, I do know that Mass Effect was the centerpiece of a gargantuan hoax that was shamefully propogated by a major news outlet. After that, the PC release became embroiled in a very real controversy involving Digital Rights Management that was exceptionally harsh and unfair to paying customers. It's all very sad, doubly so as this game is amazing!

First and foremost, Mass Effect is an action RPG, but it is unlike any RPG normally seen in the console mainstream. Indeed, Bioware, Mass Effect's creators, got their start making games (and software game engines!) for the PC. Bioware's first foray into console game development is with MDK2 for the Sega Dreamcast and Playstation 2, but it won't be until the publication of Star Wars: Knights of the Old Republic on the original Xbox that Bioware shall truly break ground in console video games.

Anyone who has played Knights of the Old Republic or Jade Empire should already be familiar at how very different Bioware's presentation style really is. Those who have been following Bioware since its early days making PC games (like myself) have seen this style evolve brilliantly over 10+ years, having started with Baldur's Gate back in 1998!

As an RPG, the first question expected would be, "Is the story any good?" Absolutely, the story is excellent. Mass Effect is a space opera with all the requisites: space, spaceships, extra-terrestial worlds, lots of aliens (and not all of them hostile!), warfare, and even some intergalactic politics. As with any RPG, Mass Effect is driven by its story. Aside from being really well written, Mass Effect also tries to explain its pseudo-scientific elements in enough detail to be "believable", but not too much to confuse players. This game is deep and detailed, although what truly sets this game apart is how the story is presented.

For starters, you have the option to custom-create the protagonist, who is a space marine simply named "Commander Shepard". Shepard is completely customizable... gender, military specialty, background, and you can even customize his/her face! Facial customization is quite complex as just about every facial feature can be altered. As no two protagonists need to be anything alike, this gives the player a stronger sense of being in the game. Among those who choose to customize their protagonist, each player's "Commander Shepard" is their very own. The others who wish to jump right in can instead select a "pre-generated" John Shepard or Jane Shepard.
Normandy and Citadel
Unlike most video game protagonists, Commander Shepard is not a slave to video game fate. He/she must make many choices before his/her mission is over, and these are not the simple black-and-white "yes or no" questions. Ohhh no no! Shepard has to make real choices with real consequences! This is the kind of game that puts "Role-Playing" back into "RPG".

The concept may sound intimidating to the Square-Enix initiated, but it is this dymanic of being able to choose that sets Mass Effect (and most other Bioware RPGs) apart from the crowd! Understand that there are really no right or wrong answers. For starters, Shepard's responses allow him/her to grow as a character. Will Shepard become a cool-headed professional, or will Shepard become the kind of tough and hardened marine that even scares the grim reaper? To choose the path of paragon or renegade is entirely up the the player, and they are not mutually exclusive attitudes! There is no real good and evil here, so every marine is likely to achieve at least a dash of one trait, even while favoring the other.

Aside from character growth, some of Commander Shepard's choices will have consequences that affect the story. Keep in mind, again, there are no right or wrong choices, but some of Shepard's choices can have far reaching ramifications. So far reaching, they extend beyond one game and into two! Keep your old save games, so sayeth Casey Hudson (project director)! The choices made in the first game can be ported to affect the story of Mass Effect 2! Obviously, you don't have to have an old savegame to play Mass Effect 2, but I expect that having them could possibly alter the game compared to "generating" a new Commander Shepard. Talk about potential replay value!

Mass Effect is available on Xbox360 and the PC. The PC version has a questionable license agreement involving an oppressive digital rights management policy, but it also has gameplay improvements over its older Xbox360 brother. Even still, the Xbox360 version doesn't come with any special strings attached, and as such is the version I recommend most.

Last I read, Mass Effect 2 is slated for an early 2010 release on Xbox360 and PC under the Electronic Arts brand. I have no idea how that release date relates to gamers in Europe, though. Hopefully, it'll be a simultaneous international release.

Arclayn MoonSword

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We don't need another hero

By Tania on November 26th, 2009 under RPG, X360, PS3,

The Tales series is a notorious victim of patchy videogame export. I’m not sure why yet, as I’ve only played 2 of them so far, but my guess would be that 1) it’s not Final Fantasy, and therefore, export tends to just forget about it, 2) it’s a bit too anime-y for the general public. I can’t argue with that last one: both Tales of Symphonia and Tales of Vesperia suffer from a few annoying anime clichés and are full of large-eyed androgynous characters. But Final Fantasy, the big favourite of the RPG world, isn’t totally exempt from those either, and yet, it’s the Tales series that usually gets the blame. Which is a shame, because it also has undeniable qualities.

Symphonia was a big hit, both in the US and Europe, and I was hoping for a similar experience when I bought Tales of Vesperia. “Similar” is right, as Symphonia veterans will definitely get a ladleful of déjà-vu: Estelle, the heroine, is almost a carbon copy of Colette (even down to the French names), Karol is extremely reminiscent of Genis, Judith is a calmer version of Sheena, and Raven, a kinder Zelos. Many of the sidequests return (Fell Arms, waitressing, quiz, hot springs), you still get titles and costumes for your characters, and some plot points are blatantly reused. But while this may not bode very well for the developers’ inventiveness, and while Symphonia still comes out on top by comparison—if only because it came first, and because it featured Kratos—, Vesperia is, nevertheless, lots of fun.

The most positive aspects of the game are the battle system and (some of) the characterization. The former is the usual Tales fare: a party of 4, of which you control one, the others being all up for grabs in multiplayer mode; otherwise, the AI takes care of them, and does a pretty good job of it too (except for Estelle…). BAMF! You can give the AI suggestions with various Strategy settings, telling it to prioritize attack, healing, etc. Battles take place on a circular 3D field, where you can move freely. Each character has their own weapon type, as well as *oodles* of special attacks, which are activated by controller shortcuts (A + a direction on the left stick for the controlled character’s moves, for example), and which they learn either by levelling up, from storyline events, or by using previously learned attacks a certain number of times. Each attack is associated with a colour: use that colour enough times, and you’ll be given a chance to perform a Fatal Strike, which will instantly kill any non-boss enemy, and give you bonuses at the end of the fight. Each fight is graded according to your performance, and the accumulated points can then be used at the end of the game to purchase stuff for subsequent replays. Characters also learn various skills from their equipment (think FFIX). All in all, everything related to battle is a real pleasure: fluid, customizable, fast-paced and fun.

Too cool for a haircut.
As for the characters, Yuri is a genuine breath of fresh air among video game heroes. His appearance already gives you a hint as to what to expect: he’s dressed entirely in black. And he doesn’t take crap from anyone. Cynical, confident and level-headed, with no trace of insecurity, he abhors cheesiness of any sort and enjoys his smartass comments, which he gets abundant occasions to dispense. He also has his own idea of right and wrong, and you might be a tad shocked when you see this in action; I know I was. The developers have undoubtedly made a bold choice with him, and I really wouldn’t have it any other way. Oh, and his voice actor is a very good fit.

Charming pants off people since 1974.
The other big highlight is Raven. I thoroughly enjoy my comic relief, when it’s well-handled, and he definitely delivers in spades. He’s no Jansen (of Lost Odyssey fame; the closest available comparison and the best comic relief I’ve ever seen in a video game), but dammit, does he try. Among his most noteworthy achievements is his take on the classic “our weapons are…” end-of-battle quote, which Symphonia players will most likely remember. Trust me, it’s hilarious; if you’re not planning to play the game, at least take a look here. And if the humour wasn’t enough, Raven also gets the best backstory of the lot, hands down. His only downside would be the learning curve required to effectively use him in battle, if you’re ever inclined to control him yourself, as his fighting style is decidedly odd. I said, look me in the eyes! This is a trait he shares with Judith, who, while nowhere near his level of awesomeness, or Yuri’s, is my third favourite among the cast, and is part of the rare breed of sensible, intelligent, easygoing female video game characters.

Now on to the less positive points. First of all, a peeve which is related to the Xbox 360 as a whole: the achievements. I understand that you’re in no way required to unlock them all, but for completionists like me, it can be very frustrating. And the achievements for Vesperia require at least 2 playthroughs. I like the game, but there’s still something annoying in the fact that you’re basically forced to replay it.

Secondly, the storyline is rather uninspiring, stock RPG fare: blah-blah...sacrificial female character...blah-blah...ancient menace that tries to destroy the world...blah-blah...humans are doing bad things to the planet. In its early stages, it also suffers from the characters’ indecisiveness: they keep trying to go their own ways, only to reunite, often instants later. They then decide on a goal, and proceed to do scores of completely unrelated things before they remember what they were supposed to be doing in the first place. Fortunately, this improves by the end of the game.

Thirdly, we have the rest of the cast. I frequently found myself wanting to smash Rita’s and Estelle’s heads together. Rita is a scolding hag, even though she’s only 15: she’s unbearably arrogant, her voice is annoying, and she gets angry on a regular basis, which is expressed by a healthy dose of yelling and smacking Karol around. I don’t like children in video games, but that kinda made me feel sorry for the poor kid as the story wore on. As for Estelle, it’s the same deal as with Colette: ENOUGH with the sickeningly naïve goody-two-shoes with whiny voices who constantly need rescuing, protecting and reassuring, I beg you!! Other than that, well, Repede’s a dog. A cool dog who fights with a katana, but still a dog.

And last, but not least, the TERRIBLE marketing strategy displayed by Namco-Bandai (or Bamco). The game originally came out for Xbox 360…only to get a port to PS3, which apparently includes not only 2 more playable characters, but also significant additions to both the storyline and the sidequests. Heck, from what I’ve seen, it’s almost a completely new game. And not only was this announced very shortly after the game was released, but the PS3 port is apparently due to make its way out of Japan as well. I’m not particularly interested in the new characters, but a more fleshed out storyline could’ve been nice. Bad move there, Bamco, bad move.

All in all, though, I’m pretty happy with Vesperia. Despite what may be wrong with it (and that includes bland music), it’s entertaining enough to warrant seeing it through to the end, and has replay value. If you’re looking for a good RPG for your Xbox 360, and have either already played Lost Odyssey, or aren’t a fan of turn-based combat, look no further.

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Can Sonic reclaim his former glory? Or at least attempt? (Part 1)

By Brian on November 21th, 2009 under NDS, RPG,

Mario and Sonic So this is what the blue hedgehog is reduced to? A copycat?

It's become public knowledge by now that Nintendo has indeed won the console war that began in the early 1990s. For those of you that weren't even theoretical yet, or maybe just starting out in life, it was an epic war. A war that spanned many years, games, and spawned many memorable commercials. It was an all-out war between Nintendo and Sega—Mario and Sonic fighting for supremacy in a world that was seeing Nintendo lose its iron hold on the video gaming industry and creating rifts amongst gamers who now had split allegiances. The war spanned for most of the '90s, until finally, with the downfall of Sega's Dreamcast, combined with the sudden new popularity that upstarts Sony and Microsoft amassed, the first console war ended—game, set, and match, Nintendo. All the proof you need is found on video game shelves in stores everywhere—Sonic is now seen in Nintendo games; hell, he and Mario have now in been in several games together.

To the victor goes the spoils, they say, and with Nintendo now Sonic's master, this once-proud icon of hip, cool, awesome, and super speed, has been reduced to lapdog; the last few years have not been kind to the hedgehog. Games starring the blue ball of speed have been critical and commercial failures, despite Sega's best efforts to maintain Sonic's former glory. Sega seemed to have forgotten what made Sonic great—a simple story that involved nothing more than 2D side-scrolling action, collecting rings, Chaos Emeralds, and fighting the annoying Dr. Robotnik and another of his evil robotic incarnations—a game without many bells, whistles, frills, extras, and plot. You knew what had to be done and went through level by level. There were no stories to remember, no plot points to follow. The additions of Tails and Knuckles proved useful and fun, especially if you were playing multi-player. Alas, these days have long since passed.

With Sonic reduced to nothing more than a laughingstock now, Sega has been trying to find ways to get them back toward making Sonic relevant again, and so they've begun to see what Nintendo's done with Mario. Mario has been in all sorts of situations and stories, many of them meeting with success—one such situation was that of an RPG. Super Mario RPG: Legend of the Seven Stars for the Super Nintendo was a critical success. Mario, for the first time, could be played alongside a cast of characters in an RPG setting, complete with all the mechanics one could expect. How awesome! Being able to customize and level up Mario to the point where you could blow Bowser to oblivion! But wait! In a surprise twist, Bowser JOINS Mario on his quest!

For Mario's first foray into RPG-land, Nintendo turned to none other than Square (now Square Enix) to make the game. Giving the task of making an RPG to the company that's amassed billions of dollars making Final Fantasy games was an excellent decision, and they did not disappoint. Sega, now in 2009, saw that, and decided that it was Sonic's time to star in his first RPG. So Sega turned to another company with great success in RPGs. The company was Bioware, famous for games like Mass Effect, Jade Empire, Star Wars: Knights of the Old Republic, and the Baldur's Gate series. It was to BioWare that Sega charged with the task of making a Sonic RPG—and please, make it good.

Do they? Find out next week when I post Part 2.

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A grab bag of thoughts

By Arclayn on September 15th, 2009 under General, RPG, X360, PS3, Mac, PC, Online,

Cross Posted to Arclayn's Livejournal.

I have not posted in some time, and I am not inspired to discuss any one topic in length. So today, I offer a bunch of unrelated thoughts...

Recently, the Dungeons and Dragons official MMO was relaunched as a free to play game in North America. Those in Europe, who still have to purchase subscriptions, are not missing much. I sampled the game for a few hours and concluded it is quite terrible. Why is my elf swinging a rapier like a baton? Why doesn't the dungeon master actually say something other than what is already obvious? Oh I can go on and on about what's wrong with this game, but I'd rather not. Did the guys at Turbine get anything right? The writing is good, which is a rarity among free to play MMO games. The 3D modelling and textures are good too, when not animated (q.v. rapier/baton reference). Beyond that, not much else. The boys and girls at Turbine could take more than a few lessons from Bioware and Blizzard.



The wine project is an attempt to create a work environment within Linux/Unix that can run Windows software, including DirectX video games! While wine is not perfect, it is improving over time. I recently learned that this project is (supposedly) now working well with Mac OS X Leopard (that's Mac OS v10.5 for the Mac-uninitiated).

The notes on WineHQ's wiki regarding Macs are quite ambiguous. It doesn't help that there isn't a distributed binary for Mac, which means you have to download the source code and build it yourself. That is certainly NOT a task for just anyone, even someone who is "computer saavy". Even IT specialists (like myself) cringe at this prospect. All is not lost, however. Macports does make the build, install, and management process a bit easier, but you still have to be comfortable with the Terminal bash shell. You also need to read the online documentation very carefully.



I'm really looking forward to Dragon Age: Origins. Bioware is to Western style RPGs as Square-Enix is to Japanese style RPGs: Win and awesome! Last May, Bioware announced that they won't be using Securom with Dragon Age!  I guess Electronic Arts (Bioware's owner/publisher) did learn a thing or three about how to properly treat a paying customer!

Arclayn MoonSword

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