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	<title>shefbase.com :: Games</title>
	<link>http://shefbase.com/games</link>
	<description>Just another Shefbase.com weblog</description>
	<pubDate>Tue, 15 Apr 2008 20:31:18 +0000</pubDate>
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			<item>
		<title>Grand Theft Auto IV Preview</title>
		<link>http://shefbase.com/games/2008/grand-theft-auto-iv-preview/</link>
		<comments>http://shefbase.com/games/2008/grand-theft-auto-iv-preview/#comments</comments>
		<pubDate>Tue, 15 Apr 2008 12:13:29 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2008/grand-theft-auto-iv-preview/</guid>
		<description><![CDATA[Ask anybody which game they are looking forward to the most this year and the answer will probably be Grand Theft Auto 4. Already delayed by six months due to PS3 compatibility issues, the question on everybody’s lips is will it be worth the wait?Platform: Xbox 360, PS3Released: 29th April 2008Players: 1 (2-16 online)Price: £34.99 [...]]]></description>
			<content:encoded><![CDATA[<p><FONT SIZE="2" Face="verdana"><B>Ask anybody which game they are looking forward to the most this year and the answer will probably be Grand Theft Auto 4. Already delayed by six months due to PS3 compatibility issues, the question on everybody’s lips is will it be worth the wait?</B><BR><BR>Platform: Xbox 360, PS3<BR>Released: 29th April 2008<BR>Players: 1 (2-16 online)<BR>Price: £34.99 (Amazon.co.uk)<BR>Genre: Action, Shooter<BR><BR>For those of you who don’t know, GTA 4 will be the 9th instalment in the Grand Theft Auto series and the first on the 7th generation consoles. The original GTA was released some 10 years ago and was one of first games to allow players such freedom and brutality. GTA III took the series to a whole new level with the step up to 3D, while Vice City and San Andreas impressed with ever increasing size and new features. Liberty City Stories on the PSP felt like something more than just a port, yet by the time Vice City Stories came round it would be fair to say things started getting a little old.<BR><BR>The real question is will GTA IV just be another bigger, better looking same-old story instalment, or will it be another groundbreaking title that really pushes the PS3 and Xbox 360 to their limits?<BR><BR>The game is set modern day in the fictional city of Liberty City (based on New York). Liberty City has featured strongly in the history of GTA, most notably Grand Theft Auto III and GTA: Liberty City Stories – however this time around the developers have promised a complete rebuild for what will be Liberty’s 5th appearance overall.<BR><BR>The city itself has been confirmed by developers Rockstar to be the largest city featured in any of the previous instalments; however the total map size will be smaller than San Andreas but far more detailed. Many of the buildings will also be accessible to the player opening up a great deal of potential for missions. A big sigh of relief for potential players is that much of the barren, feature less landscapes that plagued areas of San Andreas should be long gone. Such is the level of detail that every street will have a name with many missions requiring the player to go to a specific address.<BR><BR>Talking of the player, the latest instalment sees you playing as an Eastern European named Nikolai Bellic who has gone to Liberty City in search of the American Dream. It would be far to say things don’t go as planned…<BR><BR>Gameplay is naturally where most of the differences should be. <BR><BR>For starters, players will now encounter much more open ended missions and the ability to carry out several missions at once. The story will be far less linear than any of the previous games and all the side missions are linked to the main plots. Ignoring phone calls will also affect your relationship with certain characters, potentially shutting off certain story routes.<BR><BR>Missions are primarily done via the use of an in game mobile phone where the player will not only be able to access mission objectives and statistics, but also phone characters requesting meetings and assistance in similar fashion to that of the “buddies” system in Saint’s Row.<BR><BR>Combat has been revamped, adopting an over-the-shoulder fire system similar to Gears of War and Mass Effect, allowing players to blind-fire and cover where necessary, which should add to the overall feel and avoid some of those auto-lock niggles that were so frequent in last few titles. The in game physics are also completely reworked; players are now able go flying through windscreens in high speed car accidents and generally move a lot more freely with a distinctly less clunky feel to it.<BR><BR>Another major upgrade has been to the A.I. Pedestrians will now go about there daily business with far more variation and diversity, with pedestrians visibly reporting crimes. The wanted level system and police behaviour has also been changed. Instead of traditional wanted star level featured in all of the previous games, Rockstar have created a system similar to that of Driver, whereby the police search a particular area for you and thus you have to avoid. As your wanted level increases, so does the search area.<BR><BR>With the new consoles hammering home the issue of multiplayer, what can GTA 4 bring to the party? It has been recently revealed that the game will support up to 16 players online with over 15 different game types. Exact details are sketchy, but so far confirmed games include racing, death match, assassination (eliminate a specific player), co-op and a rather exciting sounding “Cops ‘N’ Crooks”, a team based game where one team must prevent the other from escaping. I would be very surprised if there wasn’t the token capture the flag and territories crammed in.<BR><BR>What of the future? Interestingly Rockstar has already announced exclusive downloadable content for the Xbox 360 version via Xbox Live. The content will be in the form of mission packs, and are expected to add at least 10 hours of additional gameplay. No cost has been confirmed as of yet.<BR><BR>Last but by no means least, there is also the small matter of the music and radio stations that provided such memorable moments in the previous games. Again, exact details are unknown, but a talk radio station has been confirmed, along with international funk and an Eastern European dance radio station. An interesting side note on the talk radio station, a good proportion of the voices and opinions aired will be from the general public – with Rockstar inviting people to phone in and discuss current issues with the best being used in the game. Music from The O’Jays, Liquid Liquid and Airbourne has also been confirmed.<BR><BR>All in all Grand Theft Auto 4 looks set to one of, if not the biggest game of year.<BR><BR>All the foundations are there for this to be something really special and while keeping with the GTA theme it can still offer something new and original to the series.<BR><BR>I’m no GTA fanboy, but this one certainly tops my most wanted list right now.<BR><BR><B>By Chris Savoury</B></FONT>
</p>
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		<title>Fifa 2008</title>
		<link>http://shefbase.com/games/2008/fifa-2008/</link>
		<comments>http://shefbase.com/games/2008/fifa-2008/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 12:28:11 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2008/fifa-2008/</guid>
		<description><![CDATA[&#160;
If you’re a student, which there’s a good chance you are, then it’s more than likely that you have heard of a game called Pro Evolution Soccer, more commonly abbreviated to PES&#8230; It seems that no matter what your football simulator of choice beforehand was, once you get to uni it becomes almost mandatory to [...]]]></description>
			<content:encoded><![CDATA[<p align="right">&nbsp;</p>
<p><font face="verdana" size="2"><strong>If you’re a student, which there’s a good chance you are, then it’s more than likely that you have heard of a game called Pro Evolution Soccer, more commonly abbreviated to PES&#8230; It seems that no matter what your football simulator of choice beforehand was, once you get to uni it becomes almost mandatory to become sufficient at PES, in fact for some courses I think it actually carries UCAS points now. </strong></font></p>
<p><font face="verdana" size="2">I myself had always been a FIFA faithful before my time here but I can see why students so readily make the change, the PES series runs at a much faster pace and the freedom of movement and the detailed physics makes for a unique and frankly nail biting experience everytime since the ball can slide into the goal after three or four lucky rebounds as the defending player franticly but hopelessly bashes at buttons or it can be blasted into the top corner from range following an inspired bit of build up play. For a while now PES has been the multiplayer dream. </font></p>
<p><font face="verdana" size="2">But this is a FIFA review isn’t it? Yes it is, but the point is that recently EA have dropped the ball (pun absolutely intended) somewhat when it came to the football experience. Whilst Konami took a good hard look at the gamplay for console football and ultimately brought a much more fluent and free experience to the table, EA failed to up the ante and tended to reproduce the same old story with updated player stats. For a while then, it was understandable that PES was top of the league.</font></p>
<p><font face="verdana" size="2">As a born FIFA fan I’m happy to report that with FIFA 08 on the PS3 this has all changed. It seems to me that Konami have made the same mistake that EA made in previous years when, despite crossing the bridge to next generations platforms, they failed to make any real improvements to the football experience with Pro Evolution Soccer 2008. EA on the other hand have pulled their fingers out and taken a good hard look at what the potentials are with these new powerful machines. </font></p>
<p><font face="verdana" size="2">Aside from the graphics, which have never been lacking in the FIFA series, EA have made crucial improvements to the overall feel and freedom of the game, clearly learning a lesson from their nearest rivals. Players now more in a more varied way, a quick flick of the analogue stick no longer causes a ninety degree pivot, Sensible Soccer style, but instead a much more useful and subtle movement to the side which can be quickly reversed again to confuse the opposition. </font></p>
<p><font face="verdana" size="2">The same can be said for having a shot or sending a ball long, whilst previous FIFA additions seemed to be limited to the same handful of animations when it came to shooting time and time again, each goal now seems much more individual as the ball reacts differently depending on when and where it is hit and at what pace which is all down perfect timing on the controls for that perfect goal. </font></p>
<p><font face="verdana" size="2">Now, rather than being a matter of filling the power bar to just the right level, getting the best shot out of a player is all about finding that ‘sweet spot’ in the game-play, making it all the more satisfying when you do. At the pinnacle of freedom and versatility is the new skill system based largely on the right analogue stick. This time, rather than pressing a button or using a stick to set off a pre-programmed set of animated moves it’s up to you to piece the movements together. </font></p>
<p><font face="verdana" size="2">So now a single semi-circle flick of the right analogue stick will only provide you with a single step over, mimicking the movement you just made with you finger for example, if you want more than this then you have to move your finger more, wonderfully logical isn’t it? This seems to be a new trend in EA games since there are similar systems in both Skate and Fight Night and whilst it requires more skill to get the hang of it gives the player more control, more versatility, more room to be creative and create their own style (so a little more work pays off).</font></p>
<p><font face="verdana" size="2">Aside from the game-play itself, EA have, in my opinion, improved the features of the FIFA series ten fold with the inclusion of the ‘Be A Pro’ mode, where you take control of a single player on the pitch and control only him for the whole match. Now, you might be thinking that this could be a little bit dull leading to long periods of inactivity whilst you watch the computer play football and you would be exactly right but strangely that’s also the brilliance of this feature. </font></p>
<p><font face="verdana" size="2">With a dynamic camera which zooms in when you have ball and gets closer and wobblier when the pressure is on it makes you feel the pressure and the fact that you don’t have control of the ball all the time gives you the desire to make each pass and each side-step count, it makes you think like a footballer, and it’s even better online!</font></p>
<p><font face="verdana" size="2">If I had to come up with any criticisms of FIFA 08 (and lets face it, in this line of work I do) then I’d say that there are times when it still feels a tad slow, especially when your trying to sprint past the back line on the counter attack, some of the players just don’t get the speed I’d like. Having said this, I do find PES far too fast and FIFA’s pace makes for a much more realistic and strategic game which is one of passing and moving rather than through balls and sprinting, tactics which are never used on the real pitches because quite frankly if your players can keep doing that for ninety minutes then your drug tests aren’t thorough enough.</font></p>
<p><font face="verdana" size="2">Overall FIFA may not be the best football game to sit around with your mates at 3:30 in the morning with a kebab and blurred vision but it’s the best football simulation out there at the moment.</font></p>
<p><font face="verdana" size="2">9/10</font></p>
<p><font face="verdana" size="2">By <strong>Tom Pakinkis</strong></font>
</p>
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		<title>The Legend of Zelda: Phantom Hourglass</title>
		<link>http://shefbase.com/games/2008/the-legend-of-zelda-phantom-hourglass/</link>
		<comments>http://shefbase.com/games/2008/the-legend-of-zelda-phantom-hourglass/#comments</comments>
		<pubDate>Tue, 26 Feb 2008 21:15:56 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2008/the-legend-of-zelda-phantom-hourglass/</guid>
		<description><![CDATA[
It was hard to know what to expect from Phantom Hourglass really, with each new preview in the run up to release raising just as many concerns as jubilant cheers of “Yay! DS Zelda!”
Were the stylus-only controls going to work out? Was the DS going to be able to fit a full-length Zelda adventure of [...]]]></description>
			<content:encoded><![CDATA[<p><font size="2" face="verdana"><br />
<strong>It was hard to know what to expect from Phantom Hourglass really, with each new preview in the run up to release raising just as many concerns as jubilant cheers of “Yay! DS Zelda!”</strong></p>
<p>Were the stylus-only controls going to work out? Was the DS going to be able to fit a full-length Zelda adventure of the kind we’ve come to expect into its tiny wee cartridge?</p>
<p>And the overriding issue - was worrying, paunchy man-child Tingle going to make a reappearance?</p>
<p>Happily, a product was delivered that addressed most concerns, and moved touchscreen gaming forward in leaps and bounds at the same time.</p>
<p>Tingle, meanwhile, was happily moved sideways into his own, slightly rubbish, Rupee Quest.</p>
<p>Link – the “Hero of Time”, has just saved the rather soggy world of Hyrule in his Wind Waker quest, and sets off on the high seas for more adventures with his friend pirate captain Tetra. Unfortunately, she soon gets kidnapped by a mysterious ghost ship and, knocked overboard and washed up in a strange new land, Link has little to do but set out to rescue her.</p>
<p>The plot’s not incredibly inspired stuff, but it quickly becomes apparent that story isn’t really an issue with this game as, in terms of the traditional Zelda formula, Phantom Hourglass doesn’t really try to overstretch itself.</p>
<p>Actually, when it comes to messing about with “hardcore” Zelda, this game is even more leftfield than Wind Waker was. Sure, you’ve still got your dungeons, and these are as gloriously detailed, crafty and often downright devious as ever. But the system that links them together is really something new, different and actually rather exciting.</p>
<p>I’m talking about maps. They’re your main preoccupation - a tool for advancement, source of buried treasure and even, oddly, mode of transport. X really does mark the spot here, but only once you’ve read some clues, measured it all up, and drawn your own wobbly, freehand marker in place to remind you it’s there.</p>
<p>You can write anything on these maps, and you’re going to have to. Locations, number sequences, mystical emblems to use later, even the shape of a whole island…it’s all going to have to be lovingly doodled on your cartographic collection.</p>
<p>The map work is really at the heart of the game, so it seems to stand to reason that the islands you’ll visit are often rather barren game spaces, with the odd villager and house thrown in for good measure and to provide clues. Don’t expect bustling townships like Kakariko Village or Castle Town here – society is really just a means to an end in Phantom Hourglass.</p>
<p>Movement from island to island is supplied in the form of Linebeck, a sort of Han Solo/Jack Sparrow-type dodgy privateer with an almost Dickensian approach to child welfare. He’ll drive the steamboat, but he’ll make you decide where to go, and most certainly won’t set foot on any of the islands, preferring to send Link head first into danger instead (often with threats of a beating should he refuse).</p>
<p>With Linebeck at the helm, though, all it takes to travel from A to B is to draw a quick line on your sea chart, and you’ll putter off automatically, leaving your hands free for cannon combat, blasting golden frogs, or simply enjoying the view with a fully-functional panning camera.</p>
<p>The sea’s not super pretty, but then the steam-powered journeys somewhat remove the elegance of the Wind Waker ocean voyages anyway, with Phantom Hourglass turning them more into strong-arm ship-to-ship battles and ambushes (your boat even has hit points!). This works well, with fraught and stressful journeys taking your mind off the bland, jaggy seascapes.</p>
<p>In general terms, though, the attempt at recreation of the Wind Waker graphical aesthetic lends itself fairly well to the DS’s somewhat basic 3D abilities. Some characters may look a bit like smoothly planed wooden mannequins with colourful painted faces, but everything is more than recognisable, with Moblins, Chus and everything else you’d expect painstakingly generated in tiny polygonal glory.</p>
<p>The dungeons – of which there are a fair few - really are very clever on the whole, integrating the time-honoured tradition of adding more and more items to the mix to solve increasingly complex puzzles.</p>
<p>Though the repeated struggle through the Temple of the Ocean King (progressing further as you collect more sand for the titular hourglass) seems to reek of a programmer’s attempts to add length to the game, it can be forgiven by the presence of the Phantoms – burly, invincible armoured guardians who must be avoided Solid Snake-style, adding an interesting new stealth dynamic to proceedings.</p>
<p>Sidequests do seem conspicuous by their absence, though the main distraction, upgrading various parts of the steamboat, is a compulsive experience full of nerdy “collect ‘em all” goodness, and finding the whole lot is no mean feat.</p>
<p>Overall, The Phanton Hourglass is Zelda deftly reimagined and repackaged for portable, touchscreen gaming. Nobody should ever have expected a full-blown Zelda epic on the DS, and the resulting 12 or so hours of clever, tactile treasure hunting is a joy from start to finish.</p>
<p>The touchscreen mapping and associated scholarly note-taking are worth the asking price alone, but in addition this game is easily the most complete, considered and feature-packed DS adventure in existence, and an essential purchase for any and all owners of the machine.</p>
<p>The most surprising Zelda to date, but also one of the very best.</p>
<p>8/10</p>
<p>By <strong>Peter Gothard</strong></font>
</p>
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		<item>
		<title>Wii Zapper</title>
		<link>http://shefbase.com/games/2008/wii-zapper/</link>
		<comments>http://shefbase.com/games/2008/wii-zapper/#comments</comments>
		<pubDate>Tue, 19 Feb 2008 14:32:58 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2008/wii-zapper/</guid>
		<description><![CDATA[In several ways, one could say that Nintendo have very much taken inspiration
from the Eye Toy (the small additional camera and for the PlayStation 2) in
coming up with the Wii: both technologies allow elderly people, the very young,
and those who have had both thumbs cut off in a nasty incident involving a
circular saw, an easy [...]]]></description>
			<content:encoded><![CDATA[<p><font size="2" face="verdana"><strong>In several ways, one could say that Nintendo have very much taken inspiration<br />
from the Eye Toy (the small additional camera and for the PlayStation 2) in<br />
coming up with the Wii: both technologies allow elderly people, the very young,<br />
and those who have had both thumbs cut off in a nasty incident involving a<br />
circular saw, an easy way into gaming, where gestures replace RSI-inducing<br />
thumb tapping. It is also the case that while using each of these inventions,<br />
some players might find themselves throwing repeated glances out of their front<br />
room windows, concerned that no-one is watching in confusion as they fling<br />
their arms around like a ten year old who has had too many blue smarties.</strong></font><font size="2" face="verdana">It seems however, that Nintendo and various other third parties have picked up<br />
on this insecurity felt by gamers, and Wii accessory shelves are now piled high<br />
with tennis racquets, golf clubs and boxing gloves, in<br />
order to make it clearer to bystanders just what exactly you are doing. For<br />
example, a Wii tennis racquet accessory from Game will cost you £6.99. Steering<br />
wheels and golf clubs are also each £6.99. This means that buying all three<br />
will break the twenty pound mark, which seems a bit much when you can just<br />
close your curtains.</p>
<p>It would be easy to discount the Wii Zapper as just another of these<br />
profit-mongering imitation-Fisher Price contraptions. I am therefore pleased to<br />
announce that this, boys and girls, is actually a worthwhile addition to your<br />
Wii paraphernalia. While it does retail at £19.99, this official accessory<br />
comes bundled with a game – Link&#8217;s Crossbow Training. In this, players return<br />
to Link&#8217;s hometown, Hyrule, to shoot all manner of things, including skulls,<br />
flying bird-like creatures and things with big heads. As you may be able to<br />
tell, my knowledge of the species within Link&#8217;s world is not great, and I am<br />
not usually the biggest fan of the Zelda games. This one however, has me<br />
hooked. High scores have become exciting again. Getting the bonus associated<br />
with shooting every last large-headed thing has become something of an<br />
obsession. (Fear not if you happen to have a large head, reader – I don&#8217;t have<br />
a real gun. I won&#8217;t shoot you.)</p>
<p>Despite the mania this game has instilled in me, I think it is fair to say that<br />
it is more of a &#8216;training&#8217; (as the name suggests) than a complete, well<br />
developed game. Each level takes the form of three consecutive stages – the<br />
first involves simply pointing at targets and shooting them as accurately as<br />
possible. In the second, pointing toward the edge of the screen causes it to<br />
scroll, giving you more control while making it more of a challenge. In the<br />
third stage, players must use the nunchuk, which sits comfortably at the back<br />
of the Zapper, to move around, scrolling as before and shooting down the<br />
enemies as he/she finds them around the level. This is obviously the way most<br />
first person shooters on the Wii work. The first two stages are therefore<br />
formative for the player, and lead nicely towards comfortable playing of<br />
Metroid Prime 3, Call of Duty 2, and Farcry.</p>
<p>So why then, does using the Zapper make such a difference to the point and shoot<br />
process? Let me ask you another question to answer your question: Do you<br />
remember the first time you played House of the Dead/Time Crisis in an arcade?<br />
Can you imagine how much less fun it would have been if, instead of standing,<br />
holding your weapon instinctively with two hands at arm&#8217;s length, you had been<br />
sat on a sofa that your parents bought from John Lewis, enjoying its soft,<br />
cushiony qualities, holding an imitation TV remote, your tiniest wrist<br />
movements sufficing to take down your on-screen enemies? This is, in effect,<br />
the reason you should buy a Wii Zapper.</p>
<p>And if you are a fan of Resident Evil, you may be interested to know that a new<br />
game entitled R.E.: The Umbrella Chronicles has recently been released,<br />
especially intended for use with the Zapper. Watch this space, as this gamer<br />
may be partaking in the Umbrella fun. We must just hope the brainboxes at<br />
Joytech don&#8217;t bring out a Wiimote umbrella accessory.</p>
<p>9/10</p>
<p>By <strong>Jake Andrews</strong></p>
<p></font>
</p>
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		<title>Is PC Gaming Dying?</title>
		<link>http://shefbase.com/games/2007/is-pc-gaming-dying/</link>
		<comments>http://shefbase.com/games/2007/is-pc-gaming-dying/#comments</comments>
		<pubDate>Wed, 21 Nov 2007 13:37:46 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Games News</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/is-pc-gaming-dying/</guid>
		<description><![CDATA[The death of PC gaming has been declared time and again and one could be forgiven for imagining this to be nothing more than the wishful thinking of a few execs at Sony and Nintendo. But while certain PC games such as Counter Strike: Source and World of Warcraft are still going from strength to [...]]]></description>
			<content:encoded><![CDATA[<p>The death of PC gaming has been declared time and again and one could be forgiven for imagining this to be nothing more than the wishful thinking of a few execs at Sony and Nintendo. But while certain PC games such as Counter Strike: Source and World of Warcraft are still going from strength to strength, the increasingly sparse release schedules and dwindling number of titles available in stores suggest that the hobby may finally be headed for the big bargain bin in the sky. But why is this? The gaming industry is growing at a frightening rate and continually expanding into new territory, so either the competition [games consoles] must be getting a whole lot better or PCs a lot worse. These things are never simple and it probably won’t come as a surprise that both are at least partly true; owning a decent gaming computer has become a very expensive proposition and since the launch of the Xbox many seem to have been left wondering exactly what it is a PC has to offer that a £250 console doesn’t.</p>
<p>Ironically one of the main factors in the decline of PC gaming is closely linked to the very thing that has made it so attractive for so long, the pace of hardware and software innovation. Commercial exploitation of these innovations is what made the games and hardware of today possible, but shortsighted and exploitative business practices may be seriously threatening their future. The current situation really began in 1996 with the release of GL Quake, a port of iD software’s hugely successful FPS, which introduced support for dedicated 3D accelerators like the 3Dfx Voodoo. GL Quake completely blew away games on pretty much every other platform in terms of graphical quality but no longer could you just sneak into your Dad’s study to play it because you needed a Pentium processor and an outrageously expensive 3D graphics card. Up until this point a good gaming machine wasn’t anything more than a high specification generic computer and so could be seen as a good general investment. Of course the Pentium processor wasn’t just good for games, it made Windows 3.1 pretend to multitask a lot more convincingly; and you could just about watch porn if you had a fast internet connection. But, excluding a handful of people, most of whom probably worked for George Lucas, a 3D graphics card was at this point only of any use for playing the new 3D games.</p>
<p>This wasn’t actually that much of a problem, those short on funds or long on common  sense could just run the original [software rendered] version of Quake on very basic machines and it still looked great, not 3Dfx glide great, but pretty damn good. However, after the success of GL Quake and cards like the Voodoo, hardware manufacturers began to realize that there might be a significant number of people who were prepared to spend vast amounts of money turning their fancy word processors into dedicated gaming machines and this would have serious consequences for the future. Where the hardware went, the software followed, and although the cutting edge titles of the next few years like Quake 2 and Half-life were still quite capable of running on low specification computers, they looked stunning enough on the new high end hardware that the games and the gaming press began to act as the unofficial marketing department for the hardware vendors. In 1999 Quake 3 was released, and in addition to being phenomenally popular it became the first major PC game to require a 3D accelerator. This was completely unnecessary from a technical viewpoint, as Unreal Tournament 2004 proved some four years later, but what was important was that it was possible at all. Quake 3 marked a major shift from gamers wanting 3D hardware to make games look prettier to their accepting that they would need it in order to be able to play at all.</p>
<p>Over the next few years 3D accelerators became the norm and the increasingly programmable hardware became adapted to perform various non-gaming functions, such as video decoding. This gave consumers a few more legitimate reasons to purchase the things, but usually the cheap 3D graphics chips being integrated into motherboards were more than sufficient. These were just about adequate for basic gaming and their rapidly falling prices made them very attractive to OEMs and consumers alike. But while the integrated 3D chipsets were becoming ever more affordable, the top end hardware was growing steadily more expensive: On its release in 1998 the Voodoo 2 was the most expensive consumer 3D card available, costing £250. Roughly three years later the groundbreaking Nvidia Geforce 3 cost in the region of £400, and more recently the Geforce 8800 Ultra launched at a stunning £600. One has to draw a line between the innovative, the exploitative, and those products dreamed up under the influence of crack. It is to be expected that any high end or luxury computer product will be overpriced, but for a company to seek short-term profit at the cost of alienating their customers is madness. If the graphics card manufacturers began this trend then there are others prepared to take it even further. Ageia, a recent startup, have developed an add-in card which realistically (if rather slowly) simulates the interactions of objects in a game according to real world physics.<br />
At the moment all it really has to offer are slightly more realistic rubble and explosions for a cost of £150.<br />
The danger is that if game physics simulations were to become as detailed as Ageia promises, then it would likely exclude anybody who did not have Ageia hardware from participating at all. There would be no option of software rendered physics for those with older machines; they would be cut out completely. Some may relish the though of PC gaming becoming an exclusive pastime, but the more people that are prevented from participating, the less publishers will bother to release any games at all.</p>
<p>Over in console land, publishers had always managed to sell more games than their PC counterparts; Super Mario Brothers alone managed to shift over 40 million copies during the lifetime of the NES. But due to their long product lifecycles console technology tended to lag far behind that of gaming PCs. Additionally, beyond a few ‘in house’ releases most of the cutting edge 3D titles which did make it onto consoles were poor conversions of PC games like as Doom. With the Nintendo 64 and Sony Playstation things began to change, titles such as Goldeneye, Metal Gear Solid and Medal of Honor appeared, and they provided a comparable if slightly less polished experience to the 3D action titles on PC.</p>
<p>If the Nintendo 64 and Playstation had shown that consoles could do 3D action, then the Xbox and Playstation 2 showed that they could do it every bit as well as the PC. Halo and Grand Theft Auto 3 (on the Xbox and Playstation respectively) stunned gamers who had been expecting both to appear on PC first, something which had been the norm since the mid nineties. Months later, when the much anticipated PC versions finally came out, they offered little more than a few more control options and slightly crisper graphics. The perfect match for Halo was Xbox Live! It was the first really successful online gaming service for consoles and a major coup for Microsoft both because it helped to further popularize many Xbox games and because they were managing to charge a significant amount of money for something which PC owners could already do for free.</p>
<p>Halo and Grand Theft Auto 3 were not alone and most studios began to focus increasingly on console exclusives and cross platform games. The attitude of many developers seemed to shift from something along the lines of ‘let’s take advantage of the newest hardware’ to ‘let’s take advantage of the newest hardware - to make up for our badly optimized code’. These days the scalability of Half-life and Quake 2 is almost forgotten, and many recent PC games such as S.T.A.L.K.E.R and Bioshock will simply not run on the majority of new computers. I am not accusing the developers of laziness; these are obviously economic rather than creative decisions. Games are becoming ever more complex and expensive to develop, and the increased focus on consoles has come about because they are the most profitable platform. However the lack of focus on PC titles, both a failure to release enough new and interesting games, and not optimizing those that are released well enough to run on older hardware is only going to perpetuate the problem.</p>
<p>Looking to the future things certainly seem rather bleak, between them the Xbox 360 and PS3 now offer RTS games, patches and updates, the ability to run Linux, and even the promise of mod support; In other words they are capable of doing almost anything which a gaming PC can. PC owners may retort that their machines offers a good deal of non gaming functionality, but this is missing the point than one can purchase an Xbox 360 and a good quality office machine for much less than the cheapest models in Dell’s Alienware range.</p>
<p>The one area of PC game development that stands out is the ever more successful independent developers. Due to the extortionate publishing fees levied by console manufacturers independent games development has never really been feasible on them, but things are somewhat different on PC. In fact very few independently developed PC games have ever met with much commercial success, but this may be beginning to change. With the launch of Steam, Valve Software’s online distribution platform and the flagship independent titles Uplink, Darwinia and DEFCON, independent PC game development has of late been enjoying a limited renaissance. While the success of these titles is nowhere near that of the Halo franchise, it appears to be gathering momentum. What makes them particularly interesting is that due to the financial constraints of the developers, these titles do not even attempt to compete with the latest high tech action titles. Instead, they tend to be much more creative and unusual, often appealing to more mature gamers and crucially, having only very moderate hardware requirements.</p>
<p>Finally, I think there is something that bears the consideration of every dedicated PC gamer. It is an inescapable fact that the Xbox 360 and Playstation 3 already offer 90% of what you might call the gaming functionality of a PC. They are both big, hot, and noisy, the hallmarks of every high performance<br />
computer, and one can even hook them up to a computer monitor and play [at least some] games with a keyboard and mouse. In taking over much of the PC gaming market, consoles have become ever more ‘PC like’ and even the geeks amongst us may begin to wonder whether the death of the gaming PC would even be important at all.</p>
<p> <strong>Dave Muhl-Richardson</strong>
</p>
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		<title>Flatout 2 - BUDGET</title>
		<link>http://shefbase.com/games/2007/flatout-2-budget/</link>
		<comments>http://shefbase.com/games/2007/flatout-2-budget/#comments</comments>
		<pubDate>Tue, 30 Oct 2007 10:04:11 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/flatout-2-budget/</guid>
		<description><![CDATA[ADRENALINE ON A BUDGET
With the recent release of Flatout: Ultimate Carnage on Xbox 360 and PC, it is
understandable that readers may be interested in getting themselves a slice of
the &#8216;carnage&#8217;. What is also understandable is the disgust that readers will
feel when they discover that yet again, publishers are charging the best part
of 25 pints of [...]]]></description>
			<content:encoded><![CDATA[<p><u><em>ADRENALINE ON A BUDGET</em></u></p>
<p>With the recent release of Flatout: Ultimate Carnage on Xbox 360 and PC, it is<br />
understandable that readers may be interested in getting themselves a slice of<br />
the &#8216;carnage&#8217;. What is also understandable is the disgust that readers will<br />
feel when they discover that yet again, publishers are charging the best part<br />
of 25 pints of lager for their new release. Well, dear readers, fear not, for<br />
there is a budget option at hand.</p>
<p>While it may not have all the knobs and whistles that Ultimate Carnage has to<br />
offer, Flatout 2 for the PC is still a viable option for car-destroying<br />
enthusiasts. The basic formula behind the Flatout games is a series of races,<br />
where taking down fences, lamp-posts, old barns, diggers, telegraph poles,<br />
piles of logs and other competitors earns nitro which can be used to help you<br />
take the lead.</p>
<p>However, landing yourself, or a rival driver in the path of a solid object will<br />
lead to ejection of the unfortunate driver, the rag doll body of which will<br />
shoot head long into said solid object. The game designers have taken this<br />
concept to new heights with new mini games – these include not just the high<br />
jump, long jump and target practice of the original, but also Ring of Fire,<br />
American Football Tackle, and Bowling, along with a few others. These work by<br />
firing your driver from his automobile at a time of your choosing to achieve<br />
the intended aim.</p>
<p>In practice, the concepts work a lot better than they sound. Races are frantic,<br />
with intelligent and at times, violent, competitors racing against you as best<br />
they can, while jumps, obstacles and shortcuts litter the varying tracks<br />
invoking mass destruction along the way. Mini-games are multiplayer, and are<br />
more about skill than speed, which contrasts nicely with the main element of<br />
the game.</p>
<p>Graphics are extremely detailed, though this will depend to some extent on your<br />
PC (Minimum spec is a 2GHz processor, with 256MB ram and a 64MB graphics card<br />
from Nvidia/ATI). The non-presence of licensed cars allows that crashes have a<br />
visible effect on your motor, ranging from a slight dent to two missing wheels<br />
and a burning engine. Crashes also have an expected effect on the handling of<br />
the cars, which is appreciated, being something that not all driving games<br />
insist upon.</p>
<p>And it is not only post-crash handling which is accurate. While the cars do not<br />
drive as realistically as those of Forza Motorsport, they are a lot more<br />
tactile than those of, say, Grand Theft Auto, although this is somewhat<br />
expected given the differing nature of the game.</p>
<p>So, given the destruction in the game, is this what our parents have been<br />
campaigning against since the dawn of the first Grand Theft Auto? This gamer<br />
says no – people seem not to die in this game and there is no blood. That is<br />
not to say that the game isn&#8217;t violent – it is. Buildings, farms and airports<br />
are trashed, drivers are left in the most excruciating positions after ejection<br />
from their cars, and screams can be heard as you hurtle past your<br />
disaster-struck competitors. This is still no match, however for the likes of<br />
Carmageddon, or any modern first person shooter for that matter.</p>
<p>Is this a game set to go down history as one of the great driving games of the<br />
naughties? Well, no, given the distinct lack of press it was given, and the<br />
fact that no multiplayer racing mode has been included. Nonetheless, given the<br />
current budget selling price of £4.99, it is well worth a look for those with a<br />
destructive edge to their personality.</p>
<p><strong>7½  out of 10</strong></p>
<p><strong>Jake Andrews</strong>
</p>
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		<title>Halo 3</title>
		<link>http://shefbase.com/games/2007/halo-3/</link>
		<comments>http://shefbase.com/games/2007/halo-3/#comments</comments>
		<pubDate>Tue, 30 Oct 2007 09:56:51 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/halo-3/</guid>
		<description><![CDATA[Halo 3: Spoiler Free Review
Platform: Xbox 360
Released: 26th September (2007)
Players: 1-4 (2 – 16 online)
Price: £39.99
Genre: First-Person Shooter

It’s Time to Finish the Fight 
I have a small confession to make. Until Halo 3 was released back at the end of September, I had barely touched any of the games in the Halo series; in fact my [...]]]></description>
			<content:encoded><![CDATA[<p><strong><u><span><font face="Times New Roman">Halo 3: Spoiler Free Review</font></span></u></strong><br />
<strong><u><span></span></u></strong><span><font face="Times New Roman">Platform: Xbox 360</font></span></p>
<p><span></span><span><font face="Times New Roman">Released: 26<sup>th</sup> September (2007)</font></span></p>
<p><span></span><span><font face="Times New Roman">Players: 1-4 (2 – 16 online)</font></span></p>
<p><span></span><span><font face="Times New Roman">Price: £39.99</font></span></p>
<p><span></span><span><font face="Times New Roman">Genre: First-Person Shooter</font></span><strong><u><span><span></span></span></u></strong></p>
<p><em><u><span></span></u></em></p>
<p><span><font face="Times New Roman"><u><em>It’s Time to Finish the Fight</em></u></font><span><font face="Times New Roman"> </font></span></span></p>
<p><span><span></span><span><font face="Times New Roman">I have a small confession to make. Until Halo 3 was released back at the end of September, I had barely touched any of the games in the Halo series; in fact my total Halo experience was the first level of the original. Yet such was the expectation, I knew this was a game that I just had to own. The big question is does it live up to the hype surrounding it? Let’s find out…</font></span><span><font face="Times New Roman"> </font></span> </span></p>
<p><span></span><span><span><font face="Times New Roman">An important aspect to any game is the content. What are you getting for your hard earned £40? </font></span><span><font face="Times New Roman"> </font></span></span></p>
<p><span><span></span><span><span><font face="Times New Roman">F</font></span></span></span><span><span><span><font face="Times New Roman">irst off, there is the main campaign that completes the Halo story. The player resumes control of Master Chief, the main protagonist of the Halo universe. The campaign features nine decently sized levels that vary from luscious jungles to dark and mysterious covenant space craft. Visually, they look stunning. Admittedly, I do have a high definition VGA set up, but things still look pretty neat and tidy even on my ageing fourteen inch CRT. A big plus is the repeatedly recycled areas that plagued Halo 2 appears to almost completely gone, albeit with one exception - the penultimate level felt very repetitive and tiresome when I ran through it. </font></span><span><font face="Times New Roman"> </font></span></span></span><span> </span></p>
<p><span></span><span><font face="Times New Roman">Perhaps the most appealing aspect of the campaign mode is the ability to play up to four player co-op, either on the same machine split screen or via the Xbox live service. The second player takes control of the Arbiter, and additional players take on the roles of two new elite characters, each with their own back story. The game retains the difficulty levels of <em>easy</em>, <em>normal</em>, <em>heroic</em> and the fiendishly difficult <em>legendary</em> modes found in the previous instalments, and also adds an additional <em>campaign scoring</em> to the co-op play whereby players are awarded points by defeating enemies, achieving certain goals or finding items hidden throughout the levels. Likewise, players are penalised for dying, thus creating a more competitive experience.</font></span><span><font face="Times New Roman"> </font></span></p>
<p><span></span><span><span><font face="Times New Roman">T</font></span></span><span><span><font face="Times New Roman">his all sounds very good, but it should be said Halo 3 is not without its problems. Despite the decent size of the levels, the campaign still feels far too short for my liking, especially on the easier difficulties, although at least the variation and size of the levels go some way to countering this. The A.I is also somewhat questionable at times, with some enemies just running around in circles, and computer controlled team mates are just plain idiotic, firing rockets launchers a little too close for comfort at times. On the whole though, the single player is a very pleasant experience, and leaves you with a very accomplished feeling when completed on the harder difficulties. </font></span><span><font face="Times New Roman"> </font></span></span></p>
<p><span><span></span></span><span><span><font face="Times New Roman">Despite the shortness of the single player, Halo 3’s multiplayer mode is where most players will no doubt spend most of their playing time. Halo 3 brings back the match making system, whereby players are able to create a party or group of friends and are matched with players of a similar skill and experience who are searching for similar game scenarios. Personally, I’m not a big of fan of this. I much prefer to create my own party and then choose manually which game I want to play, especially as the match making process can take the best part of minute at times to locate games, although in all credit to it, I’ve had no other problems with it yet. Up to sixteen players can play in one match, with up to four players on one console using one Xbox Live account. So how does it play? The simple answer is very nicely indeed. Gone is the hideous bullet lag that has plagued other 360 titles. That’s dedicated game servers for you. A nice twist to the multiplayer is the large array of vehicles available for use. Players can jump on quad bikes with a buddy on the back, go solo with several different flying machines, or take to the trusty jeeps (see picture). And yes, running someone over will well and truly ruin their day. Perhaps the greatest aspect of the multiplayer though is the vast quantities of scenarios to choose from. First you have the standard free for all, team battles and team doubles. Then you have the team objective mode, which includes sub categories of <em>capture the flag</em>, <em>deliver the bomb</em>, <em>team onslaught</em> and <em>base onslaught</em>, where players must capture various parts of the map, similar to <em>king of the hill</em>, but with five hills at once. And yes, <em>king of the hill </em>is in there as well.</font></span><span><font face="Times New Roman"> </font></span></span></p>
<p><span><span></span><span><span><font face="Times New Roman">Halo 3 also brings in several new features. These include an interesting game type new to the Halo series called <em>Forge</em>. Here players can edit the contents of a map, for example adding extra vehicles or weapons and altering ammo supply and weapon spawn times. The big difference is, this can actually be done during a match, which can make for a very interesting game. Interestingly for a first-person shooter, Halo 3 includes replays! If you are particularly satisfied with a multiplayer rampage or you’ve got some comical kills, then you can save a video of your match and watch it back to your hearts content. In addition to this, the videos can be shared amongst other Xbox Live users, so you can send it to your friends for them to watch and learn. </font></span><span><font face="Times New Roman"> </font></span></span></span></p>
<p><span><span><span></span></span></span><span><span><font face="Times New Roman">My overall impression of Halo 3 is it is a very good game, with a fun and solid, albeit short single player and a very strong multiplayer that will keep most players entertained for months. I think the game suffers however from the weight of expectation on its shoulders. In many quarters it has been dubbed “The game of the decade”, which I’m afraid I find to be somewhat unjust at this time. This could be that I’m just not engrossed enough in the Halo series yet but it feels like it has something missing and doesn’t really add anything new to the genre. However, there is no doubt the game is very good, it seems to do most things right and I would definitely recommend it anyone who had enjoyed either of the previous Halo instalments or is a fan of first-person shooter in general.</font></span><span><font face="Times New Roman"> </font></span></span></p>
<p><span><span></span><span><strong><span><font face="Times New Roman">Overall: 8.5/10</font></span></strong><strong><span><font face="Times New Roman"> </font></span></strong></span></span></p>
<p><span><span><strong><span></span></strong></span><span><span></span><span><strong>Chris Savoury</strong></span><span></span><span><span></span></span></span></span>
</p>
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		<title>Bioshock (PC)</title>
		<link>http://shefbase.com/games/2007/bioshock-pc/</link>
		<comments>http://shefbase.com/games/2007/bioshock-pc/#comments</comments>
		<pubDate>Tue, 23 Oct 2007 17:38:43 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/bioshock-pc/</guid>
		<description><![CDATA[“In the town where I was born, lived a man who sailed to sea,” Ringo Starr once sang, “And he told us of his life in the land of submarines”.
Delusional acid-fuelled fantasy aside, he could well have been describing the curious tale of Andrew Ryan – millionaire genius/madman, and creator of his own subaquatic bourgeois [...]]]></description>
			<content:encoded><![CDATA[<p>“In the town where I was born, lived a man who sailed to sea,” Ringo Starr once sang, “And he told us of his life in the land of submarines”.</p>
<p>Delusional acid-fuelled fantasy aside, he could well have been describing the curious tale of Andrew Ryan – millionaire genius/madman, and creator of his own subaquatic bourgeois republic!</p>
<p>Tired of the meddling interference of the world’s pesky politics, taxes and, most of all, troublesome standards of moral fibre, Ryan shipped out to build his perfect society – the city of Rapture - deep beneath the ocean.</p>
<p>Inviting the world’s finest scientists, artists and thinkers to colonise his new world, it wasn’t long before Ryan’s dream became a nightmare. Freed from the confines of ethics, the barriers of technological development were swiftly broken, and the inhabitants of Rapture began to resemble creatures who were far more, but paradoxically much, much less, than human.</p>
<p>It’s a few years down the line that you, the sole survivor of an oceanic plane crash, stumble into Rapture.</p>
<p>A derelict husk of its former self, the setting of Bioshock is a gigantic, broken behemoth of a place. Trapped in a 1940’s timewarp of mouldering velvet curtains, flickering musical theatre signs and rusting dancehall balconies, Rapture’s fractured infrastructure also leaks sea water at a constant rate, with beautifully rendered rivulets running down the girders, and glistening streams washing down its discoloured walkways. Its remaining inhabitants, mutated beyond belief by their own experiments, stalk its corridors muttering obscenities and killing remorselessly.</p>
<p>The setting is, without a doubt, utterly breathtaking. But what’s it like to interact with?</p>
<p>A first person shooter in the classic sense, Bioshock contains, on the surface, the usual staples of the genre. Pistols, shotguns and machine guns all make their predictable appearance, but it’s not long before your character discovers that Rapture’s arcane technologies can be used for your own benefit, too.</p>
<p>Plasmids – think of them as DNA upgrades to the human body, making possible such wonders as telekinesis, invisibility or even the ability to shoot liquid fire from your fists. Finding, buying or earning large syringes (which you gruesomely shove into your own wrist to “install”) will unlock the above skills and many, many more. These biological weapons add an almost infinite versatility to your playing style as you begin discovering more and more unhinged ways to plan the downfall of Rapture’s crazy remaining citizens.</p>
<p>For example, in one scenario, you’re battling a Big Daddy (a giant diving-suit clad monstrosity) while another enemy hurls grenades at you from a high balcony. All the while, a wall-mounted sensor unleashes flying sentry drones on you. You could just gun the whole lot of them down with your rocket launcher. Or, more interestingly, you could use your telekinesis Plasmid to catch the grenades, enabling you to hurl a steady stream of pineapples at the Big Daddy and the sentries. You could even use your “Security Bullseye” Plasmid to set all the drones on both the other enemies, while you take cover and wait for the dust to settle. The possibilities are seemingly endless.</p>
<p>The enemies, however, aren’t quite so varied in their nature, and this is my first major criticism of Bioshock – there are only around five or six clearly defined types of foe. The AI they display is also of a lower standard than, say, the good old US marines in Half-Life, with most of these guys just rushing towards you in shrieking insanity, seemingly ready to be shot/burned/frozen/stung by killer bees (yes, really). While some will climb across the ceiling or teleport around in a cloud of red smoke, they all seem to value little more than a direct approach in combat. It’s a shame, as the massive range of abilities you’re blessed with feel like they’re going somewhat to waste once you’ve sussed the quickest and easiest ways to plough through the steady streams of suicidal minions (which is usually bludgeoning them a few times with your wrench).</p>
<p>There is, however, one standout foe in the game, and this is the much-vaunted Big Daddy, as mentioned above. Spun as Bioshock’s poster boy for much of its PR campaign (and available as a small statue in preorder packs), they don’t quite live up to the hype somehow, but are still a force to be reckoned with and often great fun to battle.</p>
<p>As protectors of the Little Sisters - the carriers of ADAM, which is basically the currency you need to purchase your Plasmids - they are a sight to behold as they lumber gamely alongside their child-like wards. Simply attempting to approach a Little Sister will result in you being shoved forcefully away by the protective hulk. Try to attack her, and the lights behind the Big Daddy’s helmet turn bright red, and he’ll lunge at you, firing grenades or simply shoving his massive drill-tipped hand through your face. Stylish. Big Daddies are also deceptively agile for their size – they’ll chase you down in no time if you try and outrun him.</p>
<p>If and when you finally down a Big Daddy, you’ll be presented with something of a moral quandary as well. Do you murder this doe-eyed little girl, sobbing over the charred corpse of her minder (“Mr Bubbles…please wake up…”), and steal all her ADAM? Or should you “harvest” her – taking a lesser amount of ADAM but freeing her of her slavery to Rapture and leaving with a clean conscience to boot? The choice is yours, and, limited as it is, it’s quite a novel feature to see in a videogame of this type; you almost feel like you’re taking an active part in openly defying the monstrous ethics on which Rapture is founded.</p>
<p>There’s not an awful lot more to say about Bioshock. It looks great, it feels wonderful. Hell, it almost smells fantastic – at its best, this game simply oozes atmosphere. But it just doesn’t seem to have the consistent gameplaying Ambrosia of a title such as Half-Life 2. This could very well be due to it falling back all too often on rather bland corridor wandering, with backtracking aplenty. Half-Life 2’s developers, Valve, have an innate skill for peppering their FPSs with sumptuously designed setpieces, having the enthralled player lurch from each carefully choreographed encounter to the next. While Bioshock may be trying to shuck this philosophy in favour of a more open-plan ideal of “go anywhere do anything”, it unfortunately results in far too many quiet moments where you’re ambling along the same old tunnel as hordes identical, randomly-spawned ugly flappers jump at you with flick-knives. While I’m not suggesting everyone should copy Half-Life (the FPS market is currently stagnant enough as it is, thanks), I do think that Bioshock could, with improved AI and a bit more variety, have become another true classic. As it is, it’s still a great adventure, and well worth anybody’s time and money. When the atmosphere’s there, it’s a pretty much unrivalled experience, and the game is also an excellent showcase for a dual core system with a decent graphics card (both essential to get the best out of the game though – be warned).</p>
<p>Meanwhile, with a sequel recently announced, one hopes 2K have already set to work fixing those leaks in the hull before Bioshock’s next journey into the deep. Full speed ahead, Mr Boatswain…</p>
<p><strong>Peter Gothard</strong>
</p>
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		<title>RPG: A Whole New World</title>
		<link>http://shefbase.com/games/2007/a-whole-new-world/</link>
		<comments>http://shefbase.com/games/2007/a-whole-new-world/#comments</comments>
		<pubDate>Tue, 23 Oct 2007 13:18:25 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/a-whole-new-world/</guid>
		<description><![CDATA[I’m an avid gamer, I have been for as long as I can remember, but I will admit that there have been some areas of the pixel planets that I have always avoided because…well because of the stigma.I’m talking about the RPG world; you know the online realms of dragons, warriors and warlocks.Now, don’t shoot [...]]]></description>
			<content:encoded><![CDATA[<p><FONT SIZE="2" Face="verdana">I’m an avid gamer, I have been for as long as I can remember, but I will admit that there have been some areas of the pixel planets that I have always avoided because…well because of the stigma.I’m talking about the RPG world; you know the online realms of dragons, warriors and warlocks.<BR><BR>Now, don’t shoot me! Ok? Don’t shoot me with your dark magic, because I never actually called anyone a geek, and I didn’t say that the only kinds of people who play those games are the kind who sit in their bedrooms at 2 o’clock in the morning, their acne speckled faces glowing from the light of a computer screen, reflected in their tape wrapped, bottle glasses.<BR><BR>I didn’t say that but if we’re honest here (and let’s be honest here) I didn’t have to did I? If someone was to mention the likes of World of Warcraft, probably the leading game of its kind, then we tend to think of that kid in his room don’t we? We shouldn’t but we do. So that’s the reason why these online RPG games had never grabbed me before, and maybe there was some active avoidance on my part because I was afraid of the implications.<BR><BR>Having said that, I had been a fan of Warcraft as a bog standard strategy game, along with the likes of Red Alert and other battle games based on different time periods (I’m still waiting for one based in biblical times). I always liked the idea of slowly building an army, the biggest army, an immovable offensive force of power and then knocking on the enemy door and smiling when they open it to find my horde waiting to engulf them, and engulf they would.<BR><BR>What I’m trying to say is, there’s a bit of geek in all of us, it’s just that some of us are a tad less brave about who knows it, and it’s only until recently that I realised what I was missing.<BR><BR>It was about a month ago that my brother announced to me his intention to teleport into the World of Warcraft, and I must say I remained sceptical, but I thought, ‘Well, here is a chance for me to see if the hype is true. I’ll let him do the work of the downloading, installing and figuring everything out, and then I’ll kick him off and have a go myself.’<BR><BR>So he did his part and had a bit of a tinker on it and sure enough he was soon converted to one of the masses of gamers in awe of the magic of the vast landscapes and communities housed within this online dimension. Within an hour or so I was there myself.<BR><BR>There’s something about games like this, when executed as well as World of Warcraft, that you can’t help but get excited about. I suppose it all comes back to that escapism that we all as humans crave once or twice a week. When the television gives you nothing but bad news, when the clouds keep following you around, when you have to walk past the pick-and-mix section once again longing to plunge an open hand into the chocolate mice box, grab, and run (but you know you won’t because…well because the chocolate mice would melt in your hand and you’ve nothing to wipe them on except your jeans, but also because you know that this grim society that we live in just wouldn’t accept it).<BR><BR>When all that starts to drag us down, where do we go? We go to our cinemas, our theatres, our DVDs or, for the not so fortunate, our grandparents for those tales of courage and adventure, where we can leave our world and, just for a little while, move to a place where we can steal those mice and yes, we can get away with it! My point is that whilst films may give us windows into other worlds and games may allow us to have very limited interaction with a section of those worlds, the online RPGs allow us to recreate ourselves in a perfect image and live and explore in a new world which is just as vast as ours and where anything can be made possible.<BR><BR>‘But surely Tom’ I hear you cry, ‘Surely this raises all sort of ethical and philosophical questions as to social degradation, the limits of reality and the very essence of life itself?’ and I would say yes, yes it does…But this is neither the time nor the place, so keep reading and stop being a kill joy!<BR><BR>The World of Warcraft brings its signature artwork and rendering that is now synonymous with the strategy series, but rather than command ranks from the skies like some divine…commander (poor I know), you control a single representative of yourself.<BR><BR>Whether you wish to be a warrior Orc or a Human mage, they’re all there with many more combinations. You are then dropped into the online world, part of your chosen ranks, working from the bottom up, slowly but surely seeking and taking on quests in order to boost those ever so precious experience points that we have grown to love.<BR><BR>Obviously it’s all very fun roaming round, chatting to other onliners, and taking on bandits or wolves in little Lord of the Rings style teams but it wasn’t this that got me hooked, it wasn’t this that made me sit for hours on end, missing meals and forgetting to drink to the point where I contracted a water infection and had to be admitted to hospital.<BR><BR>The most astounding thing about WoW is the world itself. It won’t hit you until you use the map feature and with continuous clicks of the mouse zoom further and further out until you realise that, in fact, you aren’t in some playing field or typical sandbox game level, you’re roaming around a planet, not only with towns and villages miles apart, not only with its own roads and subway systems, but with counties, rivers, seas and countries.<BR><BR>The scale of the World of Warcraft propels it beyond the typical considerations of graphics and game play as they are for once rendered secondary simply to the achievement of this world, which lives and breathes twenty four hours a day without a single loading screen.<BR><BR>Despite how it may seem, however, this doesn’t have a ‘happily ever after’ ending, because after a day or two of play I realised something. Each day I would find a computer controlled character that could set me up with a quest; they would say they needed some wolf meat or a bear tongue or something weird like that (I didn’t like to ask, and besides they couldn’t answer even if I did). So sure enough I would go, searching for wolves, find some, click on one and let my character go to work.<BR><BR>Upon completing one quest, I’d come away with a bit more experience (that sweet sweet experience) and go looking for another quest. I’d find someone who needed to get rid of some trouble making bandits and so I would go off, find the bandits, click on them and…Wait a second, I’m sure I was doing this with wolves five minutes ago, and bandits again before that, and penguins before that (only joking, no penguins). Someone’s playing me for a fool here!<BR><BR>You see, that’s the fundamental problem with WoW and in fact, as I was to learn, a problem with many of the RPGs it’s actually a very repetitive formula of ‘find quest, find enemy, click enemy, fight enemy’. I mean sure there are different enemies but it’s essentially the same quest and it’s the same combat engine of click a button and leave it up to the characters to take turns swinging at each other.<BR><BR>Upon further research, further day long downloads and further log in frustrations I found that Star Wars Galaxies shared the same patterns, the only bonus being that you could control each shot or each swing. Still, if it wasn’t for the interaction with other human players and the remarkable online realms, the actual game play of these games wouldn’t even be worth reviewing.</p>
<p>Whilst you can never complete Wow in order to give it a replay-ability rating, to be honest, replay-ability technically runs out once you have completed your first quest. True, it can get quite exciting when there are rumblings that an Orc has made it onto the human island and everyone legs it to the keep to defend queen and country but this rarely happens. In fact, upon hearing that there was an Orc island, I was actually quite determined to go over there, kick some arse and come home a hero. So after, miles of walking (having to take the long way around in order to avoid level 20 creatures that I clearly wasn’t ready for at level 5) I reached the sea and started to swim.<Br><BR>After about half an hour of pressing forward, my finger began to lose its feeling and so I set up a complex weighted system that would keep the button suppressed and went to get a sandwich and some water (the doctor said I had to drink more water). I came back to find that once you are far out enough at sea tiredness becomes a factor and my warrior guy had drowned. I wasn’t going to walk all that way to try again.<BR><BR>So I find these RPG games somewhat lacklustre in some pretty vital areas, but that’s not to say there isn’t potential. There is an absolutely huge amount of potential, especially with the evolution of online gaming on our next gen consoles.<BR><BR>I firmly believe that we will soon be playing in online worlds as vast as the World of Warcraft with characters that have as much dynamic ability as Sam Fisher or Solid Snake. And that may not be all: Of course to have a truly interactive online world we need a wide range of people logging in to do a wide range of things rather than each playing as essentially the same protagonist in the same game.<BR><BR>What if we didn’t have a separate online world for each game, but rather one world for all games? Picture it; a multitude of gaming engines all in one online sphere, where people take a bus to the football stadium to play FIFA or walk to the gym to play Fight Night. ‘Who’s that shifty looking guy down in the subway?’ they might think whilst eyeing up a guy in a trench coat nursing a gun, “Perhaps he’s playing the latest ‘stealth-em up’’, better make sure I don’t get in his line of fire if something goes off.<BR><BR>It’s a crazy thought I know, but what an experience, and the way things are looking at the moment, we may well be on the right path.<BR><BR><B>By Tom Pakinkis</B></FONT>
</p>
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		<title>The Orange Box</title>
		<link>http://shefbase.com/games/2007/the-orange-box/</link>
		<comments>http://shefbase.com/games/2007/the-orange-box/#comments</comments>
		<pubDate>Sun, 14 Oct 2007 11:49:09 +0000</pubDate>
		<dc:creator>games</dc:creator>
		
		<category>Reviews</category>

		<guid isPermaLink="false">http://shefbase.com/games/2007/the-orange-box/</guid>
		<description><![CDATA[You know when you do something that you shouldn’t, but it’s just so good, like pulling off a scab or watching 7 episodes of Desperate Housewives in a  row, well with this review I really shouldn’t say this, but I just have to – The future’s bright, the future’s orange (box)
What we have here courtesy [...]]]></description>
			<content:encoded><![CDATA[<p>You know when you do something that you shouldn’t, but it’s just so good, like pulling off a scab or watching 7 episodes of Desperate Housewives in a  row, well with this review I really shouldn’t say this, but I just have to – The future’s bright, the future’s orange (box)<br />
What we have here courtesy of Valve and Steam, are 5 of the best games that money can buy in one sensational package. Included are Half Life 2, HL2: Episode One, HL2: Episode Two, Portal and Team Fortress 2. Also included is the curiously addictive Peggle Extreme and Half Life: Lost Coast. The Half Life instalments are all first person shooters, all equally beautiful, dark and atmospheric with a whole host of weaponry and perhaps the best rag-doll engine going. Many magazines and websites dub HL2 as the “greatest game of all time”, so you really can’t go far wrong. Best of all, to download it from Steam (<a href="http://www.steampowered.com/">www.steampowered.com</a>) costs just $50 (plus tax). All that’s required is an internet connection and a free download of Steam itself. Game updates are done automatically, so there’s no need to trawl through websites looking for the latest patch<br />
Peggle Extreme is just a puzzle game a bit like Puzzle Bobble and is a bit of fun trying to get a giant score. Portal is rather unique though. As the name suggests, you can construct portals to get from one place to the other, creating both an entrance and exit. I can appreciate that it sounds remarkably dull, but I can’t stop playing it, even after I’ve finished it. Every level can be done slightly differently, but it really tests your observation, skill and guts. A few times I’d open a portal, go through and have to create another one a split-second before landing in order to launch myself to where I need to be. It’s so refreshing to find a game that actually rewards you for thinking outside the box (not orange this time though). It looks superb on the HL2 engine and has a nice touch of motion blur too.<br />
Team Fortress 2. Ahh yes, addictive multiplayer at its finest. This has been 6 years in the making because the developers originally wanted it to look realistic, scrapped that idea and started again. This gave rise to a totally unique look. It’s cell shaded, like Ubisoft’s XIII, but not as obvious. With it being like this, it runs nice and smoothly so most PC’s should handle it. Explosions, espionage, medicine, a good old bit of sniping and many more create 9 unique character classes. Some are more difficult to get used to than others and take a bit of practice, but it won’t be long until find yourself saying “Ok, one more life&#8230;”<br />
One gripe I have about TF2 is the spawn times. In matches of 32 people, rockets flying left, right and centre and high-calibre machine gun fire putting holes in everything, a short life is part and parcel of TF2. So you’d think that respawns would be a click of the mouse. Unfortunately, you can be left for up to 20seconds in limbo. This doesn’t sound much, but the action is so slick and fast-paced, it’s a hassle to wait for an age and get back to the fight.<br />
Hang on though;  5 top titles at an unbelievable price, what’s the catch? I’m glad you asked, because it’s a bit of a big one if you download it. Getting it direct from Steam is cheaper than buying a hard copy from your favourite shop, but downloading it from Steam, whilst saving you losing/scratching the DVD’s, is one hell of a time consuming task. TF2 is about 1.5gig, which took me three and a half hours downloading at around 120k a second. HL2 (Episode One and Two and the original) are around this figure too, so be prepared for a long wait if you choose to download. But are you in for a laugh when you’ve waited.<br />
I’m usually playing TF2 so if you want a game, let me know and you can lose.</p>
<p><strong>Ross Price</strong>
</p>
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