Tuesday, July 31, 2007

Transformer The Game

Publisher: Activision
Developer: Traveller's Tales
Genre: Sci-Fi Action Adventure
Release Date: Jun 26, 2007 (more)
ESRB: TEEN
ESRB Descriptors: Fantasy Violence
Number of Players: 1 Player

Screen Shots

Minimum System Requirements
3D hardware accelerator card required 100% DirectX 9.0c-compliant 64MB video card and drivers
Microsoft Windows XP/Vista
Pentium 4 2.0GHz or Athlon 2.0GHz or higher processor 256MB of RAM (1GB for Windows Vista)
4 GB of uncompressed hard disk space (plus 300 MB for the Windows(R) swap file and 1MB free for saved games)
DirectX 9.0c (Included)
100% DirectX 9.0c-compliant true 16-bit sound card and drivers
100% Windows XP-compatible mouse, keyboard and drivers
100% Windows XP-compatible quad speed DVD-ROM drive (600 K/sec sustained transfer rate)
All NVIDIA GeForce 4 Ti 4200 64MB and better chipsets
All ATI Radeon 8500 64MB and better chipsets
100% Windows XP-compatible gamepad (optional) (Game controller with 10 or more buttons and dual analog sticks required)

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In-Fisherman 3D

In-Fisherman Freshwater Trophies © 2004 Destineer Publishing Corp. This product is licensed under license for PRIMEDIA ENTHUSIAST PUBLICATIONS, INC. – a PRIMEDIA company, publisher of IN-FISHERMAN Magazine.© 2004. All rights reserved. Distributed exclusively by Global Star Software, Inc., a wholly owned subsidiary of Take-Two Interactive Software, Inc. Global Star Software, the Global Star logo, A Take2 Company logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Freshwater Trophies and Bold are trademarks of Destineer Publishing Corp. The ratings icon is a trademark of theEntertainment Software Association. All other trademarks are the property of their respective owners. All rights reserved. Made in the USA.
In-Fisherman™ Freshwater Trophies™ blends realistic graphics with expertise from the editors of In-Fisherman magazine to give you the most authentic freshwater fishing experience ever created. A fully 3D camera takes you above or below water. Cruise the lake, cast in your line and watch as a perfectly modeled, animation-blended bass grabs your lure during any of the game’s many high-stakes fishing tournaments. And, all of this is made even more real through a unique Pro Tips virtual library of the best angling info from the editors of In-Fishermanmagazine.

• Highly realistic graphics combined with In-Fisherman’s 3D sound gives you a very lifelike virtual fishing experience.
• In-Fisherman editors have been involved in all steps during the creation of In-Fisherman Freshwater Trophies, from choosing the lakes to ensuring correct fish behaviors and appearances. In addition, a special ProTips feature gives you the best angling information from the annuals of In-Fisherman.
• Compete as a pro in the In-Fisherman Bass or Walleye tours or design your own tournaments for Catfish, Musky/Pike or Panfish. 10 different freshwater multi-species lakes, ranging from Minnesota’s Lake of the Woods to South Carolina’s Santee-Cooper Reservoir.
30 different species of North American Game Fish including bass, walleye, northern pike, catfish, trout, and salmon.
• Fish with 70 fully rendered lures and live bait on four customizable rod, reel, and lure combinations.
• Challenge yourself with varying weather conditions based on season and time of day, including fog and rain, dawn/day/dusk effects, clear and overcast skies and varying water conditions including clear, stained, murky and muddy water.
System Requirment::
Pentium III 866MHz Windows
PC or higher with 256MB RAM,
Windows ME, 2000 or XP operating system,
64MB DirectX? 9 compatible 3D video card,
DirectX 9 compatible sound card,
8X or faster CD-ROM drive,
750MB of free Hard Drive Space,
Cable/DSL connection for Internet play.
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Fifa World Cup 2006 Germany

Publisher: Electronic Arts
Developer: EA Canada
Genre: Soccer Sim
Release Date: Apr 24, 2006 (more)
ESRB: EVERYONE
Resolution: Widescreen
Offline Modes: Competitive, Cooperative
Online Modes: Competitive
Number of Players: 1-8
Number of Online Players: 2 Online
A little over three weeks from now, the 2006 FIFA World Cup will kick off in Munich when the tournament's German hosts take on Costa Rica. Recent player injuries are already providing plenty of pretournament drama, but if you really want to get your experience under way ahead of time, you can claim the FIFA World Cup Trophy for your country in EA Sports' 2006 FIFA World Cup. EA Canada's latest soccer offering does a good job of re-creating the carnival atmosphere that surrounds every World Cup competition and boasts a number of gameplay refinements over last year's FIFA 06.
Gameplay options in 2006 FIFA World Cup include quick matches, online play, practice sessions, and penalty shoot-outs. In addition to those soccer game staples, you get global challenge scenarios, the excellent FIFA Lounge mode that was absent from last year's PC game, and, of course, a chance to guide your favorite international team through the World Cup competition. The World Cup mode will almost certainly be your first port of call, and although its default settings see you assuming control of one of the 32 teams that qualified for the finals, it's possible to play as any of around 125 different teams from all over the world. Furthermore, you have the option to take your chosen team through the relevant territory's qualification process or to jump straight to the last 32 teams using real or randomly generated group information.
The presentation throughout the World Cup mode, and throughout the entire game, is great. Before each match, you'll see a camera, which is positioned somewhere in orbit around the Earth, zoom in on the appropriate German stadium, and you'll be treated to flybys of the grounds where it looks like almost every supporter in the crowd came through the turnstiles armed with streamers, confetti, and balloons. Also, you'll get to listen to one of the game's many licensed songs, which come from an eclectic soundtrack spanning some 14 countries. Good prematch commentary replete with World Cup trivia and anecdotes is the icing on the cake, and as your players line up on the pitch before kickoff, you feel both excited and nervous at the same time--exactly as you'd expect to before a real match.

There have certainly been some improvements made to 2006 FIFA World Cup's gameplay over the already superb FIFA 06 (which are most noticeable in the shooting and passing mechanics and in the very dramatic penalty shoot-outs), and the PC game doesn't suffer from nearly as much slowdown as its PlayStation 2 and Xbox counterparts. The drops in frame rate that do occur are predictably most common when there are a lot of players on the screen simultaneously, and they're generally not too dramatic--at least not when you're playing offline.
Slowdown issues aside, 2006 FIFA World Cup offers a soccer experience that, while not quite as realistic as Konami's Pro Evolution Soccer (Winning Eleven in North America) games, is certainly comparable in terms of quality. It's a lot easier to score goals in FIFA than it is in Pro Evo (largely because FIFA's keepers aren't too clever), but they can still be very satisfying. And if you're playing on the correct difficulty level or against a suitable opponent, you'll inevitably still have goalless draws from time to time. The player animations are uniformly excellent, and although every player on the pitch has a handful of skill moves at his disposal, you'll find that good use of the excellent first-touch controls, along with passes, through balls, and dummies, are generally the best way to beat opponents. The controls are fully customizable, although those of you with a penchant for the Pro Evolution Soccer setup will find that it's not possible to replicate those controls exactly since, for example, the same button used for passing the ball has to be used for switching players when you're on defensive duties.
Minimum System Requirements
System: 1.3 GHz or faster or equivalent
RAM: 256 MB
Hard Drive Space: 2700 MB
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Fifa World Cup 2006 Germany

Monday, July 30, 2007

SimCity 3000

Publisher: Maxis
Developer: Maxis
Genre: Modern City-Building
Release Date: May 16, 2000
ESRB: EVERYONE
Number of Players: 1 Player

SimCity 3000 Unlimited is the latest game in the classic urban-planning simulation series. It provides a host of peripheral additions to its 1998 predecessor SimCity 3000 but remains essentially identical otherwise. As such, it's best suited for those who haven't played much of the previous game, although hard-core SimCity fans may appreciate its new scenario-editing features.

Fortunately, the core game has survived the passing months with all its charm intact - the bright pastel colors and intuitive interface design remain good looking by contemporary standards, and SimCity 3000's isometric perspective and simple, tile-based terrain are still perfectly suited to the gameplay. In fact, the game's stylized 2D graphics are anything but passé. Similarly, SimCity 3000's great sound effects and cool jazzy music score still sound first rate, and since there are plenty of different tracks and they all tend to hum pleasantly in the background, you wouldn't think to turn them off even if you've poured hours into the original SimCity 3000.

Then again, if you played a great deal of SimCity 3000 last year, then you might find that SimCity 3000 Unlimited's additional in-game features collectively don't provide enough new material to restore your interest. The more sadistically inclined SimCity players will quickly notice that Unlimited adds several types of disasters that can befall their fair metropolis either at random or at their whim, whichever comes first. These include everything from a ravaging plague of locusts to a brimstone-like rain of superheated space junk. The new disasters are fun to watch, they look good, and they manage to lend a real sense of danger and urgency to the game without being too heavy-handed or serious. Although more-casual SimCity players will prefer never to encounter these ill events, veterans of the series will enjoy having to use new types of tactics to deal with and compensate for the new bad things that can befall their cities.
SimCity 3000 Unlimited offers several new types of terrain that you can build on, but in practice all you'll get is a color swap. For example, you can build your city on whitish, sort of snowy-looking scenery, but it's a purely cosmetic effect that isn't even very noticeable.

However, the game also provides two new sets of buildings that you can choose from instead of the standard urban/suburban houses of its predecessor. These European and Asian building sets look good and help breathe new life into the game for long-time players, and the building sets are generic enough that they're suitable for representing cities throughout their equivalent real-world region - especially since the game also includes a huge library of national monuments and famous buildings that you can place liberally throughout your city if you choose to. So between the European and the Asian building sets and the variety of terrain, you'll actually gain a good bit of flexibility in personalizing your city. You can try to re-create a snow-covered suburb in Japan, a quaint French village on the Mediterranean, and more. Too bad your various city-advisor characters, who frequently offer planning strategies and such, don't change depending on your city's building set. Fortunately, the advisors are cosmopolitan enough as it is. Otherwise, as with the terrain, switching building sets has no actual effect on gameplay.

Minimum System Requirements
System: Pentium-166 or equivalent
RAM: 32 MB
Video Memory: 2 MB
Hard Drive Space: 450 MB
Recommended System Requirements
System: PII 233 or equivalent
RAM: 64 MB

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The Sims: Life Stories

Publisher: EA Games
Developer: Maxis
Genre: Virtual Life
Release Date: Feb 6, 2007
ESRB: TEEN
ESRB Descriptors: Crude Humor, Violence, Sexual Themes Number of Players: 1 Player


By all accounts, this should have been the version of The Sims that finally won me over to the franchise. Although I understand the appeal of the games, simply moving little people around, buying them lamps and making them hate each other never appealed to me. I want my games to have a point. A story. A beginning, a middle and an ending. So now, Aspyr brings us The Sims Life Stories, which actually gives preset characters, a plot and a climax to reach. The problem? They forgot to make any of them the least bit interesting.


Certainly, by now, you understand how The Sims is played and what it's about. You've got these little people, and you get them jobs and you decorate their homes and you make them fall in love with each other or hate each other and take showers. It's reality TV for the gaming world, with you as the puppet master. And, like reality TV, it seems impervious to our defenses. Through something like twelve dozen expansion packs and plenty more looming, The Sims has become the largest selling franchise in gaming history.


And so, you can look at The Sims Life Stories in one of two ways: either EA is trying to breathe some new life into the series with a new style of game play, or they're just milking it dry. Regardless of their motivation, I wanted The Sims Life Stories to be good. I think a Sims game in this style can be, but Life Stories really isn't.

Minimum System Requirements
System: 1.4 GHz or equivalent
RAM: 256 MB
Video Memory: 32 MB
Hard Drive Space: 2700 MB

Screen Shots

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Grand Theft Auto: San Andreas


Publisher: Rockstar Games
Developer: Rockstar North
Genre: Modern Action Adventure
Release Date: Jun 7, 2005 (more)
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence, Strong Language, Strong Sexual Content, Use of Drugs

By now, you probably know how this works. The new Grand Theft Auto game comes out in October, but only on the PlayStation 2. Xbox and PC owners have to wait a half a year or so for their versions of the game, and each always has the potential to be better than the original release. That's saying something, because we're already talking about one of the best games of 2004 and the best game in the Grand Theft Auto series. Once again, the wait is over, and Grand Theft Auto: San Andreas is now available on the PC and Xbox. While both versions have aspects that are better than the outstanding PS2 game, visual weirdness on the Xbox and a handful of technical issues on the PC prevent either version from being the clear-cut best of the bunch.

For those of you already familiar with the game, let's quickly discuss the differences between all three versions. The Xbox one has 480p support, but when enabled, the aliasing is out of control. Portions of the environment look so unbelievably jaggy that you'll wonder if your eyesight is failing you. At times it looks like you're playing a 3D game without putting on the glasses. But if you can get past that (it isn't quite as noticeable in standard resolution), the game generally looks great. Loading times on the Xbox don't seem to be much faster than the PlayStation 2 release, and for some weird reason, a loading message occasionally appears onscreen, even in situations where the load times are supposed to be hidden, like when changing your hairstyle. Control in the Xbox version is sharp, and just like the GTA Double Pack, your vehicle gas and brake controls have been moved to the triggers and made analog. This works well, but the flight controls, which have also been remapped to fit on the Xbox controller, are a little weird.

The PC version comes on DVD only and is packaged with a fully bound book that serves as the manual. It's definitely some of the coolest PC game packaging around. This version also has the potential to be the best-looking version of the game by a long shot. Support for higher resolutions makes the textures and characters look sharper and much better than either of the console versions. There's a draw distance slider that, when turned all the way up, almost totally eliminates the draw-in and fogging that's become synonymous with the series. Your Grove Street home looks much more like a run-down South Central neighborhood when you can see more of its surroundings. But all this graphical quality is offset by some serious problems with the sound. Testing on three different machines that exceed the recommended system specs got us three results. On one machine, we didn't experience any audio glitches. On another, the audio simply cut out a lot, leaving you to drive around with only music to keep you company. It's tough to play when you can't hear your mission descriptions. On the third machine, loading up a save game caused a loud grating noise--which sounded like the bike-riding audio mixed with a helicopter--to scream out from the middle of the Grove. We had to hop in a car and drive away from the area to make the noises stop. Also, the cutscenes occasionally desynched from the audio, making the lip movement appear to be way off.


Control in the PC version is full of options. You can decide to hook up a dual analog gamepad so that you can play it just like the console versions, or you can instead opt for mouse-and-keyboard control. Either method works, though we had several cases where the game would simply stop responding to any mouse input until we alt-tabbed out of the game, moved the mouse, and then jumped back in. This isn't exactly the sort of thing you want to have happen in the middle of a shoot-out. Mouse control also removes the lock-on aspect of the targeting, giving you easy access to manual targeting. The refined control the mouse gives you seems like an unfair advantage at times, because it's very easy to rack up one-shot kills by aiming for the head. If you have a smooth mouse hand, even the roughest firefights are really basic...provided the mouse doesn't die on you.

Minimum System Requirements
System: 1GHz Intel Pentium III or AMD Athlon or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 3600 MB

Recommended System Requirements
System: Intel Pentium 4 or AMD Athlon XP or equivalent
RAM: 384 MB
Video Memory: 128 MB
Hard Drive Space: 4700 MB
Other: Gamepad with twin axis analog

Screen Shots

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The Sims: Pet Stories

Publisher: EA Games
Developer: Maxis
Genre: Virtual Life
Release Date: Jun 19, 2007
ESRB: TEEN

From a technical standpoint, the game is virtually identical to Life Stories. Keyboard shortcuts mean you can still prompt your Sim to deal with their needs quickly and easily, while laptop players will also benefit from an in-built battery warning, which lets you save your progress if everything is about to shutdown. Similarly, closing the laptop lid automatically pauses the game. The game itself has been streamlined so that it can run in a window, allowing you to check on emails and hold IM conversations during play. Indeed, the game has such a small CPU footprint that it makes you wonder why The Sims 2 and its attendant add-ons can be such a system hog. There's certainly precious little difference in the visuals even though, once unlocked by completing the stories, the freeform mode is basically The Sims 2 minus the expansion capability.

Of course, the fact that Pet Stories is essentially Life Stories with new content means that it must be reviewed almost entirely on narrative criteria. Personally, I find this quite an exciting development - being able to judge the value of a game in the same way you'd judge a film or a book: as, first and foremost, a story. For years the games industry has chased the Holy Grail of "interactive movies" and here, in a rather unlikely fusion of God sim and Machinima, we might have the answer. These may be fluffy distractions aimed squarely at the chick lit reader, but imagine a future in which your Dad is addicted to an ongoing series of Sims stories about an aspiring footballer or where short digitised stories in any genre can be told using these virtual, controllable actors. It's highly unlikely, naturally, but I can't help wondering if the future of casual and accessible games lies in guided narrative and carefully rationed creative freedom. Anyway...

System Requirments:
CPU: 1.0 GHz or faster
RAM: 512 MB or more
Disc Drive: 8x or faster CD/DVD drive
Sound: DirectX 9.0 compatible
Video: DirectX 9.0 compatible with VRAM 256 MB
chipsets: ATI Radeon 9550 ; NVIDIA GeForce FX5500 or greater

Screen Shots

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Rome Total War

Publisher: Activision
Developer: Creative Assembly
Genre: Historic Real-Time Strategy
Release Date: Sep 22, 2004 (more)
ESRB: TEEN
ESRB Descriptors: Violence
Connectivity: Online, Local Area Network
Offline Modes: Competitive, Team Oriented
Online Modes: Competitive, Team Oriented
Number of Players: 1-8
Number of Online Players: 8 Online

Rome: Total War is the third Total War game from England's Creative Assembly, and, to make a long story short, it's the best one yet. It was naturally expected to build on its illustrious predecessors, which featured epic-scale real-time battles and impressive attention to historical realism and detail. Shogun: Total War was a promising start for the series, while Medieval: Total War built on that promise to create an even more engrossing strategy game. With Rome: Total War, Creative Assembly takes the next step, and it's as much a revolutionary step as it is an evolutionary one, thanks to a beautiful new 3D graphics engine that makes the series' tactical battles--featuring thousands of soldiers--better than ever. The results are nothing short of spectacular, helping make Rome: Total War the very definition of an epic strategy game.

As in the earlier Total War games, there are essentially two distinctly different types of gameplay in Rome. There's the overarching turn-based campaign in which you conquer cities and provinces, make improvements, and move armies around the map as you expand your empire, and then there are the real-time battles in which you use tactics and maneuvers to crush your enemy in combat. After the helpful and informative tutorial campaign, you can tackle the main imperial campaign. You play as one of three powerful Roman families--the Julii, the Bruti, or the Scipii--attempting to increase the size and glory of Rome and shore up your faction's power and influence. As all three factions are Roman, there's literally no difference between them in terms of units and building types, though they do have different responsibilities. The Julii must deal with the Gauls and Germania to the north in a difficult, landlocked campaign. The Bruti are required to deal with the remnants of the Greek city-states and expand the empire to the southeast. And the Scipii are tasked with subduing Carthage, Rome's great nemesis to the southwest.

At least, that's the principle goal of each faction. But there's a fourth, unplayable Roman faction, one that can influence your course during the campaign: the Roman senate. The senate will order you on missions, from blockading a hostile port or conquering a city (and perhaps exterminating the populace, depending on the level of enmity between Rome and the faction in question) to forging a trade deal or an alliance with a foreign faction. It's up to you whether you actually obey the order, as sometimes the senate will try to stretch you thin on purpose. If you carry the orders out successfully, you stand to gain a monetary reward, a useful new military unit, or influence in the senate. Failing to carry out missions earns the displeasure of the senate and affects your standing with that body. By and large, though, the senate missions help to focus the otherwise huge scope of the campaign--instead of being faced with the monolithic task of trying to conquer Europe, you can instead look forward to accomplishing a long series of short-term goals.

Minimum System Requirements
System: 1GHz or equivalent
RAM: 256 MB
Video Memory: 64 MB
Hard Drive Space: 2900 MB

Screen Shots

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Sunday, July 29, 2007

Sim City 4

Publisher: EA Games
Developer: Maxis
Genre: Modern City-Building
Release Date: Jan 12, 2003
ESRB: EVERYONE
Number of Players: 1 Player

Long before game designer Will Wright created the best-selling computer game of all time, The Sims, he created SimCity, an innovative game with a clear, compelling premise: You're the mayor, and your goal is to plan a city from the ground up (and from a godlike vantage point) and then nurture it, eventually turning what starts as a sleepy little town into a bustling metropolis. SimCity was challenging and plausibly realistic and even had a surprising amount of humor, especially for a game with a seemingly mundane subject. About 15 years have passed since the original SimCity was first released, and while the classic SimCity series is still well known among PC gamers, it has only reached its fourth full installment. And SimCity 4 for the most part isn't a huge departure from its predecessors, either, not that it really needs to be. The game does have a number of new features and a few additional layers of depth on top of the preceding SimCity 3000, and its visuals have been impressively overhauled. However, due to the presence of some stability and performance issues, as well as a few noticeably lacking features, SimCity 4 doesn't seem as polished as it could have been. On the other hand, it's still a complex and detailed strategy game that can entertain you for hours on end and even teach you a thing or two.

One of the biggest changes to the gameplay of SimCity 4 is evident from the start. Immediately as you begin the game, you're presented with a view of SimNation, though it's not much of a nation at first. SimNation is divided up into numerous smaller square segments, yet each of these in fact can hold an entire city of your making. These cities can even interact to some extent, exchanging surplus energy, water, and such for cash. At any rate, getting started is as easy as clicking on any SimNation square, naming your city, and appointing yourself as mayor, and you're off. But before you begin, you may wish to take the step-by-step tutorials of the game's mayor mode—the heart of SimCity 4—and the god mode, where you can terraform the land to your heart's content, making the terrain as flat, as hilly, as undulating, or as improbably strange as you like. It's easy to use the terrain-morphing tools found in this mode, and while it's perfectly viable to just pick one of the ready-made territories to start your city in, it's tempting and straightforward to custom-tailor your own.

Minimum System Requirements
System: PIII 500 or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 1000 MB

Recommended System Requirements
System: PIII 1GHz or equivalent
RAM: 256 MB
Hard Drive Space: 1000 MB

Screen Shots

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Resident Evil 4


Publisher: Ubisoft
Developer: Capcom
Genre: Horror Action Adventure
Release Date: May 15, 2007 (more)
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Intense Violence

In 2005, Resident Evil 4 on the Nintendo GameCube was rightfully lauded as one of the best action adventure games ever released, thanks to stunning visuals and white-knuckle action sequences that ranked amongst the best in gaming. Later that year, PlayStation 2 owners were blessed with their own version of the game, featuring more missions and some other unlockable goodies. And now you can play Resident Evil 4 on your PC for a mere $20. It's too bad that PC gamers have been inflicted with a lazy port that does as little as possible to cater to the platform. Forget mouse support, forget tailoring the visuals to your own preferences, and don't even think about any PC-only goodies: this is a direct transfer of the PlayStation 2 version. If you can get past all these problems, RE4 is still an intense, thrilling ride that will keep your heart pounding. But if you still haven't played Resident Evil 4, this version should be your last resort.

In case you haven't gotten wind of what the game is all about, you play as Leon S. Kennedy, a secret agent in charge of recovering the president's kidnapped daughter. His search leads to a creepy Spanish village where the residents are, well, not quite lucid. The story drops the occasional cliché, but for the most part, it avoids the usual horror pratfalls to deliver an interesting and intense narrative with a number of fascinating characters. It's also genuinely creepy, leading you through abandoned farmhouses, dank churches, and dripping caves, all the while throwing progressively weirder and stronger enemies at you. Like the PS2 version, it also includes a side story called Separate Ways, where you take control of spy Ada Wong and explore some of the same storyline from her perspective.

Minimum System Requirements
System: Pentium IV 1.4GHz or equivalent
RAM: 256 MB Video
Memory: 128 MB
Hard Drive Space: 7000 MB

Recommended System Requirements
System: Intel Pentium IV 2.4GHz or equivalent
RAM: 512 MB
Video Memory: 256 MB
Hard Drive Space: 7000 MB

Screen Shots

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part7,part8,part9,part10,part11,part12
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Saturday, July 28, 2007

Sid Meier's Alpha Centauri

Publisher: Electronic Arts
Developer: Firaxis Games
Genre: Sci-Fi Turn-Based Strategy
Release Date: Jan 31, 1999
ESRB Descriptors: Mild Animated Violence
Ever have one of those conversations about those magic games you decided to boot up before dinner, just to get a look at it, and the next thing you knew was 4 a.m. and you were still hungry? Invariably, in such conversations, Sid Meier's Civilization is cited as one of the worst offenders in creating "bleary-eyed next day at work, but boy was it fun" syndrome. Well, be warned: Sid Meier's Alpha Centauri is another one of those games that can make hours pass like minutes, a game that makes you put a cooler full of sandwiches and sodas next to your computer desk so you don't have to get up all weekend.

Created by Brian Reynolds and Sid Meier, the team that brought us Civilization II, Alpha Centauri is clearly the spiritual sequel to that game. Civ II ends with you leaving behind the conflicts of Earth to make a new life on Alpha Centauri. This game picks up with a colony ship reaching that system, but it turns out that moving to the stars doesn't change mankind's basic nature. Before the colony ship lands, the crew splits up into seven factions with different priorities for the new world. Each decides to land on its own and try to remake the planet in its own philosophical image.

Thus, it turns out that life on the new planet is going to be much like the life man knew on Earth - exploring new territories, setting up colonies, and using diplomacy and war to deal with the other societies. To this effect, gamers will find that Alpha Centauri's gameplay looks and feels much like Civ II's. The map perspective is similar, the command interface is virtually identical, and there are nearly direct corollaries between some of the historical and science fiction elements of each game. Sure, mindworms may take the place of barbarians, and you may create Planetary Datalinks instead of the Great Library, but gameplay will feel instantly familiar to any Civ II player.
Minimum System Requirements
System: Pentium-133 or equivalent
RAM: 16 MB
Video Memory: 2 MB
Hard Drive Space: 60 MB
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Friday, July 27, 2007

Sid Meier's Railroads

Publisher: 2K Games
Developer: Firaxis Games
Genre: Business Strategy
ESRB: EVERYONE
ESRB Descriptors: Alcohol Reference
Offline Modes: Competitive
Online Modes: Competitive
Number of Players: 1-4
Number of Online Players: 4 Online

Sid Meier's Railroads! might not have "tycoon" in its name, but it's still a very addictive economic strategy game that just about anyone can enjoy. Regardless of your affinity for trains, Railroads! is an engaging and surprisingly deep game that lets you do much more than lay track and watch miniature trains chug across the map. You can connect cities to trade goods and haul passengers, purchase and supply industries, play the stock market, bid on new technology, and watch cities grow as you supply them with the goods to take them from tiny backwater towns to thriving metropolises. But as complex and rewarding as building a railroad empire can be, it rarely feels daunting or tedious, which is perhaps the best thing that can be said for a game of this type.

There are 15 different fictional and historical scenarios to choose from in Railroads! The historical scenarios take place in real-world locations such as the American Southwest, the Pacific Northwest, Great Britain, France, and Germany. These scenarios cover the entire history of the railroad, from its beginnings in the mid-19th century all the way through modern day. The era affects what types of engines you can purchase, as well as the general economy. For example, if you play in any of the European countries in the first half of the 20th century, you'll want to focus on processing and shipping steel to support the war effort.
more>>

Minimum System Requirements
System: 1.4 GHz Pentium 4 or equivalent
RAM: 512 MB
Video Memory: 64 MB
Hard Drive Space: 2000 MB

Screen Shots

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Black & White

Publisher: EA Games
Developer: Lionhead Studios
Genre: Real-Time Strategy
Release Date: Mar 26, 2001 (more)
ESRB: TEEN
ESRB Descriptors: Comic Mischief, Violence

After three years in the making, Lionhead Studios' first game manages to live up to the extremely high expectations after all. It's a massive game about lofty concepts--gods and miracles--and yet the game is genuinely funny. The scope of Black & White is so far in excess of a typical game design that it seems surprising that the finished product turned out so polished and so playable. Still, its many different elements require a lot of explanation--the game has lots of mainstream appeal, but its sophisticated mechanics may quickly confound more casual players. Black & White is clearly a labor of love by designer Peter Molyneux and his staff. While some aspects of it take getting used to, and can even be frustrating, there's just so much to see and experience in Black & White that its shortcomings should not turn you away from this incredible game.

Because so much about Black & White seems so unusual, it's only natural to be curious about exactly how the game plays. It's definitely true that some aspects of the game simply defy categorization--however, it's also the case that, at its core, Black & White is a strategy game that's reminiscent of several of Peter Molyneux's previous games from when he was at Bullfrog Productions. You play as a god, depicted throughout the game merely as a disembodied hand, and your object is to gain the worship of villages throughout the world. You have complete control over the 3D perspective of the game and complete control over more or less everything else in the world. You can personally see to making villagers work more efficiently. As you gain more followers, your sphere of influence grows over the land, eventually encompassing other outlying villages, which you'll have to convert to your faith. Their belief in you is quantified within the game, and the more faithful villagers you have, the greater the territory you control, and the more potential you have for creating miracles--which are essentially magic spells.
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Minimum System Requirements
System: PII 333 or equivalent
RAM: 64 MB
Video Memory: 8 MB
Hard Drive Space: 600 MB

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Wednesday, July 25, 2007

Harry Potter And The Order Of The Phoenix


Publisher: EA Games
Developer: EA Games
Genre: Fantasy Action Adventure
Release Date: Jun 25, 2007 (more)
ESRB: EVERYONE 10+
ESRB Descriptors: Fantasy Violence
Resolution: Widescreen
Sound: Dolby Digital 5.1
Number of Players: 1 Player

The Harry Potter series of books has captured both the minds of children and adults alike. The movies haven't disappointed either and are amongst the highest grossing films of all time. For some reason, the video games that have been released alongside the movies haven't been able to reach the same level of quality that the movies and books have achieved. The latest game, Harry Potter and the Order of the Phoenix, continues that trend. There's a faithful re-creation of the Hogwarts campus to explore, but once you've seen the sights, there's not much else to do. Even the most diehard Potter fans will grow tired of seeing the grand staircase as they return from their umpteenth fetch quest.

Order of the Phoenix follows the story of the book and the movie of the same name. After narrowly avoiding expulsion for using magic in front of a muggle, Harry finds that Hogwarts' new defense against the dark arts teacher seems to have it out for him. To make matters worse, Voldemort is threatening to rear his ugly mug again, and Harry fears that the school will be unable to defend itself. With the help of Ron and Hermione, Harry rallies the students together to form Dumbledore's Army in an effort to ready them for a fight against the dark lord. This all makes perfect sense if you've read the book, but the story's exceedingly difficult to follow if you haven't read it because vast segments of the story are told via brief full-motion video cutscenes and newspaper clippings. It's easy to understand how a three-hour movie might have to leave bits and pieces out, but it's puzzling that an eight-hour game can't tell even the most basic aspect of the story.

Though the game's box says you'll get to play as Sirius Black and Dumbledore, you do so for less than five minutes, so you'll spend nearly the entire game controlling Harry. Ron and Hermione will be by your side the whole time offering hints on where to go or what to do next. You'll also encounter every recognizable character from the Harry Potter universe along your journey. The game starts off with a tutorial where you'll learn basic spells like wingardium leviosa (levitation), reparo (repair an object), accio (pull an object toward you), and depulso (push an object away) by helping people fix broken dishes, pack their suitcases, and move furniture--not exactly riveting stuff. On the PC, PlayStation 2, PlayStation, 3, and Xbox 360, you cast spells by pressing a button to point your wand and moving the right analog stick in a specific pattern.

Rotating the stick clockwise will cast reparo, pressing down twice will cast accio, and pushing forward twice will cast depulso. You can also use the keyboard and mouse on the PC and this works fine. On the Wii, you'll hold the remote vertically then tilt it forward to cast depulso. To perform wingardium leviosa, you'll raise both the Wii Remote and the Nunchuk to lift the object then move the controllers around to maneuver the object. This works surprisingly well, and it makes it feel as if you are actually casting spells, which goes a long way toward making the game more enjoyable. The PS3 does use the Sixaxis' motion controls, but tilting and twisting the controller as you hold it in your lap doesn't add much to the experience.

Later in the game, you'll learn combat spells. These are cast in the same way as noncombat spells and mostly use the same patterns. But there will only be a few instances where you'll need to perform these combat spells because there's hardly any dueling in the game. This is probably a good thing because the combat isn't very good, and it's tough to tell if you're actually hitting someone. Even during the last fight, you just stand there casting the same spell over, waiting for a cutscene to signify the end of the battle.

Once you've learned some basic spells, it's off to Hogwarts, which is faithfully re-created in a game for the first time. The Hogwarts campus is absolutely huge, which is both a blessing and a curse. Fans should really get a kick out of seeing the grand staircase in motion and candles floating above the tables in the great hall, as well as sneaking into Moaning Myrtle's bathroom. But traversing back and forth across such a large area quickly becomes tiresome. Once you find the proper passwords, you can use the passages behind paintings as shortcuts, but they don't cut that much time off the journey. Another problem is the in-game navigation system. You're given a map that lists all of the different areas on campus, as well as the location of each person you need to find. Once you've highlighted the person or place you're looking for, footprints will appear on the ground to lead the way. Unfortunately, the footprints are black, so they're difficult to see; they don't appear far enough in front of you, so you're constantly forced to stop to wait for them to appear; and the camera will often switch angle midstride, so you don't know which way you're facing.

You've got a huge campus and healthy number of spells at your disposal, so you'll no doubt be doing all sorts of awesome things in incredible, mystical places, right? No. You spend most of the game running around trying to inform everyone as to the whereabouts of the room of requirement. You'll pick a character on the map, follow the footprints, and then tell people about the meeting place. In almost every single case, they'll have a reason for why they can't go. Of course, you've got to help them. This means you'll run all over Hogwarts collecting items, moving benches, fixing things, and helping people with their homework. This is how you spend the entire game. It's literally one fetch quest after another. Being able to pick the quest you want gives the illusion that you've got the freedom to do what you want, but the game is extremely linear in that there's only one way to accomplish any given objective. And sometimes you'll be performing the same exact task over again, such as when you're helping to disable the school's intercom by moving benches then pouring a potion into the speakers. You do this, not once, not twice, but five or six times; each time in a different room.

Performing one menial task after another would be bad enough on its own, but other issues conspire to make it worse. The game does a decent job of showing you where people and places are, but once you've met with someone, you're quite often on your own when it comes to figuring out how to help him or her. For example, at one point in the game, you must help a kid find five talking gargoyles. Now, you've encountered several talking gargoyles to this point, but for some reason, you can't tell the kid this and you must find the gargoyles again. Not only are you doing something you've already done, but the map doesn't show you where these gargoyles are, so you're forced to scour the entire campus in an effort to locate them.

When you're not playing the role of messenger boy, you'll spend much of your time cleaning up Hogwarts by putting statues, paintings, and urns back together. You can also search behind curtains for giant chess pieces, move blocks to find hidden plaques, light torches, and even sweep floors. These tasks are actually pleasant diversions for a short while, and you can unlock extras by performing them. But the tasks speak poorly for the game as a whole when sweeping the floor is a highlight. Another way to pass the time is to play chess, exploding snap, and gobstones. Gobstones (think marbles) and exploding snap (pick out matching pairs of cards) are simple but fun. Chess plays similar to Battle Chess and is actually quite engaging--if you've played chess before. The game will show you the moves that each piece can make, but there's no tutorial mode, which may leave many younger players clueless.

Visually, Order of the Phoenix is all over the place. Many areas of Hogwarts, such as the grand staircase or great hall, look spectacular and are very detailed. However, many of the hallways look the same and are largely empty. Combat spells look really cool when you cast them, but there are so few duels that you'll rarely get to enjoy seeing the spells in action. At first glance, character models look just like their movie counterparts and are quite nice. But once you see them in motion, you'll notice that they all look kind of like zombies. Things are even worse in the cutscenes that utilize the in-game engine. Characters stare blankly off into the distance, they face the wrong way, their mouths often don't move when they talk, and they'll appear then disappear from view for no apparent reason. The PS3, 360, and PC versions look the best. Other than lower quality in-game cutscenes and some nasty aliasing, the PS2 and Wii versions hold their own, though the PS2's frame rate is pretty iffy at times. Having the actors from the films voice their characters in the game goes a long way toward immersing you in the experience, even with the shoddy cutscenes and script. The familiar musical score is here and suits the game perfectly, which kind of makes you wonder why it was used so little.

It's hard to imagine that the video game version of Harry Potter and the Order of the Phoenix will appeal to anyone. Older fans of Harry Potter will enjoy exploring Hogwarts for a while, but they'll soon be bored to tears by the low level of difficulty and the tedious objectives. The younger set will also get a kick out of seeing the sights and will appreciate the forgiving difficulty, as well as the simplicity of the tasks at hand. But they'll quickly grow tired of using their favorite character to perform a seemingly endless parade of chores. If being the most famous wizard in the world were this boring, there wouldn't have been more than one book.

System Requirments
Optical Drive: DVD-ROM
CPU Speed: 1.0 GHz
Disk Space: 2.0 GB
Display: AGP Video Card With 64 MB+ and NVIDIA GeForce 3+ or ATI Radeon 8500+
RAM 256MB
Operating System Compatibility: Windows 98/ME/2000/XP/VISTA, Mac OS X

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Marvel Trading Card Game

Publisher: Konami
Developer: Vicious Cycle
Genre: Card Battle
ESRB: TEEN
ESRB Descriptors: Alcohol Reference, Blood, Mild Language, Suggestive Themes, Tobacco Reference, Mild Fantasy Violence
Online Modes: Competitive
Number of Players: 1-2

Upper Deck Entertainment, one of the more prominent purveyors of collectible trading-card games today, has teamed up with Konami to create a digital version of Upper Deck's Marvel-licensed TCG with the succinctly (if dryly) named Marvel Trading Card Game. It seems like a solid representation of Upper Deck's robust, flexible, and rather popular Vs. System Trading Card Game, and it packs a solid online element. As is the case with most digitized TCGs, it's not a particularly exciting game to watch. If you're not already knee-deep in the real-world Vs. System Trading Card Game, or other similarly advanced TCGs, it can be a confusing experience, as well.

In concept, Marvel Trading Card Game is a straightforward exercise in strategy. Two players, each armed with a deck of cards, take turns attacking one another by playing various cards with unique characteristics until one player has had all of his or her hit points depleted. Cards are divided into several different categories: characters, equipment, locations, and plot twists. Characters are probably the most significant cards, as these are what you'll use to actually attack your opponent, while equipment and locations can be used to enhance their abilities. Plot twists are also of great import, due largely to the wide range of effects they can have, from simply buffing up one of your character cards for a turn to forcing your opponent to discard cards. Plot twists can also be chained together, which can potentially cause several reversals of fortune within a single character clash.

Before you can put any characters into play, though, you'll need to meet their resource requirements. You can choose to play any card in your hand as a resource at the start of your turn, similar to the way mana cards are played in Magic: The Gathering. Likewise, you can only add a single card to your resources during any given turn, which generally causes the action to build up slowly over the course of a match, since it will take time to garner the necessary resources to put your more powerful characters into play. There's certainly a significant element of luck to your success, since you'll be drawing cards randomly from your deck, but there are several thick layers of strategy to it as well. Which characters you play is important, as each has a unique attack and defense rating that will determine how it'll fare against other characters, but where you actually place them on the playing field can matter just as much. There are two rows your character can be played in--front and back--and how they'll behave when placed in either can depend on whether they have flight abilities and ranged attacks. Where they're placed in proximity to other characters that share their team affiliation also matters.

All of these elements can make for some really interesting play, if you can figure out what's actually going on. There's a series of interactive tutorials to help beginners, which is instructive, though you'll ultimately still have to jump in feet-first to fully understand the ins and outs of the game. Even then, the interface is dense with icons used to signify lots of important stuff. Plot-twist chains, which will regularly determine the outcome of a specific confrontation, can be especially difficult to keep track of due to the way they're presented. Though the game does try to spruce things up with some nice background and card art, as well as some light particle effects, it can still look like some kind of alien tax return. The interface on the PC version is significantly more manageable than the PSP or DS versions, due simply to the size of the screen and the more intuitive mouse interface, though you'll still find yourself right-clicking to pull up lots of sub-menus, and referencing the manual for certain vital, keyboard-only commands. And, in a move that will certainly frustrate some players, the PC version apparently only plays in a fixed-resolution window.

If you can get the hang of it, though, Marvel Trading Card Game brims with ways to play. There are two unique and lengthy single-player campaigns to play through, putting you in the role of either hero or villain. You can play against a live opponent either over a LAN or through the game's online mode, where you can jump right into games with players from around the world, or compete in numerous sponsored and user-created tournaments.

The PC version also finally makes good on the promise of cross-platform support with the previously released Marvel Trading Card Game for the PSP. You can now play against PSP players, and your account can be used seamlessly between the two platforms. All of this works well, and the addition of PC players to the already healthy pool of PSP players means it's never too hard to find someone to battle with. Taking the digital trading-card concept to its logical conclusion, you can also buy additional booster packs and starter decks of "cards" to enhance your online deck. As a nice little bonus, the PC version comes with a voucher for 10 free booster packs.

With its capable implementation of the well-known Vs. System, Marvel Trading Card Game will make those who've already got a taste for TCGs quite happy, and it makes pretty good use of the Marvel license on top of that. It's a step up in sophistication from the Yu-Gi-Oh! games that Konami has been churning out for years, and the online component is surprisingly solid. It's a fairly well-made digital trading-card game, but ultimately, its accessibility is hindered by its inherent trading-card game format.

Minimum System Requirements
System: Intel Pentium III 800 MHz or equivalent
RAM: 128 MB
Video Memory: 32 MB
Hard Drive Space: 3000 MB
Other: NVIDIA GeForce 2 or ATI Radeon 8500 video card or higher

Recommended System Requirements
System: Intel Pentium IV 1.4 GHz or equivalent
RAM: 256 MB
Video Memory: 128 MB

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Tuesday, July 24, 2007

Battle Realms


Publisher: Crave
Developer: Liquid Ent.
Genre: Real-Time Strategy
Release Date: Nov 7, 2001
ESRB: TEEN
ESRB Descriptors: Blood and Gore, Violence
Number of Players: 1-8

Battle Realms, the first product from Liquid Entertainment, has style in spades--everything about it is slick, and it's noteworthy for that reason alone, as well as for many others. It's a martial-arts-themed real-time strategy game featuring dozens of great-looking units from four unique factions, impressive graphical effects, and an innovative resource model. It has a polished, attractive presentation, an open-ended campaign, and several good multiplayer modes. Battle Realms does have a few gameplay issues that diminish some of its strategic appeal, as the action can prove to be difficult to manage. But it's still a very worthwhile experience despite these things and should provide many hours of enjoyment for all kinds of real-time strategy players.

The setting and characters of the game are clearly inspired by some of Hong Kong's most spectacular martial arts films--particularly the work of director/choreographer Tsui Hark--as well as some of Japan's action-packed comics and animated films, like the gory and stylish Ninja Scroll. The incredible fight sequences featured in last year's film Crouching Tiger, Hidden Dragon are also a good frame of reference for what you can expect from the battles in Battle Realms. Nothing is mundane in the game's fictional Far East-like world--even simple peasants can fight as trained martial artists should the need arise. All the game's various units and characters don't just stand adjacent to each other and hack away, as in most other real-time strategy games. Instead, they'll attack with a variety of moves and techniques and put on quite a show in the process. Thanks to the game's beautifully animated fully 3D units, not to mention the attractive terrain graphics and the overall detail found in the game, Battle Realms certainly looks impressive.

True to its source of inspiration, combat in Battle Realms can be quite chaotic. You actually have little control over your units besides being able to move them about (you can make them run by double-clicking), order them to attack, and initiate their special abilities if they have any. It's surprising that you can't do more with your units. They're very autonomous--they'll automatically rush to attack nearby foes, prioritize threats properly, and even switch between ranged and melee attacks as necessary. The pathfinding in the game is great--tell your units to go somewhere, and they will, stopping to fight any enemies along the way. But you can't set your units in formations and must instead move them as a rabble (though the rabble moves at the speed of the slowest unit in the group); and the pacing of the combat can be so fast that you'll just have to wait and see whether your forces survive. It can be very difficult to pull units out of battle, as they will seem to keep trying to lurch back into the fray. Also, since the game's units are large and tend to spread out when they fight, it can be all the more difficult to keep track of everything that's happening in a big battle, since it won't all fit onscreen.

Micromanaging the combat is necessary to sway the odds in your favor--individual units can have special abilities or equipment that can be used in battle to debilitate their foes, bolster their allies, and much more. Still, the breakneck pacing of the combat will often force you to simply use all of your special powers and abilities all at once, hoping for the best. But not all of the game is this fast-paced--it can take a while to bring enemy structures to the ground, during which time the enemy can flee with a few peasants and set up a new base of operations elsewhere, making the battle drag on.

The peasant, your basic unit, is automatically produced from peasant huts it can build. The more peasant huts you have, the faster peasants are generated. But the more units you have, the slower peasant generation becomes, until you reach your maximum unit limit--up to 50. Peasants can build other structures and can also gather the game's two resources, rice and water. New buildings cost a surplus of rice and water. Training new units costs rice and water too.

The resource model is slightly more complex than that--rice grows back slowly, but it'll grow back faster if you have peasants water it. And you don't just buy military units as you do in most real-time strategy games--your peasants train themselves into them. Thus, the resource gathering in Battle Realms becomes a challenging proposition. The more peasants you have, the more resources you can gather--but unless you upgrade peasants by training them to be troops, you'll be defenseless. It's an interesting system, especially once you factor in some of the finer details, like rains suddenly replenishing all your rice paddies or having to use water to put out buildings that have caught fire. Fortunately, the building process moves quite briskly in Battle Realms, and since there are fairly strict upper limits on how much rice and water can be stored, you'll have a good sense of when your economy is well underway and be able to commit to military training.


Minimum System Requirements
System: PII 400 or equivalent
RAM: 64 MB
Video Memory: 16 MB
Hard Drive Space: 600 MB

Recommended System Requirements
System: PIII 700 or equivalent
RAM: 128 MB
Video Memory: 32 MB
Hard Drive Space: 600 MB

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Monday, July 23, 2007

Championship Manager 2007

Publisher: Eidos Interactive
Developer: Beautiful Game
Genre: Soccer Management
Release Date: Oct 13, 2006 (EU)
Number of Players: 1 Player
DirectX Version: v9.0c

Championship Manager is a name that has become synonymous in the UK for over a decade with the concept of a great, in-depth football management game. Originally developed by Sports Interactive, the game has been the responsibility of Beautiful Game Studios (BGS) since 2004. Unfortunately their initial attempts frankly weren't up to scratch but with the benefit of time and stability under the new SCi-Eidos regime, the team has succeeded in building those early efforts into something far more worthy of the CM brand.

This year's iteration is undoubtedly the most convincing edition yet and gives you the task of choosing any team from a total of 63 league tiers in 26 countries with which to find glory. What that glory might be will depend on your choice of team. Chelsea, for example, would no doubt demand an excellent showing in the English Premier League, as well as a more-than-respectable level of advancement in the Champions' League. But if you decide to opt for the likes of Farnborough Town, which would probably just settle for avoiding relegation from the English Conference South, a different kind of challenge would await you.

But your first choice, once you've set up your own manager's profile, is to work out which leagues you want to run and how much detail you'd like the game to go into. If you've got an older machine, it'll help to keep the number of active leagues relatively low and simulate the rest, although you can only take jobs from active leagues as determined at the start of the game. It's common to choose the country you want to start in, as well as a few others, and it's possible to limit the number of leagues playable within a given country.

Once that's done, and you've decided on a team, you'll be responsible for pretty much every decision you can think of that a football manager in real life would make. First of all, you'll need to think carefully about the players at your disposal and whether you want to mould a team around a certain formation, or vice versa. It's important, especially at lower-level clubs, to spend some time looking at the players' statistics--of which there are many--to see who might perform well in any given position.

Of course, there's far more to take into account than bare stats alone--the age, morale, and general happiness of a player can contribute to whether or not he'll perform. And until you've played a number of matches, it's hard to get a feel for a team that you don't know very well.
Fortunately, that's exactly what preseason is for, with a raft of friendly matches that will have been arranged for you. These games are designed to give your players the chance to gain match practice before the proper season begins, but also to give you the opportunity to experiment with formations and tactical settings. However, it's worth bearing in mind that the opposition is likely to be doing the same, so just how much valuable information you gather during this time is always open for debate.

The hub of the game focuses around match day itself. When your team is due to play, you'll see a list of fixtures onscreen, before being taken to the dressing room for the team talk. In CM 2007, you have the opportunity to utter some words of inspiration--or condemnation--before a match, during halftime, and after the final whistle. You can also talk individually to players, as well as give an overall address or keep quiet if you'd prefer. Different team members will respond better to different messages, depending on their personalities. A feedback area at the bottom of the screen will give you some idea about how certain players have reacted to your comments. As you progress in this way, you'll get an idea of how to motivate the various characters on your team to get the best from them.

After that, it's on to the real action, and you can choose to digest the match in a number of different ways. The game is played out automatically, without any intervention from you unless you decide to make a tactical change. As in real life, once the whistle blows, it's up to the players. You can view as much or as little of the on-pitch action as you like, but you'll usually want to stick to the highlights--near misses, red cards, injuries, and of course, goals.
When one of these highlights occurs, you can watch the match in a kind of 3D that's an approximation of what you might see on TV. Should you so desire, you can also change the viewing angle. Although players aren't represented realistically, as you might expect from something like FIFA 07, you get a good idea of the movement and the ball and players.

On the plus side, being able to see a game play out in this way gives you much more of a visual clue as to where your team is doing well, or not so well, and it's certainly easier on the eye than CM's text commentary roots. However, the drawback is that most people buying this game will be used to watching real teams play on TV, and unfortunately, BGS still has some work to do on sharpening up some of the player intelligence. There has definitely been an improvement made to the match engine since CM 2006, but watching just a handful of games will present a myriad of odd decisions.

For example, on a number of occasions, we witnessed situations where a challenge would occur on the edge of the area, which resulted in the ball trickling toward the goal and just past the post as the goalkeeper and nearest defenders stood by and watched. This usually resulted in a corner to the opposition--despite the fact that there was ample time and opportunity for one of our team's players to rescue the ball.

On another occasion, we managed to score from a free kick that was taken midway in the opposition's half. Curiously, most of the players on the pitch were huddled about 15 yards from where the kick was being taken, while a lone pairing of striker and defender stood on the penalty spot. The ball came in and was nodded home by our striker--the oddest-looking attack-free kick we've ever seen.

Minimum System Requirements
System: Pentium III 1GHz or Athlon XP or equivalent
RAM: 256 MB
Hard Drive Space: 400 MB

Recommended System Requirements
System: Pentium 4 2GHz or Athlon XP or equivalent
RAM: 512 MB
Hard Drive Space: 400 MB

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