July 2003 Archives

 

Animal Crossing Log Entry 23


I really hate fishing.

When you're searching for a particular fish, the whole process can be exceptionally frustrating and lengthy. Since you can rarely tell what kind of fish is lurking below the waves, it's a lot of trial and error to catch them all. Compare that to insects, where you can see exactly what type of bug you're about to catch. The tradeoff is that more fish sell for more money than insects.

But I'm happy to report that I have very little fishing left to do. Namely, the hunt for the jellyfish that appears in late August. I finally snagged a piranha, and I fully expect that to be the last difficult catch. I must have put in ten to twenty hours just in fishing for the piranha. Ugh.

And on a similar note, I have completed my insect collection. The Banded Dragonfly was my last catch. Here's my method for catching it... I basically ran around a block of four acres, scaring off / catching any non-Banded Dragonfly insects I happened to see. I saw the BD several times over the course of an hour, but only once did I happen to luck into its flight path. But once is all I needed.

Blathers immediately noticed that the museum's insect collection was now complete, and he thanked me profusely. However, he gave me nothing. I am a true patron of the arts, I suppose. The next day, Mayor Tortimer was waiting at my door as soon as I woke up. (Creepy.) He congratulated me further and awarded me a Golden Net. The Golden Net is about twice the size of the regular net, so catching bugs is easier. As if I'll be catching any more damn bugs.

The final reward was a decorative butterfly hung on the side of my house. That little bit of curb appeal didn't show up until nearly a day later... I swear it just magically showed up after Pango the Anteater happened to notice I had caught all the insects. The butterfly doesn't particularly match with my existing Lord Grimeley's decor: black roof, Whateleys crest on door, bones scattered around the yard.

In other news, I've been trying my best to wake up early for Copper's morning aerobics (between 6-7am.) If you exercise fourteen days over a month, you get a special furniture item. Unfortunately, the first day I remembered it was raining, so exercises were cancelled. RhondaCat has had sunny weather all week, so she's a day ahead of me.

 

Codorus CampCon


Largely on a whim, we decided to go camping tonight. So here we are at Codorus State Park sort of faking camping for a night. We're pretty lousy campers, so most trips are marked by what we forget. For example, plates. Still, it's only one night so we don't care much. It's the price of the impulsive camper.

We've never been to this particular campsite before, but it's been cool so far. Our plot is right on the edge of a treeline, so we get the benefit of shade without the gritty floor of dirt and leaves. We're a tad exposed here, but it does afford a great view of the camping pros in the open field nearby.

It occurs to me that some progressive campground ought to slap wireless access points on the bathroom hut roofs.

So begins CampCon, our exclusive gaming convention. Camping is, for us, simply a different venue to play card games.

The series so far: I've won a reasonably quick round of Battle of the Bands, using a surprisingly uncontested band of The King, Kym and Santa, all with positive reps and instruments (two on Kym.) We did three games of Fluxx, resulting in two wins for Rhon and one for me. All the Fluxx games were astonishingly short. My win took only two turns.

After that, we played one game of Doomtown... Rhon's Blackjacks vs. my new Collegium deck. Collegium won, thanks to multiple Bioengineered Ezzies and Suzies and some lucky shootouts. Then some Harry Potter reading, some napping, some IMing over Hiptop, and two late night games of Jacob Hollow by lantern-light. Rhon won both Jacob Hollow games, both via the Investigation Point win... as opposed to the Dead Opponent win which seems more common.

I hung the iPod in the tent's spidernet roof, where our TMBG playlist could softly rain down upon us.

I never sleep well in a tent, although our air mattress helped substantially. as I've already admitted, I often have trouble sleeping in a controlled-environment bedroom, so you can imagine how I react to a tent in the woods, the very habitat of spiders, wind-blown tree limbs, and squat crawly mammals. But the toughest bit of camping is the morning after. Morning breath, tent hair, sticky clothes... general camp funk. It's that first night camping - prior to sleeping - that holds all the romance for me.

We woke up around 9am, had some peanuts and diet soda for breakfast. Home by 11am.

 

Cutting Crew


There's fresh rumors of console prices being cut again as we heard into Shopping Season 2003. As the financial world pays more and more attention to the video games industry, we can now expect to hear claims like this every couple weeks. The usual price points are $150 for PS2 and Xbox and $100 for the GameCube. Currently, the PS2 and Xbox are locked at $180 (with an online-ready PS2 bundle at $200) and Nintendo staying at $150.

We've long held consoles to the "give away the razor but sell the blades" scheme. In fact, Microsoft gives away so much of the Xbox that they reportedly lose $100 to $200 on each Xbox sold. So the quickest way to drive Microsoft out of the video game race is to buy a ton of Xboxes... and no games. Hell, go buy Halo. Then you're only costing Microsoft $50 to $150.

What interests me most about these alleged new prices is what in the heck Nintendo is going to do. The GameCube is already the best value going, and that's because they didn't include DVD capabilities or packed-in online peripherals. But Nintendo can't seriously field a $100 GameCube and a $100 Game Boy Advance SP. I love the SP, but it feels much safer to have the portable priced significantly lower than the console. Plus Nintendo makes a ton of money from the Game Boy empire, so I don't imagine they're willing to cut the GBA / GBASP down to $30 and $50.

To further complicate matters, the cheaper Nintendo hardware gets, the better it gets. Not just from a selfish consumer standpoint, but due to the upcoming games roster. Nintendo's push is towards LAN and same-screen gaming in place of online gaming, meaning you either need a lot of equipment or a lot of friends with equipment. What good will Final Fantasy: Crystal Chronicles be if your pals don't have GBAs? If the Cube gets to $100, I'll put one on every TV in my house, along with Mario Kart Double Dash for in-house LAN bliss. And if the SP gets down to $50, I'll pick up one in every goddamn color, plus extras to give out to all my family and friends. Super cheap hardware makes Nintendo's case for multiplayer Cube / GBA games all the stronger.

But I'm an extreme case. Most people probably aren't interested in setting up a 4P GameCube LAN with four copies of Mario Kart. Which, under this fictional pricing scheme, would come out to $600. $400 for the Cubes and $50 for each Kart. (Plus another $100 or so for a quartet of broadband adaptors, actually.) Unlikely.

But something has to break soon. All this ill-advised rumormongering is scaring sales away, if nothing else. It's price and word-of-mouth that truly drive sales, despite what raving fanboys might say.

 

Pokemon Sapphire Diary 14


Today we checked out the EON Ticket / Toys R Us summer tour. Two Poke-representatives (one in a red shirt and one in a blue shirt!) had a tent sent up in the TRU parking lot, right beside one of the famous Pikachu-styled Volkswagon Beetles. I snapped some tiny pictures, and Rhonda and I grabbed some cool freebies. I'm guessing the swag was mostly NYC Pokemon Center overflow stock. Check Nintendo's pokemon games website to see when the tour is hitting a town close to you.

The first thing I did was link up with the tour official and receive the EON Ticket item in my Sapphire cart. When we noted that Rhon is still too early in her Ruby game to activate the Mystery Events feature, he commented that I could share my ticket with her when we mix records. And if I understand the tech here, only my copy can spawn like that; Rhon's would be a non-reproducible second generation ticket. We also each got to select a free plastic Pokemon figure... Rhon picked a Pichu and I got a Mewtwo, but they had a ton of different characters to choose from. We each got a Ruby/Sapphire promo bookmark kind of thing, and two sets of three pins from the Gold/Silver days (Lugia, Fighting Pikachu, Bellossom and Ho-Oh, Dancing Pikachu, Togepi). Throughout all this man #2 was demoing the EX card game to a kid beside me.

They had a stack of actual EON Ticket scan cards on the table, but the guy seemed reluctant to give them out... seeing as he had just gone to the trouble of downloading the virtual ticket into my game and explaining how I could share it with Rhonda. But I asked if I could have "that EON Ticket reading material there" and he gave me one anyway. I think the actual card is infinitely cooler than the viral version.


So now it's time to stock up on Ultra Balls and use the EON Ticket to travel to faraway Southern Island, in search of Latios.

 

Bingo! You've won a Monkey Fable!


I remember liking the original PS1 Ape Escape game. You run around, catching rampaging chimps in your net. I never completed it, because I ran into some tough bits near the end and other games came along... but I still harbor a fond feeling toward monkey incarceration of all kinds.

The sequel is much the same. More monkeys, same idea. The Ape Escape series uses a cool dual-fisted control setup that precious few PlayStation games attempt. The left analog stick is for movement and the right analog stick is for your weapon attacks. This makes any given monkey-spanking session an exercise for both thumbs. You switch between your weapons using the X-square-O-triangle buttons, which pushes your jump to the slightly awkward R shoulder buttons. (Although if your right thumb is on the stick, there's really no where else for jump to go and still be instantly useable.)

Most of the gameplay revolves around you searching out monkeys among the various themed levels, adjusting your tactics according to its movement, aggression and personality.

Despite the interesting controls and easy, charming style, no one bought the first game. In fact, sales were so low (for a Sony title) that there was some question if 2 would even be released in the US. If I remember correctly, this game is actually a couple years old... which would explain some of the distance-rendering problems I've noticed.

To boost sales for AE2, they featured a gun-toting monkey on the cover art, instead of the game's eminent villain, a white monkey named Specter. YOU'RE not even on the cover, just a mafioso monkey surrounded by other novelty apes. Sorry Specter, but you're a little too placid looking.

Between levels in AE2, you can spend your collected coins on a vending machine that spits out unlockable items... soundtrack cuts for the juke box, multi-part monkey fables to read, concept art, enemy screengrabs, life-ups. Sort of like the Trophy machine in SSBM. Unlike Smash Bros., I would swear that this machine is not random. Or at least it's a controlled sort of randomness, so you only get unlockables related to your current status in the game. For example, once I found part one of the monkey fable entitled "The Monkey Statues," I did not see any other fables until I received all five parts of the story. Pretty good story, too.

The worlds all have this bright, happy pastel-colored look about them. The game isn't as bright as Mario Sunshine, but it's still a welcome change from every dark and grim game out there. The main characters have some great voice work, done by the lead voices from Pokemon (Ash and Misty.) Natalie - your initial game guide - is a particular standout, especially given all the should-be-boring stuff she has to tell about controls and weapons. She ought to be paraded as an example of first-rate voice acting in gaming.

 

Pokemon Sapphire Diary 13


Evolution update:


  • Hatched my Pichu.
  • Used a Thunder Stone to turn my highest level Pikachu into a Raichu.
  • Evolved a Magikarp into a Gyarados.
  • Hatched a second Pichu because I forgot to remove the parents from the Day Care Center. Those randy electric rats!
  • Metang evolved into Metagross.
  • Hatched an Igglybuff from an egg, after leaving a Jigglypuff and a Skitty at the Day Care Center.

I caught a Latias. I was wandering around the green areas SE of Fortree City, when a Latias jumped me in the bushes. After some heated mental arguments, I tossed my Master Ball at it. My friend Matthew later told me "that was a waste of a Master Ball." I don't know if this is standard issue or not, but my Latias has a naughty nature, knows Water Sport, Refresh, Mist Ball, and Psychic, and she isn't holding any items.

Good news, I finally caught a Relicanth, down outside of Sootopolis, just like everyone said. I'm levelling up my Wailmer, and I taught Dig to my Trapinch, so I'll be ready to hunt the Regis soon.

My other ongoing goal is to prepare a second team to go after the Elite Four. Once I get a collection of pokemon in upper-40s / low-50s, I'll give that a go again. So far, my pool of likely fighters includes my Metagross, Raichu, Golbat, Voltorb, Latias, Trapinch (once it evolves), Gyarados, and Razorbeak (who hasn't seen any action since beating the Four the first time, since his experience precludes him from participating in the Battle Tower.)

Time: 79:06
Badges: 8
Pokedex: 96 (seen: 167)
Party: Silcoon lv6, Tropius lv26, Metagross lv45, Trapinch lv31, Wailmer lv38, Raichu lv44

 

A Final Plea for Eternal Darkness


I'm playing Eternal Darkness again. It's a bit of a slow time for new games, and I always intended to run through the game for the full 3x sequence, so I'm finally making good on my internal monologue.

I'm struck again by how damned good this game is, and how terribly it sold. As many have said before, Nintendo is cursed by their own success. By and large, Nintendo owners buy only Nintendo-made franchises. Third party games typically undersell on GameCube, while the recognizable Nintendo name brands outsell just about any game for any system. Your Mario, your Zelda... hell, we've even formed a thirst for the second tier Nintendo games, your F-Zero, your Metroid. Fanboys are already drooling over stinking Earthbound and Fire Emblem, two Nintendo franchises that (former) haven't been seen since the SNES, and (latter) have never had a US game release, but are scheduled to appear in new GBA games.

Eternal Darkness was even half a Nintendo property, developed by N second party Silicon Knights... it was an early and dramatic push for M-rated GameCube games... every single review everywhere glowed and glowed about it... and not even any of that could sell it.

If you own a GameCube and you do not have Eternal Darkness, you're an idiot. That's it. Idiot. I don't know why you skipped over this one, or why you won't buy it now that it's discounted down to under $20.

Or maybe I do. To tell the truth, I didn't hold any interest in Eternal Darkness when I first heard of it. My first exposure to the game was a single screenshot on one of the original GameCube launch posters. A shot of some boring Roman-looking dude lurching toward the camera. There was an "M" in the corner, and I recall thinking, "Rated M for what? Bloody gladiator combat? Pshaw." I wasn't interested in the initial storyline reports either... a gothic horror adventure across time, with multiple playable characters. The word "Lovecraftian" was bandied about.

Then there's the box art. Shows a pile of stones. And some colored lighting. Not exactly a mass-market-friendly sort of box. Casual gamers - the demographic that drives sales, unfortunately - need some sort of explosion or punching-related graphic on the cover before they'll look into it. (Even Mario is usually thrusting a fist in some fashion.) Large guns are also a big help.

So if you never hit any reviews, be they magazine or online, I guess I can see why you overlooked it. Well, now is your chance to correct it. IGN even kicked off a Buy Eternal Darkness in 2003 campaign. Here's my review of the game (from last August)... and I'll likely be adding some new comments as I play through this time. A year later, this is still a standout title. Great sound, great graphics, great gameplay, great story. And the patented insanity effects are too cool to describe with spoiling them for you.

One last time: If you own a GameCube and you do not have Eternal Darkness, you're an idiot.

 

Finally, an OSX webcam.


I've been hunting a genuine OSX webcam ever since switching to X over a year ago. And now that Apple released the iSight, I finally have one. For some weird reason, OSX webcams are stupidly rare; pre-iSight, you had to buy some third-party driver to get X to see the cam... and even then the drivers only worked with random, hard-to-find cams. And the very concept of "drivers" just doesn't belong in the Mac world, folks.

Up until today, our home webcam was an old eBay find: an rca-input cam, if you can believe that. I've been running it off my PowerMac 7600, a machine on the verge of a hard drive breakdown if ever I've heard one. Having rca inputs built-in to the 7600 is a selling point that you never heard much about in those days - this was well before Steve Jobs decided that Making Stupid Home Movies was to be the primary purpose of consumer Macs. I certainly gave those ports a lot of use over the years, grabbing video freeze frames for my card games chief among them. The 7600 is still active - for the moment. She's holding my old SCSI scanner and even older laser printer.

But back to the iSight (a pun I didn't get until just today, as a matter of fact.) Since it's Apple-made for Apple products, it obviously works instantly and perfectly. It certainly throws a better image than any other webcam I've used... as you can see by clicking between my home (iSight) and work (Logitech QuickCam) webcams. And like all Apple products, buying one is like buying expensive cosmetics; the item itself just looks cool, and the packaging is stylish and well designed. But, for $150, the thing is dangerously under-featured.

To read Apple's press, the iSight is solely for use with iChat AV, Apple's in-process video conferencing/chatting software. In fact, the iSight itself comes with no software at all, no install cd of any kind. Step 1 in the instructional manual is to download iChat AV from Apple's website. It's quite possible that the iChat AV installation secretly adds the necessary drivers to OSX, but it doesn't mention it and I didn't try using the iSight before loading iChat AV, so who knows. Regardless, a firewire OSX cam is a firewire OSX cam, so third party software will be able to take advantage of it.

For example, the ftp software I had to find in order to have the iSight take a periodic picture and upload it to fourhman.com's massive high-security double-duelie linux servers hidden deep in Silicon Valley. Since Apple provided no such ftp solution, I have to spend another $20 to find my own.

It's plain this is a first generation piece of hardware, sadly. I just know Apple will debut the iSight 2 within the next twelve months, to much hoopla and rejoicing. For one thing, the iSight's supplied camera bases are incredibly limiting (which is partially a problem with the ball joint that connects the cam to the stand.) You get three differently-shaped plastic stands, each supposedly for a separate Mac monitor design. One of which is an interesting clip-on number with a tightening screw, intended for laptops. The other two are just stands with either a horizontal base or a vertical base... with sticky on the bottom. Yes, Apple intends you to actually stick these plastic goobers directly onto the back of your flatpanel monitor or the top of your eMac tube monitor. The fuck I will. I want my cam to be able to move around: sitting on my desk one day, pointing out the window the next. Under no circumstances will it be hot-glued to my precious iMac monitor.

And the camera offers very little range of motion. You get less than 90 degrees movement left-to-right, and only a little more up-and-down. Getting the iSight off of the base is another problem; you need to crack the cam itself off of the firewire cable, and then dis-assemble the strange firewire plug sleeve to be able to snake the firewire out of the stand's tube. This thing is screaming for a better stand design, and I'm sure the third party developers are already working on it. Another worrisome problem is that you can't do anything with the iSight itself. No zoom, the focus is all auto, not even an opaque shield to block its view. You can close the shutter with a stiff click of the end ring, that's it.

It just says to me that Apple has no (current) intention of making this a full-purpose webcam - like every other cam out there, freakin' goddammit. For the moment, this is purely a tool for the iChat AV beta test. You affix it to your monitor roof, point it at your -$150 face, and Jetson-talk to somebody else inside Apple's 2-4% market share.

Let's talk about iChat. iChat is Apple's homegrown instant messenging app, an app that would have no chance of widespread acceptance did it not integrate with existing AOL Instant Messenger accounts. (I suppose at any point they could pull the AIM compatibility and only allow .Mac accounts, making iChat truly a Mac Users Only world... just like America Online used to be!) Given: like all Apple-made programs, it looks better than AIM... and there's no advertising or annoying stock ticker/news ticker features. iChat AV also has a great interface for making a buddy icon, and it works seamlessly with the rest of OSX.

But it's missing some pretty basic stuff that shows that Apple hasn't the first clue how people use instant messenging. First of all, the thing is desperate to fully sync up with your OSX Address Book... so if your Address Book includes your contacts' AIM screen names, iChat will list your buddies according to their real name, not their screen names. I suppose you could prefer seeing real names, but I don't. For one thing, it trains you not to know your friends' screen names, which doesn't help you any should you use IM on anybody else's computer. And, more importantly, if one buddy runs multiple screen names, iChat will list that person once, no matter how many screen names are currently signed on. This bothers me quite a bit because I use five different screen names, one for each computer I use (home Mac, home PC, work Mac, work PC, Hiptop)... this way I can tell which ones are on, which ones have crashed, and just be generally anal about things. Under iChat, all of my names appeared under one "Joe Fourhman" heading. And I have no idea which machine received any IMs sent to that name. To fix this, I had to break my own Address Book entry so that it didn't associate all of my screen names to one person.

Chatting in iChat is something of an acquired taste. The text chat window right justifies your text, and left justifies your buddy's, as if you're both talking within a comic strip panel. This looks cute at first - with pretty colored word balloons eminating from buddy icons - but that's not how people read. When you read a book, everything is left justified; reading right justified text is difficult for the western eye. All of this design gets in the way of actually using and reading your IMs. Thanks to all the spacing and justification, the scrollback gets overly large even on the shortest conversations.

iChat also doesn't understand the usage of buddy folders. All your buddies are amalgamated into one big list, organized alphabetically (or by availability.) Again, you may prefer this, but if you have a long buddy list it becomes a chore to navigate because you can't group anything. (And if you're like me, you have a buddy folder of screen names that are mere online acquaintances, and you'd rather not have them get in the way of your real buddies.) iChat AV does offer a sad grouping feature, but get this: the folders only indicate which buddies you see in your list. Turn on the Co-Workers group folder and all your Co-Workers mingle right back in with your Buddies... with no distinction at all. I always thought AIM's folder-based buddy window was distinctly Mac-like in origin, so I find it ironic that Apple's own iChat has this stupid, unnavigable setup. (To further the pain, the only way to turn groups on or off is through the menu bar or hidden keystroke, not through any button in the iChat window itself.)

The good news is that iChat AV is still in beta, so anything can happen... although most of my complaints have been there since the first release, gurmble grumble. I'm sure Apple will continue to improve iChat. (The video conferencing is a great addition, but for all of Steve Jobs' Developers' Conference bluster, video conferencing has been commonplace on computers for years. Apple should have created this iteration years ago.) I just consider AIM's features the absolute baseline, and Apple's version really ought to deliver everything Mac AIM can do, plus more features and the wholesome, integrated Mac design.

 

Animal Crossing Log Entry 22


We've already seen all the fireworks I need for the night, in our respective towns of Adamsvil and Holliday. Mayor Tortimer handed out fake bottle rockets, and Crazy Redd set up a booth by the lake. He's like those seedy carnies who hawk calamine tubes and knockoff Spider-Man balloons at state fairs.

And he has regionally diversified his stock this visit. In Adamsvil he sold only balloons - a crappy choice since you can get balloons for free at every Nook sale. In Holliday, Redd had an assortment of freaking paper fans, a rare series of items you can only get during the Fireworks Festival. You can be assured that Adamsvil and Holliday will engage in some sort of balloons-for-paper fans trade arrangement shortly.

My insect and fish collection is in the final phase. On the bug side, I need a Banded Dragonfly and a Giant Beetle to complete the set. Giant Beetles are found after 11pm this month, so that one shouldn't be a big deal. The Banded Dragonfly is a problem, however. I've seen it several times already, but it flies across the screen faster than I can run. I thought the dreaded Bee was going to be the toughest grab, but this stupid dragonfly may end me.

My fish screen is also in peril. I need the Jellyfish; no surprise, everybody needs a Jellyfish - they don't show up until the end of August. My only other empty slot is the Piranha... a fish of nondescript size and shape. I've spent hours looking for it with nothing to show but tons of barbel steeds, small bass, and crucian carps. At this point, I'm ready to dangle my arm in the water. In contrast, RhondaCat needs only the Giant Snakehead and the Arowana (and the Jellyfish), which means she just needs to haunt the lake until a gigantic shadow shows up.

Another annoying postscript is that I somehow missed Adamsvil Day. It was July 3rd. Holliday Day is the 21st, so RhondaCat still has a chance to get the rare train station model for her town.

 

Game Review / Rise of Nations (Windows)



Rise of Nations Civilization meets Rock-Paper-Scissors combat

Rise of Nations has a great team behind it. The same guy who worked on Civ 2 and Alpha Centauri worked on this game, and, well, it�s as you�d expect: It�s Civilization lite. You�ve got your wide and varied civilizations, you have your progress and technology research, you have your peons making buildings, and you�ve got your varied military units which progress through the ages. And, that�s it. That�s all you get. It�s a gussied up Civ 2 for the 2000�s.

Seriously. That�s it. It�s a military conquest game at its heart, but unlike finer RTS games, there�s little or no tactics involved in this effort. You throw your unit piles at the other team and watch �em die. Units have no special abilities, so beyond a ho-hum collection of strengths and weaknesses, there�s really little more to it than flipping armies around the map. Kinda disappointing, particularly when Warcraft has been doing this for a long time and the WarCraft III expansion came out a mere 2 months after RON�

The plot: None. Nada. Zip. Essentially, the maps can be historically significant, in which case there�s a reason why one grubby civilization is trying to mop the other off the map, or they�re randomly generated scenarios, where your randomly selected (or you can choose) nation is trying to conquer the map before anybody of the other random civs do. If you want a historical sim, this probably isn�t your game; each race has their own specific units and abilities, but none of them seem really thorough.

The Gameplay: Let me break this down into the main phases of the game, early civilization, middle civilization, and late civilization. The game plays very differently at each of the three phases, which is cool, but the shift in gameplay is really jarring, and not always very fun. The short form: The game strives for realism, but cut too many corners for it to really work.

Early civilization (Ancient age � Classical age): Each nation starts off with a small city, a few farms and a woodcutter�s camp. Depending on your race, you may get a few perks that help out in the early phase; the Greeks start out with a university, and the Chinese are essentially the Zerg of Rise of Nations � peons build instantly, so you can really mushroom out quickly if you�re a fast clicker. Generally the first order of business is to get enough food collected to do your early research; all of the primitive upgrades require food and maybe wood as a research requirement, so all of your mud hut dwelling peons are paving the way for a bolder, brighter civilization. Actually, never mind. They�re just allowing you to tech up to the point where you can start making armies; after all, the Barracks building requires at least one level of research into military.

There are several fields of research and the all important Age progress bar; Civics allows you to build extra cities, Commerce allows you to build markets and make use of money, Military is relatively obvious, Science allows most of your tech upgrades, and the Age bar allows access to different resources (knowledge, metal, and oil) and the all important military unit upgrades. When you first start out, you don�t even have enough empire savvy to realize that if you put down a second city, you could get twice as much stuff. Starting rulers must have really been dumb back then.

Each civ starts with a scout (or 2, if you�re Spanish), and you can tell them to go explore the map. If they find relics, they�ll glom it, bringing you some cashola, and they�ll help you decide where to plunk your second city at. Essentially, any place is just as good as any other, but cities have radii of effect, and you should probably plop your city near mountains and forests so that your wood cutters and metal diggers can bring home the bacon. Extra cities also helps push forward your national borders, which is important to harvest rare resources and to help support your armies.

Largely, the early phases are uninterrupted by, well, excitement. Rushing is difficult in this game, because you can always sound an alert in your city, and all the peasants will run inside and throw rocks at invaders. Essentially, the early game is all about getting tech upgrades and finding a good spot or two to colonize. By the time you get to your third city, your scout most likely has noticed your foes, as well as a few good resources.

Middle civilization (Medieval Age � Gunpowder Age � Enlightenment Age): For me, this is the most fun age, but perhaps that�s because I happen to enjoy winning a game from time to time, instead of having it draw up into a stalemate. All three of these ages have a fair amount of unit diversity, but suffers from some serious Rock-Paper-Scissors strategy problems. Previously, all you had to work with were melee infantry, light range/melee and long range units. Long range is strong against heavy melee until they catch up, light range is sort of jack of all trades. Horses enter into the equation at the Medieval Age, and the whole RPS thing opens right up. Cavalry slaughter ranged infantry, but die against pikemen. Pikemen die against ranged units, infantry or cavalry. Infantry are cheaper than cavalry, in that you get three for every unit purchased as opposed to only one cavalry, but cavalry move faster and thus don�t die so fast against walls of archers.

You also get access to a few more buildings, such as granaries, lumber mills, and forges, which increase your harvesting efficiency of, you guessed it, food, wood and metal. By now, you�ll really want to be holding onto the rare resources, such as cotton, horses, furs, etc � some spots on the map have rare resources, and the merchant unit can harvest them, but of course, are totally undefended, so you�ll want to protect them, as they REALLY can turn the balance in your favor. Some of them are almost game-breakingly good; horses lower the costs of cavalry production by like 33%, furs lower the cost of military research by 25%, Wine lowers the cost of ALL research by 10%, etc. etc. And they stack, too! In one game, I was playing the Turks (who, surprisingly, get no bonus to being on horseback, but instead get a strangely inappropriate bonus to siege units) and had 2 horse producing resources. In short order, I produced the Cavalry of Doom and mobbed my opponent�s measly archers.

The odd thing about these three Ages is that they go by quickly and, quite frankly, have the MOST influence on whether or not you�re going to be in good position to win the game. Historically speaking, we�re looking at about 600 years, from approximately 1200-1800 AD. That you can tech up rapidly through these periods sorta flies in the face of the historical context the game is supposed to represent. Additionally, you can tech up fast, meaning that if you�re on the ball and your opponent is lagging an age behind you, YOU WILL SLAUGHTER THEM. I can�t stress this enough, and it�s one of the most glaring problems with the game. If you have gunpowder and your opponents are dorking around figuring out how to put a saddle on a horse, you will drive your enemies before you and hear the lamentations of their women.

Now, I can hear the history buffs already firing up e-mails, proclaiming, �But gunpowder was what stopped Hannibal�s march into Asia! And tanks heralded in the modern age of war, making horses completely obsolete!� And these things are true. The problem is, when you �tech up� into a new Age, all of your buildings immediately poof into their modern counterparts. Furthermore, your military buildings allow upgrades to the units they can produce, so you can convert your horse-mounted archers into horse-mounted gunners, and your pikemen into musketeers. Fine, appropriate. The problem is, these upgrades IMMEDIATELY advance units IN THE FIELD. Literally, your opponents can be in battle against the enemy, and as soon as your unit upgrade completes (and, if you have multiple barracks/stables, each can be working on different upgrades, so that they all happen as soon as possible), poof, instant guns. It�s like evolving your Pokemon mid-fight. It�s in the rules, but dirty pool, man. Dirty pool.

I understand this from the standpoint of design simplicity. Your slingers are simply going to get killed horribly against machinegun emplacements, and thus should be retired. In fact, your 1000 BC slingers are unlikely to live long enough to fight 1940 AD machinegunners, just because of old age. But immediately giving tech upgrades to all guys out in the field is silly; they�re deep in enemy territory, they�re not standing in line when the newly invented revolver is being handed out. Because of how seriously imbalanced teching up is, that�s why I suggest that the middle ages have the most influence on the map for the modern ages � consider the middle ages a hockey Power Play against your ignorant foes; you will demolish whatever armies they may have and swipe their cities before they know what hits them. If you�re fighting multiple opponents, expect to annihilate one or two and the others to catch up to your technology level. These are the opponents who are going to be glaring at you across more or less fixed boundaries in the Modern Age.

Late Civilization (Modern Age � Information Age): Oil. It�s all about the oil. Food and wood are no longer terribly important (actually, I think wood is entirely retired as a useful resource at this point in the game), making metal, oil and money crucial. You can buy oil from the world market, so if you can�t find or control any oil patches, there�s always the opportunity to get some, but if you entertain any notion of holding on to what you�ve gotten, you�d better take an oil well ASAP.

I�ll confess that I�ve never won a game once all surviving opponents reach these ages. Nor have I lost. The game degenerates into a standoff. Tanks slaughter infantry, except for anti-tank infantry like bazooka troops. Machine guns are strong versus infantry, weak versus tanks. Flamethrowers are strong versus infantry, weak versus tanks. Aircraft are strong versus tanks, but aren�t very impressive against infantry. Missile launchers are strong versus ground units, helpless against air. Meaning that you have to produce pretty much everything and throw them at your foe, who is likely producing everything and throwing them at you.

Here�s where the game hits its biggest weakness: Units can�t do diddly squat besides move and fight. There�s not even any medic or mechanic units capable of patching up units during the fight. The only units that CAN do anything useful are commandoes, and I�ll be damned if I could ever see any effect from them; whenever they try to do something like saboutage a building, they get noticed by the enemy and get shelled to death. Instead, you have generals and spies, which expend Craft (translation: mana) to support your troops. Generals can produce decoys, which essentially makes mirror images of your troops and turn himself invisible in case your foes target him (strategically a good idea, as they provide a bonus to units around them), and spies can bribe units to change sides. Which is cool and all, except it takes a long time to do it, and by the time you get said unit, your own army has been busy kicking the crap out of them, so the half dead turncoat gets picked apart by his abandoned unit. Goodie. And that�s it. That�s all units can do.

I�ll admit to being spoiled by Blizzard�s n-craft entries, where there are support units like mages, warlocks and priests, certain units can transform, and, in War III, hero units can seriously turn the battle with a well placed spell or two. I don�t expect that much customization in a pseudo-realistic sim, but there are no attempts at tactics. Infantry just stand around in the open and suck it down whenever a tank happens to want to shell them. Hey, guys, how about spreading out? Infantry can�t dig foxholes, they can�t hide themselves in trees, they essentially get no real benefits besides being cheap cannon fodder. Tanks aren�t much better; they can�t squish infantry by running them over, they don�t have some of their crew manning machine guns so as to pick off individual marines, and they really don�t do that much besides being well armored cannons. Nothing does, meaning the late game stages are all about mass resource harvesting and unit production. Yippee.

To counter this, sorta, there are missiles. When you reach the Information Age, you can start producing silos, which means you can either produce nukes or non-nukes. Non-nukes essentially are useful to take down fortifications such as Bombards and Towers, as well as opposing silos, nukes are useful to flatten cities, as you�d expect. If a combined total of 12 nukes are fired (from all players), the world reaches Armageddon and everybody loses. Which would be a real threat, except that nukes just don�t do anything particularly useful. They destroy all buildings around a city, but the city still stands, so while you could run some infantry over there and claim the city for yourself, chances are, you nuked a city you knew was there but was too deep behind enemy lines to take and hold. Meaning that your foe can just run some civvies from another town (or heck, produce them right there in the nuked town), repair the city and start rebuilding all the stuff you blew up. Since build times are generally fast, expect that town to be spewing forth tanks and planes in under 2 minutes. That�s not a real good pay off for coming 1/12th closer to mutually assured mass destruction, particularly since nuking an area has no lasting effects. The area doesn�t become radioactive, for instance. Wha?

Again, the attempt to be realistic sours the game when it�s not done well. Warfare becomes a factor of who can mass produce more stuff. Once you reach the information age and max out all of your research, you have access to 4 ultimate technologies, one of them is game breaking: All build times for units are reduced to 0. That�s right, instant tank armies, so long as you hold enough metal and oil to do it. Once your opponent researches this, expect a stalemate. Mines never run out of metal, oil wells never dry up, so unless you can keep your opponent from rebuilding nuked mines and refineries, you�ll never derail their war machine, same as they can�t stop yours. At least n-craft has a built in sense of urgency when you can see your natural resource producing areas becoming denuded. Not in this mess.

The aesthetics: Meh. Simply put, they�re dated. Unit models are well articulated, in the sense that they walk with full limb movements, but there�s really nothing there to make them stand out. You can zoom in if you want to see the detail on the units, but most likely you won�t bother, as beyond shooting at each other and dropping dead, they don�t do anything interesting. If a marine unit dies from being flamethrown or is shelled to death by a tank, they die amusingly, but after the third time you see somebody being flung like a ragdoll, it gets a little tiresome. Warcraft III has more interesting graphics, even if the models are a little clunkier.

The biggest failure of the game, graphics-wise, is the terrain itself. There isn�t any. Beyond bare ground, shallow water and deep water, there�s nothing there at all. Rocks, which are unbuildable and unclearable, look like inobtrusive grey pebbles. Terrain doesn�t matter a whit in the game, and since there�s no elevation to speak of, there was no need to bother with gently sloping hills, shadowed valleys under mountains, waterfalls, or any of that. This isn�t merely a graphical caveat; terrain should matter a LOT in how effectively your units fight, and leaving terrain out to cheap out on graphics has seriously dumbed down combat.

Sounds are there. There�s some music, units make appropriate marching, galloping and engine noises, the different wonders have their own little ditties, and there�s a bunch of blow up noises when that happens. It�s not that interesting.

The one thing on the aesthetics department that IS well done are nukes. Simply put, watching nukes blow the tar out of a city is extremely rewarding. There�s an initial bright flash, and, as you�d expect, three seconds later a wave of rippling doom flattens every building and unit in the area of effect. As soon as the first one went off, I immediately went back to my silos to produce another one, exclaiming, �That rules! I wanna blow some other city to hell!� Unfortunately, seeing as how nukes really don�t productively wipe out a city, there�s little point to doing it. Ah well. It�s a cool effect.

Final thoughts: Zzzz. Rise of Nations is no Command and Conquer, nor is it a particularly well done combat-version of Civilization. Yet it tries to be both, but the simplistic advancement through the ages and dull unit-slaughter that is combat. The game has other options for victory, such as holding 70% of the land, creating most of the world wonders, or having the highest # of populace, but since all of these things depend on military strength to ensure, they�re essentially dependant on combat as well. When combat is essentially just a factor of production power, the exercise is dull.

I�m a little curious as to why BigHugeGames thought that this would be a good time to release the game. I�m a big fan of Warcraft III, and to throw it out there a mere 2 months before WCIII: The Frozen Throne seems to suggest that the studio figured their game would get some sales to tide people over until Blizzard put out their expansion.





It's like 3 games mushed together. You've got your teching up through the ages, a la Civilization, you have your RPS strategy elements a la Warcraft, and you have your modern age tank and nuclear standoff a la Command and Conquer. Unfortunately, it fails at all three; the technology aspects are shallow and hastily implemented, the combat is exceptionally lopsided when they are imbalanced and exceptionally dull when the forces are even. Considering this is a combat themed civ game that's come out post C&C and Warcraft III, unless you really can't get enough of RTS games, pass this one by.


 

Origins 2003: Fourhman.com Best of Show


After every Origins Rhonda and I discuss the games we demoed and/or bought and quietly confer upon one of them the Fourhman.com Best of Show Award. In our previous vacations, we've given the accolade to 7th Sea CCG (2000), Chrononauts card game (2001), and Battle of the Bands card game (2002).

This year, our favorite game of the show is WizKids' Creepy Freaks. WizKids is making their bank off their patented clicky dials, the low-bookkeeping basis behind Mage Knight, HeroClix and just about every game in their library. Creepy Freaks uses a similar click base, but it is streamlined to illustrate only one statistic: your figure's health. It's being marketed towards kids who are too young to grok the higher-end click dials of Mage Knight, but Rhon and I think the game itself is solid enough for any age.

The concept is pretty much ripped directly from Monsters Inc: little kids have wandered into a world of gross and silly monsters, and the kids are the scariest and most powerful creatures around. Combine that with a touch of Pokemon; the kids have to lead teams of monsters into arena battles to see which freaks are the creepiest.

The game plays on a chess-like field of squares, with each figure's base taking up exactly one square. (Although one wonders if massive 2-block or 4-block figures are on the drawing table.) You and your opponent select your teams - including figures of the kids themselves - and roll dice for movement.

Each figure's movement is cleverly illustrated on its base in the form of directional bands of color. If you picture a chessboard here, a figure that can move in any direction has color bands pointing in all eight possible directions. Most characters move in only a few directions. Skelehomie moves only on the four diagonals. Spitty Cat moves forward, backward and right-front diagonal. The movement directions also indicate how the figure can attack.

Attacking (freaking) is done just by being adjacent to an enemy figure, as long as you're along those directional colors. Worm Breath freaks Frosty the Snotman: One click of damage. Certain characters have weaknesses to certain attacks, so a well-placed freak attack can kick a weak character down several clicks. Once any team is down to one figure left, that team loses. (In a nice visual touch, clicking damage causes the figure to rotate... so by the time it has taken all of its damage, it is facing the complete opposite direction. This makes it look like he is running away from his opponents in terror!) You can probably tell the kind of gross-out kids' marketing behind the characters just by hearing those names. Our demo guy compared it to Garbage Pail Kids.

It's very easy to grasp, which is always a plus. It's quick to play and suitable for a variety of ages. The figures look great, nicely sculpted and painted. One weakness I see is that once one player starts winning, it seems difficult for the losing player to come back, unless the die rolls all go his or her way. It was also unclear how you build balanced teams. In other WizKids games, each figure has a point value that is used to even out opposing forces. Creepy Freaks would probably not want to add that dimension of pre-game complexity, but it is already fairly obvious that some figures are better than others.

Naturally, the figures are collectible, sold in blind boxes. The initial release will have 56 figures, but many are repaints. Creepy Freaks is supposed to be in stores this September. Until then, Rhon and I will be playing LMS 2-on-2 matches with our four Origins giveaway figures.

My runner-up choice for Best of Show is Third World Games' Testimony of Jacob Hollow. Noelle and I tried it out while the lads were deep into the Doomtown Penny Farthing. It's any given episode of The X-Files if the agents routinely died off by the end of the show.

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