Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Friday, January 15, 2010

King’s Bounty: The Legend


Minimum System
OS:Windows XP/Windows Vista
Processor:Intel Pentium 4 2.6GHz
RAM:1GB
Graphic Card:Nvidia GeFirce 6800/ATI Radeon X800
VRAM:256MB
Free Hard Disk Space:5.5GB
DirectX version:9
Recommended System
OS:Windows XP/Windows Vista
Processor:Intel Pentium 4 3GHz
RAM:2GB
Graphic Card:GeForce 7900/ATI Radeon X1900
VRAM:512MB
Free Hard Disk Space:5.5GB
DirectX version:9
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Tuesday, July 14, 2009

AVERNUM 5

Avernum 5 is a huge, epic, fantasy role-playing game. Take a group of adventurers on a journey through an enormous underworld, full of fascinating characters, deadly missions, and amazing treasures and artifacts. Experience a fascinating storyline as you hunt down the rebel that tried to assassinate your empress. Bring him to justice...or, if you choose, join him!

Game Features
* Conquer The Underworld!
* Hundreds Of Artifacts To Discover!
* Over 50 Spells And Battle Disciplines!
* Huge And Epic Role-Playing Adventure!

System Requirements
* OS: Windows 2000, Windows XP, Windows Vista
* Memory: 64 MB
* CPU: P733

SIZE : 23.4MB

RAPIDSHARE

PASSWORD : crack.ed
[ OPEN WITH : winrar ]

Thursday, July 9, 2009

LAXIUS FORCE

Random, a young swordsman, and Sarah, his adored Elven girlfriend witnessed destruction, pain and the terrifying wrath of Demons. They fought heroically and, finally victorious, they retreated. Dangers are once again arising, and fear is taking hold of hearts across the land... With 80 hours of playtime, 17 playable characters and over 100 quests and tons of secrets and items, this is an RPG for RPG lovers!

Game Features
* 80 Hours Of Gameplay!
* More Than 100 Quests To Complete!
* More Than 500 Locations To Visit!
* An RPG for RPG Lovers!

System Requirements
* OS: Windows 2000, Windows XP, Windows Vista
* Memory: 256 MB
* CPU: P3 800

SIZE : 64MB

PART 1 PART 2 PART 3 PART 4

PASSWORD : crack.ed
[ DOWNLOAD ALL PARTS AND OPEN WITH : winrar ]

Friday, November 9, 2007

Hellgate London

Publisher: EA Games
Developer: Flagship Studios
Genre: Role-Playing
Release Date: Oct 31, 2007 (more)
ESRB: MATURE
ESRB Descriptors: Blood and Gore, Mild Language, Violence
Number of Players: 1 Player
Number of Online Players: Massively Multiplayer

Hellgate: London is a likeable action role-playing game that answers the question "What would happen if you took all the loot lust from Diablo and fit it into a first-person shooter?" OK, maybe you weren't asking that question, but Hellgate is an interesting game. It will probably come into its own after a few more patches, but right now, it has almost as many issues as strengths.

The game takes place in London, naturally, and it's the near future. A large gate to hell--some might call it a "Hellgate" of some kind--has opened and demons have been spewing forth from it. The storyline has you, as a character in one of six classes, falling into an adventure that puts you on a path to seek out various oracles, kill a whole lot of demons, and eventually penetrate the Hellgate itself. But the storyline is rather limp. It's best conveyed by prerendered cutscenes that play out between each of the game's acts, but there are hours of often poorly written quest dialogue text and flat character exclamations between those cutscenes. The game can't seem to make up its mind as to whether or not it wants to be serious or funny, and the characters that have been placed in the game for comic relief don't work very well, with the possible exception of a guy who, through your actions, ends up having a small demon hump his face for the rest of the game. The game also has a handful of technical issues, including frame rates that randomly take a dive and hard lockups that, depending on when they occur, might make you play through a significant chunk of the game again.

* OS: Windows XP with SP2 or Windows Vista
* Processor: 1 .8GHz or faster (2.4GHz for Vista)
* RAM: 1GB or more (2GB for Vista)
* Video: DirectX 9.0c/10 compatible device w/ 128MB RAM or better and Pixel Shader 2.0 support; requires NVIDIA GeForce 6200/ATI Radeon 9000 chipset or greater
* Audio: DirectX 9.0c compatible device
Disc drive: 8x DVD or faster
* Hard drive: 6 GB or more free space
* Input: Keyboard and mouse
* Internet: Connection required for multiplayer

Screen Shots

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INSTALL NOTES
Unpack
Burn or mount
Install,
serial: N1XL-ETTE-YKWB-KSG7-ZTBW-5Z0E
Copy the crack from the ViTALiTY folder
Let none survive

Credit By Tana_Sara
Site : http://forum.itemxp.net

Wednesday, September 19, 2007

The I of the Dragon

Publisher: Strategy First
Developer: Primal Software
Genre: Role-Playing
Release Date: Nov 2, 2004
ESRB: MATURE
ESRB Descriptors: Blood, Violence
Number of Players: 1 Player

I of the Dragon is an action RPG with a couple of things in its favor. Instead of letting you play as the typical barbarian or mage, this fantasy game lets you take to the skies as a dragon. It also requires you to do some tactical thinking instead of relying solely on brute force. Beyond that, it's generic fare marred by numbing missions and repetitive combat, not to mention a wholly forgettable gameworld. I of the Dragon isn't actually a bad game, just a strikingly unimaginative one. In short bursts it can be fun, but over the long haul it becomes a real snoozer.

The game serves up a disposable story. Once upon a time, a generic fantasy world was beset by evil monsters. Humans and their dragon allies managed to destroy the wicked monsters infesting the land and banish their Sauron-style leader. After their victory, some shortsighted humans suspiciously turned on the dragons and drove them away, too. Naturally, the great evil of former times returns, and suddenly a dragon--that would be you--is needed to fight the forces of darkness.

Cutscenes fill you in on this limp tale. If you're expecting cinematic drama akin to the astounding cutscenes in Diablo II--or even something half as good--you'll be sorely disappointed. Instead you get lame in-engine scenes in which some little low-polygon guy appears (sometimes with his head cropped out of the picture) and tells you to go kill a bunch of monsters.

In fact, bare-bones monster killing is the core of I of the Dragon--kill all the monsters here, then kill all the monsters there, defend this town from monsters, then defend that town from monsters. Not exactly inspiring or imaginative. When the missions do differ, it might entail building a town, but that basically means flying to a preset site on a map and pressing a particular key. The missions that don't involve merely killing everything on a map can be unclear, since they often give you no idea where to look for the specific monster or building you need to find.

A few woefully ill-conceived missions have you playing as a human. These stink, not only because they're just plain boring, but also because the movement interface and camera were designed for airborne dragons and prove frustratingly inadequate when used for a creature stuck on the ground. You can hardly see where you're going, and evading enemies can be nearly impossible, as your character gets stuck on scenery.

Thank goodness you mostly fight as one of three different types of dragons, each of which has a different combat emphasis and a different selection of potential spells. The basics of movement and combat apply to all three. To move, you just click a spot on the landscape, and away your dragon flies. With the keyboard, you can vary its altitude and speed. However, even with the game-speed slider cranked up to the maximum 200 percent and your dragon's speed stat boosted through leveling up, your character's movement still feels slow and ponderous. Forget any dreams of soaring on the winds and performing stunning feats of aerial acrobatics. These dragons have all the grace and agility of a school bus.

As far as combat goes, you just right-click your target to attack it. The trick is in coordinating your attacks and flight pattern. You can avoid attacks more easily by soaring high above your enemies, but the farther you are from a target, the more likely it is that your ranged attacks will miss. Swooping down low makes it easier to blast your prey, but it also increases the likelihood that you'll get caught in a hail of projectiles. You can use terrain to your advantage, letting an intervening stand of trees absorb attacks from land-based monsters while you destroy the lair that generates them. Some of the terrain is destructible, though, so those trees won't hold out for long.

Your core dragon attacks include close-range breath weapons (fire, frost, and so on) that you can charge up for a lengthy, full-power blast or let loose more quickly but with less power. There are also single-shot breath-weapon attacks and a special attack that lets you dive down, snatch a monster with your talons, and then eat the squealing beast to sate your hunger. You'll need to stop and hover when you feed, so getting to safe ground first is vital.

Minimum System Requirements
System: 600MHz Intel or AMD or equivalent
RAM: 128 MB
Video Memory: 16 MB
Hard Drive Space: 1500 MB
Other: Direct3D-compatible video card (GeForce-level or higher)

Recommended System Requirements
System: 1GHz or equivalent
RAM: 256 MB
Video Memory: 32 MB
Other: Direct3D-compatible video card (GeForce2-level or higher)



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Sunday, September 9, 2007

Age of Pirates: Caribbean Tales

Publisher: Playlogic
Developer: Akella
Genre: Computer Role-Playing
Release Date: Sep 12, 2006 (more)
ESRB: TEEN
ESRB Descriptors: Alcohol Reference, Mild Language, Tobacco Reference, Violence
Number of Players: 1 Player
Number of Online Players: 16 Online

The life of a pirate must have been pretty rough, and being rough is one thing Age of Pirates: Caribbean Tales certainly nails down pat. This convoluted, buggy game greatly overextends itself, presenting an open-ended role-playing experience that combines ship-to-ship combat and on-foot exploration throughout the Caribbean islands during the golden age of piracy. This game might as well be a sequel to the developers' previous piracy games, including 2003's Pirates of the Caribbean and 2000's Sea Dogs, so it's a shame that the broader, more ambitious scope of this latest take on the formula just leads to more problems.

Much like Akella's previous games, in Age of Pirates you play as a freebooter looking for fame and fortune on the high seas. You can choose to play as either a male or female character, and you start off with a modest ship and crew, and may then proceed to go wherever you like in the Caribbean. Whether you either take on missions for the various European nations that have set up camp on the isles or plunder their merchant vessels is pretty much up to you. By completing various quests and sinking or successfully boarding enemy ships, you'll gain levels of experience that let you customize your sea captain's abilities. You also need to be mindful of your ship's crew--their health, morale, and salaries--and may employ officers to help you navigate and fight. There's a lot to think about and to do in Age of Pirates. If only it all worked as well as could reasonably be expected.

The game gets off to a worrisome start by presenting you with a screen dense with different gameplay options, such as nation progress rate, encounter frequency, sailing settings, and simplified sea artificial intelligence. There's also an overall difficulty option, but it's hard not to presume that a game presenting this fine a level of customization right off the bat is a game that isn't trying very hard to deliver a well-balanced experience. Indeed, Age of Pirates often feels aimless, and the simple text-based quests you'll be given are hardly incentive enough to hold interest. The character-leveling system is probably the most compelling reason to keep playing, but the longer you play, the more the game seems to unravel. Open-ended games ought to reward experimentation and exploration, but this one is almost as likely to crash on you as you keep doing things your way.

The pacing and quality of presentation in Age of Pirates are also all over the place. You can tell most of the effort went into creating nice-looking ships, water, and weather effects, because the close-up sailing sequences look very pretty. Most of the rest of the game just looks bad, though, and the clunky interface is unclear and hard to get used to. Bombastic music flares up when your ship gets into a fight, making these deliberate battles feel rushed. While you can initially adjust settings to affect the ship-to-ship combat, these battles wind up being long, slow slogs regardless of your choices. This may be relatively realistic, but you're left with little to do but turn and switch ammo types while your ships wage war. To help speed things along, there's a good chance you'll want to try to move in and board your enemy's vessel, especially since that's the easiest way to get yourself a bigger, better ship (why buy one when you can take one?). Boarding attempts culminate in a choppy, ridiculous action sequence in which you'll hack at the enemy crew and its captain. These battles haven't changed much since Akella's previous pirate games, and by now they come across as completely substandard.

It's too bad so much of this game feels half-baked, since there are many different details you might otherwise want to sink your teeth into in Age of Pirates. Ships may be upgraded with different types of hulls, sails, and cannons, which all carry certain advantages and disadvantages that force you to make interesting trade-offs (such as between durability and maneuverability). Improving your captain's tactics rating lets you command larger squadrons of vessels, if you prefer strength in numbers. And if you're feeling bold, you can attempt to attack and capture a colony by battling its defensive fortresses, mopping up guards on foot, and even ransoming off the former governor. As you play, your character's overall reputation and his or her standing with the different Caribbean factions will change. Leveling up also lets you choose from a variety of special abilities that let you bolster your captain's abilities as a sailor, a fighter, a leader, a negotiator, and more.

The back of the box also asserts that there's a multiplayer mode for up to 16 players, including four modes: deathmatch, team deathmatch, defend the convoy, and capture the fort. However, we could find literally no one playing any of these modes online, and there's barely so much as a mention of the multiplayer modes in the game's 60-page manual. Assuming these modes are fully functional, they still probably wouldn't be much fun, considering the ship-to-ship combat in the game is especially dull when you strip out all the role-playing and boarding elements.

Age of Pirates is comparable to Sid Meier's Pirates! from 2004, yet while that game distilled down the concept of being a high-seas swashbuckler to its essentials, this newer one drowns in the details. The game just feels rushed and dated, and it comes across as if the developers bit off a lot more than they could chew. It's understandable that in the wake of Pirates!, a similar game would try to differentiate itself by providing many more gameplay features. But to say that the quality of the execution of this game leaves a lot to be desired would be putting it nicely.
By Greg Kasavin, GameSpot

Minimum System Requirements
System: Pentium 4 1.8 GHz or equivalent
Video Memory: 128 MB
Hard Drive Space: 4000 MB

Recommended System Requirements
System: P4 2.5 GHz or equivalent
RAM: 1024 MB

Screen Shots

Friday, September 7, 2007

Call for Heroes Pompolic Wars

Publisher: Strategy First
Developer: Quotix Software
Genre: Role-Playing
Release Date: Jun 26, 2007
ESRB: TEEN
ESRB Descriptors: Blood, Fantasy Violence
Number of Players: 1 Player
DirectX Version: v9.0c

As the back of the Call for Heroes: Pompolic Wars box proclaims, "It is the darkest of times." Well, that's certainly true enough for anyone who installs and plays the game within. This action RPG from Quotix Software hits new lows in mind-numbing combat and ridiculously confusing level design.

Judging by the credits at the back of the manual, just two people made this one, and boy does it ever show. The twosome worked off a simple template of making a 3D copy of Diablo, but didn't include any of the depth or catchiness of that classic dungeon crawl. The single-player story (there is no multiplayer) about battling the monstrous hordes of a demon named Pompolic is told solely on the first page of the manual. There are no cutscenes, dialogue sequences, or anything else to tell a tale in the game itself. RPG elements are also MIA. Instead of rolling up characters, you make a one-or-the-other choice between a male warrior and a female amazon, and then bestow a name and a special ability (from a whopping list of three choices per class) upon the hero that you select. And with that, it's off to explore a succession of 15 generic fantasy castles and dungeons.

And you really do have to do some exploring. Unlike in most hack-and-slash dungeoneering games, levels in Call for Heroes aren't strictly linear. Instead of just cutting down skeletons and goblins from Point A to Point B, you instead must delve into every nook and cranny of each level to discover all of the dark soul artifacts and open up a portal to the next level before a timer ticks down to zero. Initially, this is refreshing. Far too many action RPG dungeon crawls are so slavishly devoted to linear level design that they play themselves, so finally getting an alternative could have been a very good thing.

Unfortunately, though, the alternative here is an absolute mess. There is no rhyme or reason to the level design at all, and there is no mini-map tracking your expedition, so you feel like a rat running around in a maze. Levels are also totally isolated from one another, giving you the impression that you're fighting through disconnected battle arenas, not making your way through any sort of story or campaign. Each level seems to have only a half-dozen or so noteworthy architectural elements, too, which leaves you adrift with no distinctive landmarks to indicate where you are at any given moment. Monsters also typically spawn in when you grab a power-up like a health potion or a dark soul, too, leaving you without a sense of place when it comes to specific fights. Welcome to a hack-and-slash treadmill.

Making matters even worse is the incessant, stupidly difficult combat. Packs of monsters constantly swarm you, forcing a lot of scrambly fighting and fleeing that further screws up your sense of direction. From the second level on, the number of creatures on your tail is so insane that you mostly just scurry away from them and hope that you happen to pass the dark souls before you get killed. All of this fighting does at least lend the game a certain white-knuckle intensity. It seems like you're forever stuck with your hit points in single digits, leaving you constantly afraid that a random swipe from some goon is going to send you on a dirt nap. Also, you have to restart levels from scratch when killed, which adds even more pressure to the hacking and slashing unless you've lucked out and found one of the rare respawn icons.

Still, everything goes on too long and is far too repetitive to be the least bit enjoyable. Each Call for Heroes level takes a good half-hour to finish, and you spend every second of that time either fleeing without any idea where you're going or click-click-clicking on the bad guys. There isn't any excitement in this monster mash, as you're whaling away on just a handful of types of beastie in each level. Creatures in the game nicely blend "kill-myself-if-I-have-to-kill-another" fantasy archetypes like skeletons and zombies with bizarro beasts like fireball-spewing floating orbs (the spitting image of Doom's cacodemon) and spindly-armed ET look-alikes, but there just aren't enough different monsters to prevent your brain from locking up with tedium. You'll wallop forty or fifty spiders in one level, then a few dozen one-armed zombies in the next, then a veritable Shriners convention of Doom balls in the next, and so on.

Variety isn't a part of your arsenal, either. Although you accumulate different weapons and armor along the way, there isn't that much of it. You generally pick up one good new weapon per level, for instance. Battles can be livened up by activating special class abilities that are picked when you level up, or by collecting coins that let you activate god mode for a limited period of time, but you don't need any of that fancy stuff; most of the time you'll be happy (well, "happy" is a relative term) to just click-kill your way through monsters.

Minimum System Requirements
System: Intel Pentium IV 1.6 GHz or equivalent
RAM: 512 MB
Video Memory: 64 MB
Hard Drive Space: 1300 MB

Recommended System Requirements
System: Pentium IV 3.2 GHz or equivalent
RAM: 1024 MB
Video Memory: 128 MB

Screen Shots

Thursday, August 30, 2007

Day Watch Nival Interactive

Scheduled For: 2007
Game Type:3D Role-Playing
Developer:Nival Interactive
Publisher:Noviy Disk
Homepages:None listed by 3D Gamers
FAQs:None listed by 3D Gamers
Requires:Windows / Direct3D
Keywords:third-person / turn-based / modern / fantasy
ESRB Rating:Unavailable

Vampires, battling good and evil, supernatural humans possessing mystical powers; sounds like your average fantasy/sci-fi plot, right? But what if all of this takes place present day, and in Russia? Day Watch was developed by Nival Interactive, who is most famous for Heroes of Might & Magic V and Silent Storm. While being based in Moscow themselves, Nival decided to develop the game entirely in Russian, which sounds fine for anyone that is Russian. So what about the rest of the world? Unfortunately, you have to suffer through a poorly translated game with half-baked gameplay mechanics. The plot is pretty neat and there are some interesting magical powers to wield, but everything else is rather mediocre.

Day Watch is based on a planned trilogy of films (which are based on a series of novels) from director Timur Bekmambetov. Night Watch, the first film, was released in 2004; Day Watch, the second, is opening in the U.S. in June. The trilogy is based around a "truce" between the forces of light and the forces of dark, where both sides keep watch over one another to make sure no one breaks any rules. Living with humans are supernatural beings belonging to the two sides, named Others. This is where you come in Day Watch as Anna, an Other who is living in Moscow some years after the events of Night Watch went down.

As an Other, you're imbued with some magical abilities. First, you have the power to shift from reality to an alternate reality called Twilight. While I'm sure it's necessary in terms of the magical/supernatural world that the game/movies take place in, it's pretty unnecessary in-game. To me, including Twilight in the game was just another excuse to add another unneeded element to combat. In the end, while it does add some strategy to how you choose your skills to use, it's rather unnecessary to be able to fight in reality and in Twilight because most of your enemies will fight only in Twilight anyway.

Luckily, you also get some magical powers, and they're pretty interesting and entertaining to watch. Starting out, you only get a few weak magic spells but as you level up you gain better ones, and your already existing powers increase in potency. One weak magic spell is called Magic Press -- it sucks away an enemy's health after each round. As you gain levels, it'll suck away more health after each round and is harder to resist.

Other magic skills include Triple Blade, a ranged attack where you throw three blades; Remorse, basically a thorns attack; and Freezing, which freezes enemies in their tracks. Certain magical powers can only be used in Twilight or in reality, like I stated before, so make sure to choose which ones to use wisely. For example, Gremlin is only usable in Twilight and as the name implies, it summons a Gremlin. As you level up, you can control the Gremlin even longer.
Day Watch is part RPG and part turn-based strategy. You got your NPC interaction, inventory organization, experience gaining, and quests that make up the RPG part while the combat system makes up the turn-based part. You have a set number of action points to use every round of combat so be sure to plan them out. Thankfully, the game labels any/all actions with the appropriate number of action points so you won't be fooled that you just spent all your points by running up to an enemy to just have him shoot you in the face. However, the point system is rather unforgiving. Just simply turning costs action points, which is pretty stupid.
You'll be picking up a lot of items during your journeys and at first glance it'll seem to be just random stuff -- apples, dolls, cards, etc. But all of these items are essential to fuel your magical powers. Apples and chocolate bars fuel your healing and magic restoration powers, for example. For whatever reason, you can't eat apples to regain health; you have to cast a spell on them in order to regain health, which seems impractical since you have to use energy to eat something that'll refuel your energy.

While the gameplay itself is rather stale and nothing new, the game's weakest point is by far is the translation. Since this game was developed by a Russian team, the translations to English definitely hit bumps on the road; no, not even bumps: complete and utter disastrous car wrecks on the road. While I'm used to seeing a spelling or grammar error every so often in an international game, the errors in Day Watch are completely horrendous. These aren't even minute errors, these are obvious and glaring errors -- poor grammar usage, clear spelling errors, and not even a hint of a proofread or simple spellcheck run. All of the in-game dialog is spoken in Russian, so I hope you're ready for some heavy-duty reading of subpar subtitles. I don't have any problems reading text (classic 1990 RPGs conditioned my brain) but since most of it is riddled with errors, this opens up some major borefests and confusing moments.
Want some examples? Try approaching a salesman and he'll say, "What would you like to take," which isn't too bad -- it's some of the better translating. When Anna encounters a group of Night Watch (light guys that patrol the night), she exclaims, "It is the Night Watch underpaid work performed collectively!" I don't know about you, but I have no idea what that means. Randomly placed adjectives in sentences, poorly structured statements, and just bizarre quotations made me not only laugh like this is some hilariously bad B-movie, but also sigh in frustration and anger.

Other problems in the game include extremely awkward AI animations (especially in conversations), clipping (due to limitations of the engine), and just obvious graphical glitches. When talking to NPCs, you'll be treated to random hand movements, awkward pauses and faces devoid of any emotion. It's things like this that make any game -- especially a RPG that relies on interaction with NPCs -- unpleasant to play through. In addition to NPC conversations, if you happen to talk with someone but end up standing too close, your hand movements, head pivots, or arm swinging will just clip through the NPC. There was one scene where Anna's car crashed into another car. Upon collision, the car magically transformed into an entirely different car -- make and model and color, which just seemed so weird, and it doesn't look like a magic spell altered the car at all, if that was the explanation.

Day Watch has an interesting concept and some neat spells, but its buried underneath miles of poorly translated text, poor AI (stupid pathfinding problems -- ugh!), lanky animations, obvious graphical glitches, and a poorly implemented RPG system. The two films were hugely successful in their native country and earned some dough and cult followers over in the U.S (such as our EiC Brendon), so instead of shelling out $30 for this game, watch the movies or read the books instead. They're cheaper, and certainly more enjoyable.

Screen Shots

Wednesday, August 1, 2007

Final Fantasy VII

Publisher: Eidos Interactive
Developer: SquareSoft
Genre: Role-Playing
Release Date: May 31, 1998
Number of Players: 1 Player

SquareSoft's Final Fantasy VII was released on the PlayStation with much hype and fanfare, including television commercials and huge bus stop ads in metropolitan areas. For many months, it seemed Final Fantasy VII was the only game available for the PlayStation. For those who played it, this was practically the case. The game's epic storyline and impressive production values made for a game that kept one immersed for anywhere from 30 hours, "rushing" through, to more than twice that, exploring every available option.

The PC translation of Final Fantasy VII is fundamentally the same game as the PlayStation version, which makes for both its greatest strengths and its most frustrating weaknesses. There was obviously a great deal of attention spent improving the graphics, but other equally important areas - the sound, the interface - have been neglected.
Final Fantasy VII tells the story of a young mercenary named Cloud. At the outset of the game, Cloud has hired himself out to Avalanche, a revolutionary group set on sabotaging a huge corporation's plans to harvest all of the energy from the planet. Cloud is an ex-employee of Shinra Inc., the corporation in question. While the Avalanche members' intentions are noble, Cloud's are, it seems, strictly financial. Throughout the first segment of the game, Cloud works with Avalanche in the elevated city of Midgar and the slums that exist below it. Because of the events that transpire there, he must venture with them beyond Midgar, across the whole of the planet, where the story becomes much more complex.

This complexity is the heart of the game, and describing too much of the story would give it away. What makes Final Fantasy VII so involving, though, is not just the story it tells - the characters themselves are intriguing. Each of the main characters has interesting motivations and history. Much of the game is devoted to painting these portraits, with Cloud's being one of the focal points of the game. So as not to spoil anything, a simple understatement will have to suffice: Cloud is easily the most interesting and complex character ever presented in a game.
The game utilizes many different styles, depending on the event and the location. When wandering around cities, you play from an Alone in the Dark-style perspective, where different angles are used in different areas. When in the world map, you see everything from a birds-eye overhead view. In both cases, your party (made up of three of the available characters) is represented by a single character, usually Cloud. Combat is a hybrid of real-time and turn-based. It takes place in real time, but it takes a certain amount of time for your characters to perform moves. It's sort of a best-of-both-worlds scenario, where you must act quickly, but it's not a purely response-time-based situation.

The magic system is so complicated as to defy simple explanation. Your characters can be equipped with Materia, and different types of Materia have different properties. Some will allow you to heal characters during combat, others will summon deities to combat your opponents, and others will cast spells or add attributes to your characters. Materia can be coupled with other Materia to change its properties, and Materia gains experience along with your characters, allowing for more powerful spells, extended effects, or multiple castings during a single encounter. Understanding the way Materia works is one of the keys to playing the game, and it's a complex yet elegant system.

Aesthetically, the PC version of Final Fantasy VII exceeds the PlayStation version in one area: graphics. Support for 3D accelerators makes the characters look much more crisp and detailed than the console version. Combat sequences benefit the most. Quite simply, combat scenes in the PC version look incredible. Unfortunately, everything else is inferior. The music is MIDI, so the quality is completely dependent on the MIDI playback ability of your sound card. With the most common contemporary sound cards, this isn't good. As a result, the epic score of the game is reduced to something that sounds like the background music on a poorly designed Final Fantasy web page.

Not all of the graphics are superior: The rendered cutscenes, which were breathtaking on the PlayStation, are AVI files in the PC version - low-resolution, washed-out AVI files. The menu-driven interface, a necessity for the PlayStation controller, is presented here intact. No hotkeys, nothing. To play without a gamepad, you must use the number pad on the keyboard, which isn't a pleasant option. You can reallocate keys, but the options menu makes it difficult to understand exactly what function the different keys serve. If you plan on playing Final Fantasy VII on the PC, a gamepad is almost essential.

Of course, there are some problems that exist simply because of the nature of console RPGs. Many of these discrepancies will seem foreign to those who have never experienced them: the inability to save at any point when in certain locations, the random combat encounters that occur with no warning, and the strange moments in combat when huge monsters firing huge weapons do little damage, while your characters do twice as much damage with a single punch. And none of these compares to the adjustment many will have to make to accustom themselves to the fact that these cute little big-eyed characters are swearing, killing, and pondering the nature of their existence. But these are caveats, not criticisms.

The PC version of Final Fantasy VII could have been, and perhaps should have been, better than its PlayStation counterpart. But it isn't. The story is amazing, and the combat is fun, making it a good choice for open-minded computer role-playing fans or adventure game fans who don't mind a little action in their games. Perhaps it's unfair to criticize Final Fantasy VII for being merely great, but it's hard not to think a version tailored specifically for the PC could have been amazing.

Minimum System Requirements
System: Pentium-133 or equivalent
RAM: 32 MB
Video Memory: 2 MB
Hard Drive Space: 260 MB


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Friday, July 13, 2007

Harvestmoon Back To Nature (PS)

Developer(s) : Victor Interactive Software
Publisher(s) : Natsume Co., Ltd
Genre(s) : Simulation/Role-playing
Mode(s) : Single player
Rating(s) : ESRB: Everyone
Platform(s) : PlayStation; port for PSP

Harvest Moon: Back to Nature is surprisingly one of the most satisfying role-playing experiences to be found on the PlayStation. Instead of following the standard flashy FMV, save the world formula, Back to Nature involves you in the day-to-day tasks of running a farm, maintaining friendships, and building a family in a not too flashy but thoroughly involving manner.
The game brings you to your grandfather's farm, which you've recently inherited, in the sleepy town where you spent your vacation ten years ago. Offered a three-year trial by the mayor and the townsfolk, it is up to you to restore the homestead to its former glory and productivity, as well as earn the admiration and affection of the citizenry. These goals go hand in hand, as the citizens provide you with additional help and greater doses of love based on how well you've rebuilt your farmlands and how often you shower them with presents. A generous neighbor does well in Back to Nature, and only the most charitable of play styles will give you access to all that the townsfolk have to offer.
A great farmer needs a great wife, and wooing one of the local girls is one of the most enjoyable aspects of Back to Nature. With five girls to choose from, each with different likes, dislikes, schedules, and birthdays, it's a lot to keep track of. The quickest way to your chosen paramour's heart is by stalking her day and night, appearing at all her favorite spots, and showering her with gifts at every turn. At first, she may seem annoyed, even scared, but your constant attention will eventually turn her black heart a rosy shade of red on your love indicator, which is conveniently visible during dialogue. At this point, you may offer her a blue feather, as local custom dictates, and take her hand in marriage. Wedlock means no more late nights at the bar, more constant female attention, and eventually a baby.
Back to Nature has one of the most enjoyable sets of characters ever featured in a role-playing game. What makes them so intriguing are not their limit breaks, elemental bent, or how deep they are steeped in political intrigue. Instead, they each have relationships with each other, and those relationships are affected by your involvement with their respective friends and families. The characters are emotionally real, becoming jealous if you try to steal their girl, happy if you marry their daughter, sad if you turn them down for a date, and so on. Several of the characters in this seemingly simple game have fairly realistic characteristics, drinking themselves to sleep every night, running away from home, and participating in the local cockfights. The possibility of courting and marrying a girl afflicted with raging alcoholism was a nice touch. While the gravity of these situations is questionable more often than not, they do add an atmosphere of mock realism that works very well.
Several elements most other games would consider side stories or minigames play an important role in Back to Nature. For example, raising a happy dog, horse, and chicken not only provide you with benefits in the fields, but also at local competitions. You can win the local horse race, dog show, or chicken sumo competition with your animal companion. Once your house has a kitchen installed, there are over 100 recipes to be made using a combination of the crops you harvest and the utensils ordered over the home shopping network. Entering one of your more complicated recipes will surely win you the cooking festival, something sure to attract the attention of the ladies. While most RPGs reward experience with statistic increases, Back to Nature rewards you tangibly, with additions to your house, barn, and stables, opening up greater possibilities for profit and character interaction.