Official Xbox Magazine UK

Interactive Reviews Directory

OXM Volume 61 (November 2006)
705 Reviews, 312 Screenshots
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Xbox Live Game

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Elite Game

Xbox Live features *** = Game contains 3 xbox live features (*^n number of features). But what features the game has are not detailed.
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Reviews:


2002 FIFA WORLD CUP
A return to form for the franchise
Sports - Issue 3 (May 2002) - 8.0/10

(EA01102E)
2002FWC.txt
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Full and accurate World Cup licence? A matter of course. Sublime motion-capture? Finally sorted it out. Arguably the best 'game' of football the series has achieved since FIFA 95 on the Mega Drive? A welcome surprise. Bafflingly huge heads on all the players? Yeah... how did that happen.
The fact that 2002 FIFA World Cup is so good in nearly all departments has left us puzzled about the strange head discrepancy. The only explanation we can think of is that the EA person in ultimate charge of creating the player models is either only 3ft tall with an average-sized head and modelled the players on themselves, or that they've been putting their contact lenses in back to front for a year and everyone was too polite to mention it.
While the mystery of the big heads is unlikely to be cleared up, the good news for EA and us footy fans everywhere, is that this is indeed the best version of FIFA since its glory days on the 16-bit consoles. You could argue that after seven years of trying, it bloody well should be, but the point is for hardcore and casual footy players alike, FIFA can finally hold its head up in the company of such other soccer greats as ISS 64 (Nintendo 64) and ISS Pro Evolution 2 (PS2). To put it another way - the up to date, real-team, real-player license, finally coupled with a game worthy of the honour.
So where's the improvement come from? Well, as with all football games it's damn hard to pinpoint exactly what makes one title a diamond and another a pan-blocker. A large part of it is the way that the ten players you're not in control of at any one time react to the 'game'. It's all very well threading an inch-perfect pass through a crowded defence but if both your centre-forwards are inexplicably moonwalking back towards the centre circle, it's pointless.
FIFA's intelligence is refreshingly smart in this area and you can soon start to concentrate on playing a game of football instead of battling with backward artificial intelligence.
An extension of this is seen in the behaviour of players during your switch in control from one to another. Too many previous FIFA games saw players haring off in the wrong direction split-seconds before you needed to take command of them as you passed the ball. The ensuing stop-and-turn-around destroys your cunningly contrived passing movement. FIFA is free from this kind of petty irritation with even the goalkeepers willing to come off their line at the appropriate moment.
As it comes out of the box, 2002 FIFA World Cup is alarmingly and embarrassingly easy to play in one-player mode. So much so in fact that leaving a match against the CPU running often sees your un-helmed team making surprising progress up the field. However, with the difficulty racked up just one notch and the flattering EA Assistant turned off in the options menu, it soon becomes a challenge to be reckoned with. The World Cup will not be won easily on these higher settings, even when you're playing as France or Brazil.
Another victory for this version of FIFA is its degree of subtlety. Previous versions of the game swung from an unrewarding control simplicity to a brain-worrying multitude of options that prevented first-timers picking up the game and having any fun with it.
The balance here is a good one. The extra levels of finesse you'll ultimately need as you progress are hidden enough at the start so as not to get in the way, but easy enough to find, experiment with and master as your confidence grows. Likewise, the control layout is well thought out. Putting Sprint and Aftertouch on the right and left triggers shows up ISS 2's clumsy control set-up for the rush-job it so obviously was.
However, 2002 FIFA World Cup does still fall slightly shy of classic status - it's in the same league, granted, but a good six points off the outright lead. There's a slight aura of style-over-substance in the management menus and a lack of depth that will annoy seasoned ISS players - setting man-to-man marking isn't handled well, for example. Ultimately, though, it plays a cracking game of football and for re-writing the inevitable injustices of the forthcoming World Cup, there's nothing more Xbox owners need.

2006 FIFA WORLD CUP GERMANY
Official logos, official players and official teams - the World Cup has arrived. Officially
Sports - Issue 55 (May 2006) - 8.0/10

(EA15601E)
2006FIFAWC.txt
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You lucky, lucky people! World Cup year means we're all treated to two FIFAs in the space of six months. First comes the pre-Christmas annual sequel, with all the extra management stuff that's been dumped for this streamlined, international-teams-only World Cup edition. Here it's just the football-playing parts and new multiplayer options, backed by all the official World Cup logos, teams, presentation and grand match openings to make it feel like a special event.
England made it, which means we're actually interested in what's happening. Also in this package are the full range of 127 World Cup teams, complete with ready-made World Cup group stages, options for up to eight players to compete in homebrew tournaments and pretty much everything you need to recreate the World Cup in your front room. You just have to provide your own amazingly attractive dancing female Brazilian fans.
The branding is everywhere. The Germany 2006 logo spins into view before and after replays, pre-match build-ups have been enhanced to feature World Cup levels of confetti and everything's been tweaked to incorporate automatic group stages, so you've got a ready-made World Cup simulation in your Xbox.
Better still, Xbox Live lets you do all this online. After clicking through the endless EA terms and conditions screens, you're greeted by the chance to set up fully organised tournaments. Finally, an Xbox game that does this without us having to organise it ourselves. Four or eight players can start an organised World Cup tourney, with winners staying on and losers and quitters getting dumped out. If you're still waiting for a reason to dip your toe into Xbox Live, this could be it.
The standard Optimatch option lets you set a maximum DNF percentage level when playing matches online, so you can filter out players who are in the habit of disconnecting in the middle of a game. There's even a nice little text message window for seeing which swearwords it filters out while you're waiting for other players to arrive. FIFA World Cup still uses the EA server system rather than the preferable Xbox Live setup, but once you're in it's straightforward.
Offline, there's The Lounge for all your organised World Cup mirror events. The Lounge is like a mini Xbox Live that operates entirely in your own home. Here you set up your personal tournaments, and there's an absolute ton of stuff to do. Up to eight players can create their own profiles, select teams and play tournaments, organised winner-stays-on bouts and loads of pad-passing alternate events. It's a pretty incredible feature. Everything you do is ranked, recorded and analysed, with vast numbers of statistics available to keep track of precisely who out of all your mates is best.
You're also able to recreate a few famous match situations from World Cup history, taking control of the games at crucial periods and trying to turn things around. You might want to have a go at altering the outcome of the Scotland vs Holland game from 1978, or controlling England and Germany during the 1990 semi-final catastrophe. Nice features though they may be, they're all played using today's team rotas. So what's the point in recreating that 1990 semi without Lineker and Gazza and the other old boys?
These sections do highlight how much effort has been put into the game's commentary, though. Specific clips have been recorded especially for these retro matches, so should you play as England versus Germany you get and you hear poor old Clive Tyldesley urging England on to score. He's joined by Andy Townshend. Andy isn't as good as Clive. Clive sounds like his heart's in it, whereas Andy just sort of mumbles.
Elsewhere you have a Store, with a few boots to buy, where the points you earn for beating certain in-game criteria can be spent. Points are earned by stuff like winning by three goals, hat-tricks, playing each team and so on, all your usual brand of EA motivational point-issuing. These can be spent on pretty meaningless stuff like new boots, plus you can also buy classic players from yester-teams to sub into today's line-ups. There aren't enough retro players to populate an entire match, but there's Eric Cantona, Dennis Bergkamp, and 20-odd other legends of various standing to make your teams a little more exciting.
While playing with whoever you deem good enough to represent your chosen country, FIFA World Cup gives you a few strategic options to alter play on the fly. Four directions on whichever left-hand stick/pad you're not using to control your man correspond to tactics, with counter-attacking formations, wide play and throw-everyone-up options pickable on the fly. They're all a bit American, with names like Wing Play and Flood the Box, but they do have an effect on your team's formation without having to wade through the option menus.
In-game, there's even more tinkering to do from the Pause menu, so you can really annoy your opponent by insisting on making lengthy tactical changes during matches. And if you're playing the Xbox in a friendly or one-off match you can even swap sides mid game. Pointless, but we're just reporting the facts here.
The controls are pretty standard, as ever giving you the choice between the normal FIFA system, digital pad options, and the one that totally copies the control system of Pro Evolution Soccer. EA puts that in there to stop people like us moaning. There's not much else to moan about at all this year, with FIFA World Cup offering a further speeding-up and response-boosted football experience.
What FIFA does well is give you time in possession. Play a through ball and get yourself in the opponent's penalty area and you're allowed to control it. Other football games makes the Xbox-controlled players pile in on you in a millisecond, strip the ball away and hoof it away to safety. Not FIFA. It gives you a bit longer on the ball to think, formulate an attack plan and fire off your shot.
It's an easy game to play. The learning curve isn't a curve, it's a straight line right along the Easy axis. On your first game you will score, there's no doubt about it. The controls are also a damn sight more responsive this time around. Press the button to select your man and the spongy, vague delay has gone - whatever bit of the Xbox is responsible for choosing who to auto-select is now doing a much better job than before.
This makes it even easier to play, as does the way your players hardly ever stray offside. Winning the World Cup seems to be pretty much entirely about getting the ball over the halfway line, waiting for a runner to go flying up the wing, then hitting a through ball. Do this and you more often than not find yourself past the last defender and hammering towards the goalie.
The difficulty leaves a lot to be desired. Even playing on the hardest setting you'll spring the offside trap and score three times in a match, with the only noticeable effect of jacking up hardness being the speed of the opponent's passing increasing a little. For single players not wanting to bother with the pass-the-pad group matches or Xbox Live play, there's not exactly a lot of challenging stuff to do here.
The enemy teams just aren't smart enough when the Xbox is controlling the action. Even the mighty Brazilians fiddle about in defence, passing the ball around in their own half for ages and not really doing very much in the way of clever attacking play. FIFA is all about you. You chase the ball down, you do the passing, you score the goals - the Xbox-controlled team is really just the footballing equivalent of a punchbag for you to score goals against.
Still, it's really nice having the official teams, World Cup logos, a decent tournament structure and the ability to play all this on Xbox Live. FIFA gets better as the years pass, with each new evolution making it slicker, smoother and more enjoyable to play. FIFA World Cup still isn't quite the best footy game on Xbox, but if you want to recreate England's inevitable brave quarter-final defeat in your own home, this is more than enough to keep you busy for months.

50 CENT: BULLETPROOF
The man with more holes than God intended brings his G-Unit soldiers to Xbox. A bit stupid and not much fun to play.
Action/Shooter - Issue 51 (January 2006) - 4.0/10

(VU06601W)
50Cent.txt
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Well, we thought this was going to be the worst game ever. And for a while it is, with 50 Cent running around with his 'G-Unit Soldiers' shouting about making enemies, getting peoples' backs and waving guns around on the street like the game's set in Somalia. It's like a 'Halo: 50 Cent' download pack, where Master Chief peels off his armour to reveal he's actually the bullet-ridden hip-hop superstar.
You already know the backstory. The game starts with you realising that something "smells like a setup" and very shortly afterwards leads to 50 Cent getting shot. Nine times! He lives, as you might be able to guess, and every bullet misses his brain and vocal chords. The action that follows seems to be based on 50 Cent's wildest fantasies, the ones where he's an invincible robot from the future, dodging laser tripwires and being allowed to shoot hundreds of people for fun.
It's about getting revenge in the most violent possible way. These games are always about revenge, with the hat-wearing hard man going from crib to crib (that's hip-hop for 'house to house') pretty much just shooting and launching rockets at generic enemies. 50 gets his revenge by shooting thousands of people, millions of times. Our office is going to look like a slaughterhouse when he reads the score at the end of this review.
While you shoot your way along, though, the enemies actually put up a very good fight. We weren't expecting that. Obviously we thought this would be some sort of abysmal Christmas cash-in that's barely playable - but no! The other guys you fight show some of the best artificial intelligence we've encountered, dodging, weaving, retreating and seeking out cover, forcing you to actually think while firing endless rounds of bullets in the vague direction of everything.
The thing is, once you've got all the excitement of 'being' 50 Cent out of the way, and after you've had a chat with Eminem and, the other bloke, what's his name? Oh yeah, Dr Dre, we're always forgetting about Dr Dre. Once you've done that, all you do is shoot and... what you've already done a million times before.
You activate switches. You find switches. You search for things and do all the other usual things you've been doing in games for the last however-many-years-old you are - only with more swearing and cussing, and under a constant assault from various 'rival crews'.
In one particularly boring and soul-destroying sequence, 50 has to infiltrate a mansion. It's fun, you run up through the garden and mow down lots of people while swearing at (and with) your G-Unit gang, but then you enter the building. The moment you see the elevator your heart sinks - yes, your next challenge is to find a power supply to activate the elevator, which is hardly cutting-edge videogame design.
So off you tootle (that's hip-hop speak for 'run') to find a security room to activate the elevator (that's hip-hop speak for 'lift'), so you and your ultra-hard mother-to-the-F-ing G-Unit soldiers run around some corridors trying to find a switch to turn on a lift. Not a very cool thing for Mr Rock Hard Hip-Hop Man to be seen doing, but hey. It may have a modern hip-hop soundtrack and lots of really cool swearing, but the actual game that lies behind it was already old and dull when hip-hop was invented. And that was like in 1978 or something.
What is decent about the plot is not what actually happens - that's some boring old toss about revenge and gangs that we can't even remember - but the way it's told. It is, believe it or not, actually quite amusing and just a little bit funny. Eminem does a pretty good turn as a cop, the doctor who fixes you up has some nice lines, and there's a whole load of visual gags packed into the direction of the game's storytelling cut-scenes. If you can live with the swearing and violence it's all quite a good laugh.
But the bottom line is this is a relatively pretty game that does nothing new. If you want to run around in a pretend gang firing machine-guns non-stop while calling people "pussies" and listening to rejected 50 Cent album tracks, this is for you. If you don't like the sound of that because you're normal and well adjusted, fire nine bullets into this piece o' generic rubbish and make sure at least one of them goes through the disc.

ADVENT RISING
An ambitious attempt to do Halo in third person. Except it doesn't quite work...
Action - Issue 54 (April 2006) - 5.9/10

(MJ00902E)
adventrising.txt
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It's the distant future, and guess what? Yup, mankind is in trouble. He's on his last legs, in fact, being chased hither and thither by jumping alien types with drippy mandibles. That sort of thing. Of course, you've seen it all before. Mankind is always getting into these kinds of situations in the future, but we've a distinct feeling with Advent Rising that it's more than just another 'one of those'. For a start, it borrows more stuff from Halo (Issue 01, 9.7) than any other game we've seen. Then it adds a few mystical super-powers and makes it a third-person shooter - you know, just to avoid the lawyers and that.
Advent Rising's a strange little game - all the bits may have been ham-fistedly put together, but they've also been crafted with obvious love. For starters, it's intensely cinematic. The story, score, voice talent, and level design are all phenomenal, especially during the action sequences. Trying to navigate around is impossible - you'll be staring out the windows in awe as great chunks of space station tear away from the main section during one particular battle in the early levels.
It's a great shame, then, that such an ambitious game is also so flawed. Glitches galore pull you straight out of the experience at every turn, and the combat controls are just baffling. Gideon Wyeth (that's you that is) auto-targets each arm independently. Which might look good on paper, but for most of the game his arms just swing about like he's a windmill. Are you actually controlling him? It's hard to tell sometimes. The vehicles are also horrible to drive, bouncing and trundling and tumbling about like the tyres have been pumped with helium. Although maybe that's what they fill tyres with in the future.
Yet, in spite of all the mess, Advent Rising is an intelligent game told with compassion, and one that's certainly been made with it. It's clearly trying to emulate the grandeur and feel of Halo, it's just that most of the time it falls apart under the slightest pressure. When you're battling dropships and large enemies, the game slows to a crawl. You can almost hear the cogs grinding. When waves of bad guys run at you, the game seems confused, animating an unsightly gangle of limbs and weapons rather than solid, believable enemies.
The weapons themselves are also baffling. Reload sequences take so long half the time you wonder whether you've actually got any ammo left. And once you do get firing, it's all a shower of squibs and bright lights, not the skin-shredding badda-badda of badass futuristic firepower.
Once Gideon begins his ascension to a higher realm and realises his destiny, though, things do get slightly more interesting. He can chuck all kinds of psychic attacks and mind-control jiggery-pokery at the enemy, but this too feels like you're doing little other than watching an interactive movie. And that's precisely the feeling you get from Advent Rising. It feels like the developers wanted to make something more than just another game, but we bet that given half the chance to up sticks and work for WETA or ILM, they'd be out of there like a shot.
Advent Rising, if you take it as an 'interactive story', is perfectly entertaining. But taken as a proper videogame it's all just a bit naff. It feels broken, clumsy and amateurish, although it certainly has enough potential to chew over until the hopefully-much-improved second and third parts are released. Fingers crossed...

AEON FLUX
Aeon's been taking lessons from the Prince of Persia in this surprisingly decent film tie-in
Platformer - Issue 53 (March 2006) - 7.3/10

(MJ02002E)
aeon.txt
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It's always a nice surprise when playing a movie-licensed videogame doesn't make us feel like headbutting the TV. We didn't expect much from Aeon Flux, especially after the awful press the film is receiving in the US.
But we were pleasantly surprised to find a fast-paced platformer that's worth a look from anyone into the acrobatic action pioneered by the Prince of Persia games. But instead of a long-haired, sword wielding dude in stupid trousers, you get a young, tight leather-wearing female armed with guns to flick around your screen.
The sexy Aeon has clearly learned a few tricks from the Prince, because she knows many of the same moves. She can hang off and run along ledges, run up and along walls and leap acrobatically between suspended poles. Any POP player will be instantly familiar. Controlling Aeon is a breeze because, just like Prince of Persia, the environments have been set up so that Aeon will always leap to exactly the right spot - you just have to tell her to do it. It's cleverly done - it's not very challenging to make the jumps, yet bouncing acrobatically from one thin pole to the next feels gratifyingly skilful. Aeon's most spectacular move sees her leap off ledges attached to a sort of laser-rope, and rappel down hundreds of feet to a platform below. Hold the R-trigger and she'll whip out her gun and blast at enemies as she falls. It's awesome to look at.
That's the difference between Aeon and the Prince - Aeon is even more about flair and style. She doesn't settle with rappelling down massive chasms in a sensible fashion, she spins and flips on her way down, pulling several impressive and highly flexible poses before reaching the bottom. She doesn't just run along a wall and leap off it to a platform. She runs along a wall, kicks off it and triple-somersaults to a platform in slow-motion, while the camera swoops below her for cinematic effect.
It's just a shame that the combat isn't nearly as cool as the acrobatics. Melee combat gets pretty repetitive - mash the X and Y buttons and watch Aeon flail her limbs about, hoping that she floors the suckers. There's very little depth to it. As you fight, you charge up a power bar that can be used to perform more powerful strikes. Once you hammer enemies down to near-death, you can perform an array of takedowns. These brutal moves involve Aeon sticking explosives to her victims and watching them explode, stamping on their face, throwing them off ledges or jumping onto their shoulders and using her legs to snap their necks. The neck-snap is the takedown of choice - Aeon recharges a little health each time she does it.
But the melee combat just isn't fun. You'll find yourself wishing you could skip enemy encounters and get back to the acrobatics. This is made worse by Aeon's gunplay - you have no manual control whatsoever over aiming. All targeting is automatic, with Aeon aiming at seemingly random enemies in her local proximity. When there's a single soldier or gun turret, this works fine. It becomes a problem when there are multiple hostiles charging at you. Targeting a specific enemy is impossible.
But where the game disappoints in its combat, it makes up for it in other areas. The puzzles in Aeon Flux use a clever mix of cunning acrobatic skill and impressive physics to get your brain working. For example, although the route to an important switch or key is essentially pre-set, it's not always instantly obvious, forcing you to work out the route for yourself. Another great puzzle has you destroying the support beam of a tube through which large metal orbs are transported. With the tube collapsed, these orbs roll out one by one and begin to form a pile in a depression in the floor. This pile eventually becomes large enough for Aeon to climb up, and onto a previously unreachable platform.
These cool physics play extra significance when, at many points in each level, Aeon folds her flexible body into a transport orb. Seemingly taking influence from the GameCube's Metroid Prime titles, you have to roll her through a series of obstacles and past guards, making sure that her orb's armour isn't penetrated by enemy fire. The orb is a little heavy, but it's still an amusing contrast of gameplay that blends nicely with the on-foot action.
Whether you're ploughing through groups of soldiers in orb-form or extravagantly flicking from thin ledges to poles suspended high above the streets of a futuristic city, Aeon Flux will put a smile on your face. The combat isn't as good as it should be, which sadly lets down what is otherwise a solid acrobatic platformer with cunning puzzles, set in a dazzling futuristic world.

AGGRESSIVE INLINE
Entertaining extreme sports. Fresh ideas and a lasting challenge
Extreme sports - Issue 7 (September 2002) - 7.7/10

(AC00702E)
Aggressive.txt
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You take a Mars bar, sprinkle in a few peanuts, and you've got yourself a Snickers (17:35). Take an existing product, add a clock or something and, hey presto, you've got a whole new commodity.
It's easy, and it happens in the world of video games with almost every (17:36) other release. Just wait until someone gets it right, producing a quality piece of highly playable software, and then mercilessly rip it off - but set the new version on the moon instead, so as not to make it too obvious.
In fact, reviews starting with rambles about derivative, lazy cash-in video games (17:37) are becoming almost as derivative and lazy themselves. So, as you can see, we've added a clock to make our introduction text seem far more amusing and fresh than it really is (17:38).
Aggressive Inline seems, at first, to be yet another me-too passenger aboard the Tony Hawk's bandwagon of extreme sports wannabes, but after spending some time exploring the game, it's plain that ideas beyond "let's swap the skateboard for some rollerblades" have been sunk into the game.
A fair amount of thought has been given to the design of the levels and the tasks involved. Each stage has an intimidating number of challenges to complete, bonus areas to unlock and bunches of icons, power-ups and other loot to collect.
The option to plump for a swift flyby of an objective is just one of the neat touches, making play a lot more enjoyable. Instead of being cryptically told to "Grind the corner of that building", you're given some explanatory text and an instructive cut scene where the camera pans past the objects or areas that need to be tricked about with.
Granted, Tony Hawk's Pro Skater 3 (Issue 02, 8.8) would give a run down of objectives at the start of each level, but it's not always easy to remember them, reducing you to clumsy guesswork. Considering how the objectives are handed out here, by chatting to characters or by completing other challenges, it's a helpful option to have. Especially since the stages are so large.
They're about the same width and girth as those in Dave Mirra Freestyle BMX 2 (Issue 02, 6.9), and each one contains several distinct areas that would make for a level in themselves.
The Movie Lot, for example, contains not just a parking area, but a stretch of city road filled with traffic and a cavernous warehouse featuring several partially constructed film sets.
Where Aggressive Inline differs from Dave Mirra is in the actual height of the levels, and the amount of stuff that goes on in the rafters way above the ground.
Each stage features a network of criss-crossing wires at a dizzying height that need to be ground along. It makes Inline more of a exploration game when you compare it with most other extreme sports titles.
Even in the early levels, you'll be required to perform a series of deft high-wire grinds in order to complete some of the objectives, reaching parts of the level that you'd never expect to see. There's a lot of space to explore.
The stuff that separates Inline from other games based around tricks, tunes and 'tude reads a bit like the list of additions that are intended for inclusion in Tony Hawk's 4.
So, Inline is your first chance to experience such thoughtful inclusions as the spine transfer, allowing for recovery from bailing if you leave a ramp at an awkward angle.
The Juice Bar, though, is an annoying feature that prevents you from taking a few moments out to survey your surroundings, or plan a decent strategy to reach that unreachable icon all the waaay up there. It's one of those whip-cracking gameplay devices that make you play more, but enjoy less.
There's also a sense of clumsiness in the controls. Yes, there are a handful of nice additions to the control scheme but, overall, it still feels sticky and stilted. It's slicker than Dave Mirra 2, but not as silky, responsive and satisfying as THPS3.
There are times, during some extremely tricky challenges that involve skating your way to an extremely remote part of the level that can only be reached through a series of precise grinds, leaps and slow shuffles forward. But your character seems to dislike precise moves, and bounces awkwardly off walls at unpredictable angles. Otherwise, control is generally good, and allows you to string together an impressive necklace of sparkling combos, but it just isn't as refined as it needs to be to make Inline as satisfying as it could be.
Niggles aside, performing flips, grinds, slides, manuals and vaults is fine. The only trick set that causes problems is the grabbing. In a skateboarding game, you've got the board to help you land on a ramp; make sure you point it down, and you won't end up in a ragdoll heap on the sidewalk.
When you're strapped in to a pair of inline skates, you've got no such point of reference and so it's often quite difficult to land from a grab trick when your skater is contorted into a reassuringly phat, but slightly unwieldy pose.
So, is it better than THPS3? No. But it's the closest you'll get for now, in terms of arena-based extreme sports action. It's lacking in refinement, but it's had enough thought put into it to stop it being dumped straight into Room 101 as nothing but a snack to keep you going in between Tony Hawk's.
Aggressive Inline doesn't push any boundaries, raise any bars and won't grab your imagination to the extent that you start wondering how many points you'd get for grinding your neighbour's shed. What you get with this game is a quality, playable title with a refreshing take on the street sports genre.
And, as all kinds of extreme sports games are now being cobbled together, armed with nothing but a celebrity endorsement, a handful of lifestyle endorsements and bargain basement punk tunes, Aggressive Inline is a breath of fresh air, and well worth considering.

ALIAS
A stealth title without much stealth, but loads of high-kicking violence with a great choice of moves
Action adventure - Issue 27 (March 2004) - 6.9/10

(AC02202E)
Alias.txt
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You know the story. Girl grows up, girl becomes devastatingly good looking, girl gets talked into working for secret government agency, girl leaves secret government agency, girl joins new secret government agency, girl learns the first secret government agency was run by bad guys. Girl fights bad guys. It happens to all of us at some time or another doesn't it? Only, for poor Sydney Bristow, they turned her high-kicking escapades into something of a farce. It's got 'stealth' written all over it, but you could be as discreet as a burst balloon, it doesn't really matter.
All the ingredients of stealth are included, but then just discarded on a whim. There are the whispered hints from HQ, wall hugging, pipe shimmying, warnings about using stealth attacks, yet, despite this you can storm in all guns blazing and never really break a nail. Alarms can be triggered, cameras can spy you, and trip wires can be tripped, but it never once hinders your mission. Stealth, it seems, acts as nothing more than a fancy dressing for what turns out to be a standard beat 'em up, but that's not to say the game isn't without its merits.
Sydney, for all her charm, turns out to be quite a fighter, but that isn't too surprising. It's evident the brains behind Alias don't have much contact with the fairer sex. Every costume is designed to flash flesh, yet Sydney's physics make her look like a tottering drag queen. She's a man in lady skin and fights like a Glaswegian. It's quite satisfying for what is essentially button bashing. From a fistful of knuckles to high-kicking backflips, the way in which you dispatch bad guys is the main draw, especially when things such as gadgets, plot, and pacing are incidental.
And that's how it goes on. From level to level, with incidental objectives guiding you through incidental missions, you kick and punch your way from save point to save point. Occasionally you'll be confronted with an end-of-level boss, but this just seems to be a regular grunt who has learned the complicated task of handling two weapons at once.
And the plot? As we said, it becomes secondary, but word has it that it's straight off the back of the forthcoming series. So, if you want to delve into a spoiler zone big enough to swallow light, then be our guest, just make sure you bring a big bag of violence and leave your brain on the doorstep. It's utter guff, but there are far worse things you can do in a pair of stilettos.

ALIEN HOMINID
Puts a lot of 3D shooters in the shade. Inventive attack moves plus driving and flying stages. Like the character, it's short but sweet
Screenshots - 2D Shooter - Issue 42 (May 2005) - 6.0/10

(ZD00401E)
Hominid.txt
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Just when you thought it was game over for the small, independent games studio, a title like Alien Hominid appears out of space to remind us all that it doesn't take big bucks to be imaginative and fun.
Alien Hominid defies all logic. As a 2D side-scrolling shooter, it really shouldn't ooze with originality. Neither should its visuals jump off the screen or amaze you more than the majority of 3D shooters. The essential ingredient that makes all this magic happen is Dan Paladin's loveable characters and his unique style of animation. His cheerful yellow alien never stops being heart-meltingly cute, even when he's gleefully slicing up FBI agents with a machete or biting their heads off. It's the classic law of cartoons: cute creatures maiming each other never stops being funny.
Graphically, the entire game (even the menus) looks like it's been hand-drawn. Having a unique style is one thing, but more important is the laudable attention to detail. While some games have one simple death animation for enemies, the henchmen in Hominid can be cleaved, decapitated, disintegrated, crushed, run over, set on fire, frozen, smashed or even devoured by a yeti! Equally, the environments have reams of detail and funny things going on in the parallax-scrolling background.
Hominid's inventiveness doesn't stop at its graphics though; the little guy has some clever attacks to keep things interesting. He can burrow below ground and devour unsuspecting enemies as they stride overhead. Best of all, he can hop onto enemies' heads, riding them around in a piggyback of death. There are even a few driving and flying levels to mix things up. It all controls well enough, though things can get so colourful and chaotic that it can be hard to spot bullets hurtling towards you.
When it comes to difficulty, the game falls flat. Some of the later stages, and particularly the bosses, are fearsomely tough. Thankfully you have a few continues and can replay each level from the start if you run out, but 16 levels don't last long; usually about six or seven hours. To its credit, Behemoth has added several multiplayer mini-games and a bizarre little PDA-style sub-game, but you'll still have seen everything the game has to offer in a day.
Hominid has an abundance of style, spread thick over a fairly brief game. This is cute, blood-thirsty and very old-skool; exactly the kind of thing that makes you want to buy the T-shirt and plush Hominid dolls. It's only a matter of time...

ALIENS VERSUS PREDATOR EXTINCTION
Drab maps, but will entertain old RTS fans and newbies for a while
Real-time strategy - Issue 21 (October 2003) - 6.6/10

(VU03405E)
AliensVs.txt
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In the red corner, weighing in at over 1000lbs (minus the egg sack), the beast with acid for blood and a family of face huggers - Alien. And in the blue corner, weighing 280lbs (if you can see him), the extraterrestrial with more weaponry than Smith & Wesson and a penchant for headhunting - Predator. And in the middle, a bunch of gun-toting humans with little clue and even less hope - the Marines. Now that's a celebrity deathmatch we'd pay to see.
But rather than being engaged in a standard beat 'em up or FPS bullet-fest, this is the first RTS outing on Xbox - a point-and-click battle for domination where you can play through a seven-mission campaign as each of the species. There are 21 missions in total - not bad for the budget price of 20 quid.
Each race brings its own unique style of play to the party. The Aliens are all about strength in numbers and as such, their gameplay is based on population - the Queen being able to lay enough eggs and your face huggers able to find enough hosts to impregnate and transform into a growing army. Predators prefer quality not quantity, practising stealth attacks and high-tech kills due to their advanced weaponry and cloaking devices. Marines focus on ranged projectile attacks and strategic troop positioning - due to the inclusion of valuable yet fragile medics.
Reinforcements and upgrades are available for each species, with the economy largely based on kills. Predators clock up credits by taking heads, the Marines fix generators for cash and the Aliens infest as much as they can. It's a smart way of getting past the typical 'mine or harvest' scenario. And as cash can provide you with new units (of which there are between eight and ten per species), it's important to stay on top of your game.
But there are problems. Visually it looks poor, with limited character detail and barren, mundane maps. There are issues with pathing and AI. Selecting a large number of units and directing them to a position will result in part of your group just ignoring your route and going a completely different way, often headfirst into an untimely demise - never good when trying to accumulate numbers for a big push.
AVP offers a beginner's guide to the RTS genre. With no base building or real resource management issues you're not going to need a Grandmaster's forward-planning skills to achieve your goals. But with decent variation in gameplay styles and the attraction of playing a new genre on Xbox, there's enough here to keep both old fans and RTS newbies entertained - at least for the short term.

ALL-STAR BASEBALL 2003
Fine sim of the hit-and-miss sport
US sports - Issue 4 (June 2002) - 7.0/10

(AC00202E)
AllStar.txt
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Baseball is a sport that British people with normal lives and typical sleeping patterns hardly ever see - something that's "a bit like rounders" played by men in tight pants with amusing facial hair. For shift workers, new dads and insomniacs though, late night live TV broadcasts have taught these demographics that it's actually a surprisingly entertaining game.
And in video game form it's even better, cutting out the hours of frowning and spitting between the occasionally-pitched balls and cutting straight to the main event. Here you get to control the two players who are having the most fun - the pitcher and the batter.
All-Star Baseball 2003's control system works well. When pitching, you choose the type of throw then point a little dot roughly where you want the ball to go. Pressing a button starts the wind up and makes the dot vanish, giving you a second or two to move the (now invisible) aim point in a bid to fool the batter. A nice touch is that if you aim away from the plate (which is where you really need to be aiming), your pad rumbles to let you know.
When batting, you have a lozenge-like marker that you move around the screen with the left thumbstick, and can tilt in any direction with the right thumbstick. When the pitcher throws, you have to do your best to move the marker to the ball and thump the A button to smack it. Or not, as the case may be...
With two people playing this means a lot of fun. The pitcher has the advantage because they can invisibly aim the ball, and also because since the ball moves so damned quickly, hitting it a real achievement. When the batter finally makes a solid contact, it's cause for much shouting and screaming and players run around the diamond trying to score runs while the other scrambles his fielders to retrieve the ball.
Batters have a secret advantage, through - if you're sitting next to the pitcher, you can often hear his pad rumbling as he tries to straighten out his invisible pitching dot. That's always good for a chuckle.
Games can go for a long time without any runs being scored - especially when you first start playing - but since matches are more a battle of wits than the all-out action of football games, the change of pace is actually quite pleasant. If that's what you're after, of if you have the slightest interest in real-life baseball, give this a shot.

ALTER ECHO
Original-looking game with some style. Repetitive gameplay though
Shooter - Issue 22 (November 2003) - 6.9/10

(TQ01502E)
AlterEcho.txt
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Alter Echo follows a rich lineage of games that bring us a warped vision of the future. Here it's a distant time dominated by a miraculous substance called Plast. This wonder material can be mentally moulded into just about anything, just as long as you're a Shaper, making it a futuristic Lego, only not as blocky, and without a theme park near Windsor.
Luckily, in Alter Echo you are one such Shaper. Nevin is your name, and you've crash-landed on a planet inhabited by an Ÿber-Shaper sent mad by his advanced powers of Plast manipulation. The planet is in effect one big lump of Plast, so large and complex that it can talk and think. And it wants you to help destroy its malevolent master, Paavo.
To help you do this, it's created a natty suit fashioned out of Plast. This is no ordinary whistle and flute, because it can morph into three different forms, offering up a myriad of different customisable abilities and combo-fuelled attacks. It can also freeze time, so you can enter a parallel world to manipulate your surroundings and attack frozen enemies using a timing-based setup that's one part Snake and one part Dance Dance Revolution, and equal parts weird and frustrating.
The first suit form you get to play with is a tad under-whelming, because it's just you in bright yellow spandex with a bloody great sword. But before long you gain a suit that turns you into a cat-like stealth assassin and a suit that's basically a big-ass gun on legs. There are a pleasing amount of moves to use, and chaining together 20-hit combos is easy and supremely gratifying to watch.
It's the differing dynamics of the suits that elevates Alter Echo above any number of futuristic third-person adventures as seeing off Paavo's foot soldiers requires tactical nouse and quick reflexes. It works a little something like this: you enter a large, curvaceous cavern crawling with spindly armed goons. First you morph into sword mode and cut a combo-laden swathe through the nearby enemies before turning into a gun to knock out the cowards skulking in the distance. But wait! The enemies are re-spawning all around you, so it's time for the cat to pounce on their heads and tear off their scalps. Job done. Repeat as necessary.
It's a neat little trick that injects excitement into a situation that's very pedestrian. Without the instantaneous morphing, this would be little more than an interesting-looking alien world that disappointingly boils down to a series of rooms filled with mildly intelligent enemies and gentle door-opening puzzles, fed to you in a linear manner. But like all neat little tricks it's not really enough to see you through an entire game, even one as short as this. And when you add a troublesome camera and infrequent save points you're looking at another also-ran full of bright ideas but fun-sapping faults.

AMERICAN CHOPPER
Trundle about on a boring bike doing not very much at all in this tiresome TV show cash-in
Driving - Issue 50 (XMas 2005) - 4.9/10

(AV06101W)
Chopper.txt
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A terrible Frankenstein's monster of a game that looks like it was cobbled together in about two weeks from the grave-robbed remains of rejected Neversoft projects, American Chopper is the idiot, hog-riding hillbilly cousin of the Need For Speed titles, and they were already stupid enough to begin with.
It's the amusing Discovery Channel show about scary, unpredictable bike 'artistes' Paul Snr and Paul Jnr and their custom chopper shop in game form - a licence with some potential, you might think. Not one that's taken advantage of here, though. You're the 'new guy' in the American Chopper garage, fulfilling a number of exciting missions such as finding a fat man and driving him back to the shop, delivering a bike from one end of a motorway to another, or one-on-one racing vs dullard CPU riders, set mostly in a generic grey-brown Dullsville USA. It's a real barrel of laughs.
With its unchallenging, directionless missions, shonky, brittle handling and horrorsome graphics, American Chopper is like a worst-of compilation of all the most boring bits of games from the past five years, a GTA where you can't fire guns or steal a better vehicle, or even get off and walk; a Crazy Taxi with the sense of speed and mayhem clumsily scraped out with a bent spoon. Even the entire point of the show - bike customisation - only exists in the form of the occasional opportunity to add a useless cosmetic component to your 'ride' at the end of the odd mission. It's like they not so much 'developed' this as found it in a forgotten filing cabinet marked PLEASE RECYCLE in Activision's basement (see above). Purchase at your peril.

AMERICA'S ARMY: RISE OF A SOLDIER
Solid shooting action from the official game of the US Army
Tactical Action - Issue 53 (March 2006) - 7.3/10

(US06702E)
army2.txt
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America's Army tries to be that little bit more realistic than your average shooter. But some things are in games to make them more intuitive and enjoyable to play. Crosshairs, for example. Unrealistic, but useful.
You don't have a white icon telling you where you're pointing your gun in real life. But without crosshairs, how awkward would aiming Master Chief's Battle Rifle be? How would you have coped in Half-Life 2? Would you have survived the armies of enemies in Call of Duty games? Crosshairs are your friend, but America's Army dumps them. We can deal with that. You do get used to the absence of the little white marker, and you can always pull the gun up to eye level to use the sight.
We got more annoyed with the 'realistic' reload times, which take forever. There's no automatic reloading either, and everyone forgets to do it now and then. Your player will take his time pulling out a clip, slipping a new one back in, banging it in securely and fiddling with a couple of switches. While he's doing that you're gritting your teeth and yanking the R-trigger in desperation for the bloke to just shoot the DAMN GUN!
Although annoying, the realism of America's Army doesn't stop it from being highly playable, unlike other hardcore sims, where 'realistic' basically means 'impossible'. Levels take you through a mix of empty, Middle-Eastern urban environments, open fields, underground tunnels and indoor complexes. It's the sort of solid tactical shooter action we know so well.
You progress through missions as part of a team, and they hold your hand every step of the way. They watch your back while you watch theirs, and move strategically through buildings and open enemy-infested lands. Your allies tell you where to stand, and waypoint markers give you an extra hint when you seem confused. Hold on... waypoint markers? We've never seen any giant yellow stars hovering just off the ground in real life. It makes the game's slightly annoying efforts to be realistic appear a little bit inconsistent.
The game also swallows its geek-like simulation pride by adopting an auto-sighting system. When you aim in the direction of an enemy soldier the game will lock onto them, placing a red dot over their head. Hold the L-trigger to look down the sight of your gun and the game will pull your aim in his direction. All you have to do is refine your targeting while battling with the breathing movements of your soldier, and take a shot.
Surely that's not realistic either. But at the end of the day it's intuitive and makes for a highly playable game. We just wish they'd realised that when they killed the crosshair.

AMPED: FREESTYLE SNOWBOARDING
Addictive, impressive and deep. Makes a perfect landing
Extreme sports - Issue 1 (March 2002) - 8.7/10

(MS00503E)
Amped.txt
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There's a slightly annoying trend with snowboarding games. They never seem to get all the things right that they should do. Smart-looking ones come along, but with dodgy controls, and fail to convincingly recreate the feeling of gliding on snow. Others can't decide if they're about the tricks or the racing, and end up being neither.
Amped: Freestyle Snowboarding - the first snowboarding game to concentrate solely on freestyle boarding - doesn't make these mistakes. It's superb. Great graphics back up even greater gameplay in an addictive mix with no major flaws. Boarders will marvel at its authenticity at the same time as the newbies - who don't have to know anything about the sport whatsoever to sit down, pick up and play in five minutes flat.
In getting the basics right, and then piling on the details and extras, Amped has a winning formula. At the core of that formula is an excellent control system. Controlling the boarder is simple, with three grab buttons and a grind button taking care of all the tricks. Or the right thumb stick can be used, if you prefer - clicking it into the pad results in a jump, and holding it in any direction other than left or right results in a grab (six basic grabs in all).
Using the stick feels a bit strange at first, but it allows quicker access to grabs that are otherwise performed by a double tap of the buttons. Ultimately, it's a more intuitive way of nailing the tricks.
Refreshingly, there's no time limit at all; Amped is all about scoring points, and to that end you have as long as you want to pull off the flashiest stunts you can manage. And since it's fairly easy to do those flashy stunts (more of that later), more effort can be channelled into finding the best line down the mountain in order to earn as many of those all-important points as possible.
The best feature of Amped is its slopes. Each one is absolutely gorgeous, with loads of features and details. Microsoft has included 11 entire mountainsides instead of narrow prescribed routes, and the effect this has on the game is amazing. You can choose a new way down a hill each time you play. Exploration is rewarded with the discovery of new ramps and other tricking opportunities, and of course, some lovely views. The experience on a particular run can be completely different to that on another run on the same hill only a couple of turns previously, depending on the route chosen. It's so rewarding to explore and experiment with different routes, that it's easy to forget about a level's objective.
The impeccable design of the game's slopes is matched by the visuals. Technically, they're magnificent - the draw distance is huge, so there are no annoying instances of scenery popping up to detract from the atmosphere.
This really enhances the free-form aspects of the levels. If you can see a valley way off in the distance, you can make your way to it and board on in. Crucially, it also means that the photographers, camped next to several ramps on each run, can be clearly seen from a distance. This is important, since nailing a trick in front of one of them earns media points. With the snappers visible, it's possible to strategically consider your line and gather the maximum possible media points on each run.
Befitting a game with authentic snowboarding imagery, the snow is spot-on. By that we mean that the sensation of gliding through thick powder is brilliantly conveyed, with tiny crystals glistening in the sunlight, just as they would in real life. Sometimes, we even get a bit colder when we play Amped.
The combed pistes, too, are wonderfully textured; carving them with big sweeping turns is pleasurable in itself. Weather effects are well implemented, with fog actually looking like fog (rather than a curtain designed to hide missing graphics), and the falling snow looks great against the alpine backdrops. And it all goes by at breakneck speed too, despite the size and detail of the environments. Frankly, it's for this kind of game that people will buy an Xbox.
Almost as spectacular as the pistes they negotiate are the boarders themselves. There are plenty of small details - the flapping cloth hanging from a boarder's belt, the creases on their jackets, for instance - that do much to add to the overall impression. Each gnarly dude is so smoothly animated that watching them spin through the air looks as good as it feels pressing the buttons to get them up there in the first place. More animations when they bail would have been nice, though.
Where Amped really excels is in its tricking. Simple enough to pull off, what's really great about the tricks and stunts is the way they feel. Launching a boarder into a valley with a tweaked spin, watching him rotate through the air one, two, three times and executing a perfect landing is immensely satisfying. As you make your way through the game, improving your boarder's skills and stats, the stunts become even more enjoyable, with points racking up the longer a trick is held. Any fan of extreme sports games knows how satisfying it is to land a high-scoring, spectacular stunt - Amped is littered with opportunities to do exactly that.
But this isn't a game without its faults. Your plucky snowboarder can get stuck behind scenery a tad too easily when you fall, and when it happens it can take longer than you'd like to get moving again. Since there's no time limit it's not too frustrating, but it does interrupt the flow of a run. You can press the Back button to transport the boarder to the middle of the piste, but it's a shame that you need to. It feels very artificial and is at odds with the rest of the game.
Also less than perfect are the grinds. Compared to the air-based trickery, grinds are quite tough to master. It's too easy to jump over rails, especially when you need to land on one from a ramp. It gets easier with practice, but the grinds never feel as satisfyingly instinctive as the aerial tricks. The lack of a simultaneous multiplayer mode is also a real shame.
Challenging games are a good thing, but it's worth knowing that Amped gets very tricky later in the Career mode. Score challenges are huge, leaving you to get the maximum from every jump to progress. It's tempting to push for that extra spin, which inevitably means more time on your arse. You can wander off and try something else for a while, but reaching the top of the career ladder is a big ask.
Despite the snowboard-snappingly tough challenges, chances are you'll keep on playing. The lure of unlocking more of the game's beautiful vistas is so strong that letting some poxy high score task thing stop you from seeing them seems wrong. So, very gradually, the challenges get crossed off.
In a word, Amped: Freestyle Snowboarding is excellent. Without a time limit holding you back, allowing you to do your own thing within some truly stunning environments, you're left with perhaps the best game of its kind ever made.

AMPED 2
Stunning graphics. Dead easy to pick up and play but furiously addictive
Extreme sports - Issue 23 (December 2003) - 8.9/10 - Xbox Live features ****

(MS06502E)
Amped2.txt
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Ah, snowboarding. The golden media lovechild of the last few years. Having featured in adverts for just about everything, along with glamorous appearances in 'extreme' Hollywood blockbusters, it seemed only natural that games would follow suit in bringing this radical recreation to the masses. It'd be fair to say I've got quite a bit of interest in snowboarding, so when the review copy came into the office, I was eager to get my gloved mitts on it.
It's only during the last few years that snowboarding games have become popular, and Amped 2 epitomises everything about their evolution. As one of Xbox's launch titles last year (Issue 01, 8.7), the title set a new benchmark for graphical quality combined with amazing free-roaming gameplay.
So what's new about the sequel then? Well, after the customary video intro and familiar menu screen, you'll notice a considerable number of additions. A tutorial, absent in its predecessor, kicks things off, taking beginners through all the moves required for the game from basic jumps and rails to more complex, stylish spins. A major change this time round is the introduction of the 'butter' move, whereby balancing on the nose or tail of your board allows the rider to link tricks in between jumps. This can amass astronomical scores, much like the manual roll technique in the Tony Hawk's series. Style Points (or 'Steez' if you're ghetto) are now awarded for slower, smoother-than-silk rotations, adding a bit of variety to the 'hit every jump and spin as hard as you can' mentality.
Career mode is the next port of call and things have definitely snowballed this time round. The basic premise is still the same; travel the world, beating challenges and completing specific tasks, before moving onto the next resort. Select and fully customise your rider, but although there are 14 Pros available, you can't play as any of them. Points, Media and Pro challenges return, along with the new Photoshoot and Legend modes.
The babbling snowmen are back (Hey, Amigo!) and form part of the Own the Mountain challenge. By exploring the whole mountain, find eight of these frosty fellows per stage, then execute all the named moves on both the Tricks and Gaps lists to unlock the aforementioned Legend category. Over a large number of perfectly rendered, gorgeous-looking peaks, the huge Career mode will have you nailing each specific task again and again to earn more skill points and get more media coverage.
If you've ever seen the movie xXx then you'll know the act of snowboarding can appear a bit lame if not done properly, but here we're pleased to say things are the complete opposite. It's clear that a lot of time and money was spent on the motion-capture process for the riders, because every last move performed on screen is an exact replication of how things would happen in real life - like the barely noticeable correct hand positions when over-styling a rail slide. The animation is astounding, and you'll positively wince as your rider happens to land on their back every once in a while.
All fun and games, but everybody knows snowboarding is a lot more enjoyable with a bunch of mates. Last time round, the multiplayer mode was a bit weak, but in Amped 2 things have been given a bit of a polish. There are now several impressive modes to choose from. Go head to head with a mate split-screen - or get up to eight connected via System Link. Out-trick each other, play games of H.O.R.S.E (again, similar to S.K.A.T.E in Tony Hawk) or team up four-versus-four in a team King of the Mountain. Sounds good? Well, that's not the half of it because Amped 2 is fully Xbox Live-compatible (and accompanied by a free Live voucher), meaning that not only can you play against other gamers from around the world, but you can also set up individual leagues and tournaments, compare stats and scores and download new riders, mountains and gear. Some sequels never deliver the same impact as the original but, like a backside 900, Amped 2 stomps its authority all over this fun park.

AND 1 STREETBALL
Gangstas take to the streets for an urban b-ball mash-up
US Sports - Issue 58 (August 2006) - 5.5/10

(US08602W)
AND1.txt
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Finally we know what a 'baller' is after hearing it in so many of those R&B and hippity-hop records the youths like listening to on their beat boxes and hi-fi systems. A baller, it would seem, is a thoroughly urban young man who's into hanging about downtrodden areas of town and proving his worth by showing off his basketball skills. Not ordinary basketball skills either, but ones which his peers may consider to be thrilling and exciting!
Seeing as we're a bit new to the 'baller' world, having only learned about its existence in the last two days or so, let's start our examination of this scene, Louis Theroux style, by exploring AND 1's training mode. This tells you loads. For starters, it tells you that this most certainly isn't just another basketball game. AND 1 is a special-move packed, twisting, turning, powering-up arcade game that's about as realistic as Scotland's hopes of ever winning the World Cup.
It's easy to play. Everything's easy. Shooting is dead easy. Hold down B and your urban-gangsta-baller-pimp-player character jumps up - release B at the peak of his jump to pretty much guarantee a score as long as you're within range and there are no human brick-built toilet constructions in your path. This is a straightforward, simple mechanic that makes scoring fun. And any game where scoring is easy and fun is a winner in the books of most gamers.
The R trigger is your sprint, sprinting leads to slamdunks. Slamdunks, in case you were raised on cricket and rich tea biscuits, are the cool moves where you jump up and smash the ball through the hoop. You do this in AND 1 Streetball for one reason - it looks cool. From then on it gets a little more complex, with alley-oop lay-offs and dummies adding a few layers of skill for players who want to learn stuff and start showing off more, plus co-op moves that let you flick the ball off to players on your team for extra flashy skill moves. Hold down both triggers to back away from defenders, then B to turn and shoot. It's simple, but can be a load more complex if you put the hours in.
That's thanks to the whole 'I Ball' business. This is weird stuff for the uninitiated. It's kind of improv basketball crossed with interpretive dance, with the two analogue sticks and the Right trigger letting you do all sorts of entirely custom tricks and turns. Really random stuff. Breakdancing, bouncing it between the legs stuff, spins, twists, leaps, bouncing it off your body and odd physics things where you fake a throw and the ball somehow comes back to you in mid-air. It's mental. The potential for bewildering opponents - and yourself - is huge, with an uncountable number of combinations possible.
That's pretty much the game, really, with this simple, fluid shoot-and-run style taking you through all of AND 1's modes. Here's where we sigh a little bit and lose hope - the main AND 1 Mixtape Tour has you earning respect in order to open up new areas. The minor story interludes are ludicrously clich‚d: some young buck - that's you - decides to take on the experienced pros and earn their respect. We have played literally one million games with this same generic respect-earning progression theme in the last 12 months alone. Boring, boring, boring.
Tricks earn respect, respect gives you access to higher-scoring three-point dunks. Thankfully, the action's a bit better than this tired old respect system beneath it. It's basketball, so you run a lot and score a lot. That's always fun, even if AND 1's matches often degenerate into a race to see who makes the first error. To liven things up a little more you have a series of demands in each match, so it's not just 'score more than the other team' - you have to pull off specials, do the right number of specific scoring moves and hit other performance goals to progress.
The problem with AND 1's reliance on constant tricking moves rather than speedy passing play is the way you invariably end up with a mass of people, all piling in, all getting in the way and trying to pull off special after special. There's just no flow to the action. As soon as someone gets the ball it's special move after special move, until the Xbox decides who's going to win that exchange.
Defensive play is hard too, with the game geared toward flashy scorings. When you're the one without the ball, there's not much to do but stand there and watch your opponent cycle through his mammoth repertoire of posh moves and spins. It's a one-directional affair - attacking's fun, but defending's as dull as watching a wall that's been painted with ditchwater gradually dry.
There just isn't really very much tactical play. You get possession, and there's none of the swift passing game that basketball usually hinges around. Matches degenerate into people keeping possession, firing off endless special moves, then maybe scoring if the move combo was deemed good enough to floor your opponent. Yeah, there are loads of combos to do, but you end up getting a little tired of endlessly spinning the sticks and mashing the sprint button to see what happens.
If you're easily won over by cheesy gangsta presentation, you might think this is cool. And it is for a simple one-on-one arcade game - just don't go expecting to still be playing it in a week's time. If you're after a decent game of basketball, buy a decent basketball game instead.

ANTZ EXTREME RACING
Average, and too awkward for its target audience
Driving - Issue 7 (September 2002) - 5.0/10

(EM00101E)
Antz.txt
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Oh, a cartoon kart racing game. Great. Characters from a long-gone animated movie in a hastily knocked together multi-format driving game. With some power-ups copied from the decade-old classic Super Mario Kart.
The video game industry knocks titles like these out at rate of about five a month, and they're always a passable way to waste a few hours. Antz Extreme Racing isn't much different.
You've got a bunch of characters from the movie, each with a set number of challenges to work through. Some put you on an insect-driven kart, some on the backs of beetles. You sprint on all your little legs, or fly a wasp in others. You even 'snowboard' on a leaf.
There's certainly more variety than you would think. The idea is to get each character up to the top rank in the whole insect world (starting from 10,000,000th place), whereby another character and their corresponding challenges are unlocked.
So there are some nice ideas. Unfortunately, actually driving an ant isn't as much fun as you might hope. Their insect chariots, for example, are just annoying. They never turn quickly enough at speed, but turn too quickly when you brake. Annoyingly, they also bounce off scenery far too eagerly.
Collecting insectoid power-ups is important if you're going to win races, but make just one tiny error and you'll speed boost into a toadstool, spin around 180¡ and blast off the wrong way. Then you have to battle with an enormous, race-losing, turning circle.
It's all just a bit mucky and fiddly, which is what you really don't want in a game clearly intended "for kids". The last thing kids need is bland graphics and confusing handling.
Figuring out who might enjoy this game is difficult. Film fans will find little to connect it to the movie, it doesn't handle as well as other Xbox racers, it's not friendly enough for kids, it doesn't look great and the design isn't very good. So who'd want it? Really?
There's nothing painfully wrong with it - it's just blandly average. Play it if you want. It's okay and you'll have a bit of a laugh. Just don't bother buying it when there's so much better stuff around.

ARCTIC THUNDER
Loads of bugs and glitches. It's just limp and lifeless
Driving - Issue 3 (May 2002) - 2.4/10

(MW00202E)
Arctic.txt
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You want to drive a skidoo. You know you do. They look like the most fun vehicle on earth (vibrating helicopter backpack excepted). Part tank, part skis, part lawnmower, they can motor over frozen water of any consistency at high speeds. But pass them through a video game filter and they can also handle concrete, metal and molten lava, blast up to nosebleed-inducing velocities and shoot missiles and grappling hooks out of their nose cones as they fly by.
Midway - the world leader in video game exaggeration (they also did stupidly over-the-top NHL Hitz 20-02 - Issue 02, 7.4) has taken skidoo driving to ludicrous extremes in Arctic Thunder. We're getting snow and vehicles and big jumps and weapons, which sounds great, huh? But unfortunately, it's not. It's rubbish.
First off, it looks disgraceful - like a lazy old PlayStation game with zero style. The tracks are all blocky, snowy canyons peppered by random lumps of trackside scenery.
Next there's your quest - to beat a bunch of other skidooers to weapon, speed, shield and many more generic boosts that will help you barge your way to the front of the pack. It's the kind of non-idea that's bored you a thousand times before this.
Then there's the skidoos, sleek, fast and seemingly ideal for some on-the-edge racing. But there's practically no need to steer the damn things, you just point them roughly towards bends and they'll get round any corner, even if it means scraping all the way around (aargh!) an invisible wall. Since you lose negligable speed for any mistake, no skill is required to play.
Even if you get knocked off your skidoo by a homing missile or a punch to the gob, you reappear a second later, at full speed, and WAY AHEAD of where you fell off! With no sense of danger or excitement on any level, at any point in the game, Arctic Thunder exists as a demonstration of how bad Xbox games can be if developers simply dust off a tired idea for this shiny new format.

AREA 51
Standard shooter punctuated with rare glimpses of invention. Fans of relentless, screeching gameplay will find some enjoyment
Screenshots - FPS - Issue 42 (May 2005) - 7.1/10

(MW00502E)
Area51.txt
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For somewhere that doesn't officially exist, Area 51 is a big place. Were it to exist (which of course it doesn't), it'd take up nearly eight square miles of mountainous terrain under Groom Lake in Nevada. Were those runways, roadways and strange outposts we see from time to time on the net actually there (which of course they aren't), we'd see they also disappear underground. They would stretch deep below the surface to a secret military base entangled with the finer points of alien technologies and conspiracies, but, of course, they don't. Yet, despite Area 51 not actually existing (oh no), Midway's FPS of the same name takes us deep, deep underground to pick over this entirely fictitious military base as all merry hell breaks loose on summer's day. Thanks to some mutagenic alien DNA getting all 'The Thing' on the soldier's asses, Area 51 is locked down to contain the problem, and we're sent in as part of a Hazmat team to clean it up. Easy.
Area 51, as we say, is a massive region. Yet because of the design constraints of picking such a large place to set the game, much of it descends deep into the ground. Many levels are spent in ever-descending shafts, lifts and tunnels. This is a first-person shooter without sunlight, so you'd better get used to it. Consequently, much of Area 51 is also confined to fairly linear gameplay, which is neatly dealt with by throwing dozens upon dozens of aliens at the problem. Wandering down endless corridors? You won't have time to notice, you'll be so busy blasting.
The aliens are certainly numerous, but unfortunately not particularly scary or effective, despite claims of being designed by Stan Winston Studios. They're all a bit Ed Wood, to be honest. For all the horrible transformations and mutations we witnessed, they were a little like watching a mad professor down a phial of bubbling blue water before dropping behind his desk to re-emerge wearing plastic fangs.
Thankfully though, as the game progresses, and we descend ever deeper into an Area 51 over-run with boggly eyed men in suits, we do get infected with the alien DNA. Not usually a plus point it must be said, but one that in this case affords Area 51 its unique selling point. We get to become half human, half alien; a Jekyll and Hyde capable of switching between the two at will.
This transformation effectively gives us two distinct sets of weapons - the more human, military arsenal, and the biological weaponry of the alien. The latter seems to consist mainly of belching clouds of spores at people through red-tinted sunglasses, but hey, they're homing spores which at least provides some benefit to being a clawed loon from the stars. We can't say we saw much impetus for remaining in the alien guise over the human one though. Novel as it is, burping can't beat a well-placed frag grenade.
In fact, little can beat a frag grenade, especially as the weapon selection seems so random. Simply by walking over a weapon (it's not always apparent, especially in the gloom of a tunnel), we become equipped with it. This only happens if it is a more powerful one than the one currently in hand, but to have a game dictate what is held and when is a supremely bad call. This is especially evident if you've just found yourself packing an inaccurate SMG with low ammo over a precision pistol crammed with the stuff. Granted, we can cycle through weapons but the choice of what we do and do not pick up should be left to us. Dual-wielding is also odd, in that both weapons are fired with a single trigger button and we're never given a choice of whether we actually want to dual wield.
On the up side, Marilyn Manson is superb. He attacks his role as a mysterious alien mentor with relish (although the same can't be said of David Duchovny). The plot is rich with pickings for conspiracy theorists too, with secret documents littering the base with details of every arcane plot from JFK to the moon landings. The mysterious Illuminati also crop up (Dan Brown fans take note), although not before the ingenious plot sends us second guessing and spiralling deeper into the mystery. If only the gameplay was as well conceived as the plot, we could be looking a far more intriguing game than the one we've experienced.
It's a solid beast for sure, and fans of relentless, screeching gameplay will no doubt find some nugget of enjoyment, but it lacks the more refined, skill-based gameplay so many of its counterparts have. Neither scary nor particularly engrossing, Area 51 is an exercise in keeping the trigger pressed and the aliens streaming out of the screen. The truth, it is sad to say, is still out there.

ARMED AND DANGEROUS
Voiceovers are superb and the script is hilarious. Unique weapons save it from being average
Action adventure - Issue 26 (February 2004) - 8.0/10 - Xbox Live features ***

(LA01302E)
Armed.txt
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Armed and Dangerous is an exercise in goofiness, a journey into a world so deranged it should come with horse sedatives. As Planet Moon has already proved with Giants: Citizen Kabuto, being bonkers is a much underrated asset, especially in this world of strait-laced shooters. It's not often you get to play a Cockney rogue, blowing up sheep while rescuing old age pensioners from an onion mine. It's exactly this kind of behaviour that makes Armed and Dangerous so invigorating.
Control-wise there's little to complain about. Movement is achieved with the Left thumbstick while the Right stick aims with adequate responsiveness. Weapon selection can be a little fiddly using the directional pad, but everything else feels intuitive and fun. Your crosshair lights up whenever you target a destructible object, and that covers pretty much everything. It's a nihilist's dream.
Sticking a mine on a building sends enemies flying out of the windows. Shooting a tree causes the trunk to burn and fall down on top of baddies. It's even possible to cause immense landslides with boulders rolling into baddies like bowling pins.
Mayhem immediately takes precedence over tactical play. Because there are infinite enemies on some levels, you'll only want to kill enough to collect the health power-ups they yield. Standing around in one place is a sure-fire way to end up as monkey bait. Not every level is as simple as dashing from A to B, though. Mission objectives such as destroying enemy strongholds or rescuing pensioners are introduced later on, but they're still pretty basic.
In contrast to these objectives, the arsenal is fiercely original. Firing the shark gun sends a sinister dorsal fin tearing through the ground. Moments later, a Great White bursts out and swallows your enemy whole before disappearing without a trace. The animation and agonising sound effects are superb. Similarly unique is the topsy-turvy bomb that turns the whole world upside down. Enemies fall right off the planet, crashing back down from the stratosphere a few moments later.
Unfortunately, there aren't quite enough weapons to last the pace of the game. Most can be collected in the first few levels from the Grunt and Polewart chain pubs. These boozers also act as save points which you can thankfully return to at any point.
Just like English publicans, your allies come in all shapes and sizes. Q1-11 is a robotic tea urn who pours a rejuvenating brew whenever your health is low. Jonesy, on the other hand, is a giant mole with a promiscuous mother. He's also a demolitions expert and often throws dynamite into clusters of enemies. Some adequate AI controls both of your partners. Although you can issue basic commands to attack and defend using the White and Black buttons, the squad-based dynamic doesn't work too well. Most of the time, your buddies will die in the first few minutes of battle and there's nothing you can do about it.
Unlike most third-person shooters, the maps in Armed and Dangerous are expansive, picturesque landscapes. Impressively, you can see for miles with little or no fog to obscure the view. Another blessing is that you can take multiple routes through the map, particularly once you've acquired the beetle-winged rocket pack. Carrying a sniper rifle in the larger levels is essential, otherwise it's a real chore to spot enemies from a distance.
We've no complaints about the variety of levels either. They vary from the Bergog Arctic wastelands to the huge industrial nightmare of the Midden onion mines. There's even a quaint woodland hamlet populated entirely by village idiots. It's a shame that the settings don't look more beautiful. The overall standard of graphics lets the game down. Environmental effects like rain and snow lack depth while the central characters appear rough and jaggy.
Worst of all, the cutscenes look pretty appalling. Turning in-game graphics into FMV was a bad decision because it really reveals the game's graphical deficiencies. Strangely though, these same awful-looking scenes are among the highlights of the game. It's all down to absolutely brilliant scripting and sound effects. There's also a special place in our hearts for the Shrub Patrol, a troop of anti-vegetarian robots who help you out from time to time.
Humour is the lynchpin that holds Armed and Dangerous together, glossing over its faults. Here is a game bereft of glossy presentation, but more importantly it's also bereft of serious pretensions. A likeable and enjoyable shooter.

ARMY MEN: SARGE'S WAR
Brainless fun, but missions can become repetitive. It's surprisingly good, and only £20
Action - Issue 32 (August 2004) - 6.8/10

(TT02002E)
Army.txt
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Before this game was handed out for a critical slamming, we played Russian roulette. Nobody wanted it. We chucked it round like pass the parcel at an embalmer's birthday party. What gruesome mess would ooze all over the unlucky person left holding the soggy package when the music stopped? Well, somebody had to be that person, and weirdly enough the resulting game isn't dripping over our shoes at all. We almost daren't say it, but it seems the Army Men franchise might just have hit on something good. Don't misunderstand us, this is no Splinter Cell or Ninja Gaiden, but it's far better than we could ever have hoped.
The best thing perhaps is that, only a level or so in, the entire stupid cast of entirely stupid characters gets utterly obliterated. They're dripping down walls, mangled and twisted, a sacrifice made by the developers no doubt to show that yes, Army Men is dead, long live Army Men. And from there on in it just gets better. Sarge, being the only Green standing, wages a war on the Tans like some mould-injected Arnie, slaughtering, destroying, and melting all who stand in his vengeful Polyurethane wake.
With a range of real-world weaponry at his hands, the damage he inflicts on his foes smarts. Each enemy has several damage parameters, so if you take a headshot, it comes clean off like a melon. They'll then run like chickens around the environment, shooting blindly in the air. Blow off their knee caps and they'll hop about, frantically trying to find somewhere to lean while they take a pop at you, and God forbid you draw attention to yourself because - here's a novelty for an Army Men game - the enemy is intelligent. Better still, the levels are infinitely superior to any of the calamitous nonsense of previous games.
And get this: the whole thing is a budget release. That's just £20 for a game that offers a considerable improvement over anything the series has done before, plus you blow people's heads off. Then of course, as the story (yup, that's better too) progresses, you're plunged into fighting elite Tans with invisibility devices, great thundering tanks, Apache 'copters, bazooka-wielding maniacs, gun turrets, and a Blofeld-inspired fireworks factory where Roman Candles and Catherine Wheels are manufactured for the purpose of total world domination by the Tans.
It's not going to cause massive ripples, that's for sure, and the stigma of all those atrocious Army Men games that once belched themselves upon us still hangs in the air like sick washed from a carpet, but it's...it's... it's... 'good'. There, we said it. Now excuse us while we go scrub our skin with bleach.

ARMY MEN: MAJOR MALFUNCTION
The series that refuses to die finally faces meltdown in this rubbish shooting game
Shooter - Issue 57 (July 2006) - 3.8/10

(TT13601W)
armymenmm.txt
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Everyone loves a trier. But there comes a time when determination alone will only get you so far. Just ask Sunderland in the Premiership this season. The Army Men games haven't been found wanting for effort either, with sequels being pumped out regularly despite the law of diminishing returns kicking in some time ago. Quality just isn't a word you'd associate with the series, and the aptly titled Major Malfunction fails to halt the inevitable decline.
As ever, the Greens and the Tans are at war, but this time Private Anderson is going it alone on a mission to find the missing-in-action Sarge. What used to be a rudimentary strategy game is now a rudimentary third-person action game, as you assume control of Sarge and begin wiping out wave after wave of Tans, weird LEGO-style soldiers and other mechanised menaces.
Quite literally, that's all you do for the entire game's 30 missions, with little variation in either level design or structure. You blast through a load of toys, collect up to ten medals strategically placed throughout each level in order to earn bonus items, and return to base once the last medal is found.
The medals don't take a lot of work to find or collect either, despite the camera doing its best to make the heavy platforming element of the game as frustrating as possible. If you take the wrong path or fall too far it's back to the very beginning of the level. The controls are equally woolly, with the awkward auto-targeting system often failing to target the enemy you actually want to shoot first.
The only time the game comes to life is when you find upgrades mid-mission, allowing you to adapt your firepower by switching between normal fire and secondary fire. There are plenty of guns to choose from too, with every kind of rifle, machine-gun and specialist weapon catered for.
The premise of warring plastic toy soldiers and tediously repetitive gameplay means Major Malfunction is aimed squarely at the little 'uns. If you haven't played an Army Men game before then the novelty of fighting among giant cereal boxes and other household items might last longer than five minutes...

ARX FATALIS
Awkward old-skool gameplay. Steep difficulty curve if you're new to RPGs
RPG - Issue 24 (XMas 2003) - 6.2/10

(DC00204L)
ArxFatalis.txt
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Many years ago, probably before you were even born, or at least before your hands would have been big enough to hold an Xbox controller, a computer game was created that would become one of the longest-running RPG series through the '80s: Ultima. Ultima Underworld helped pioneer the first-person RPG, whereby you viewed all the action and puzzle-solving gameplay through the eyes of your protagonist.
With Arx Fatalis we have a modern-day Underworld game heavily influenced by a kind of early PC gaming that most of its Xbox audience will have never before experienced. The PC version of Arx secured strong reviews a couple of years ago but in the modern world of console gaming, an Xbox conversion with crusty mechanics and tired visuals finds it hard to stand up against the competition.
Plot-wise things are kept pretty short and sweet, placing the player in an underground city of abandoned mines that the world's inhabitants have been forced into by virtue of the sun's rather selfish departure. The dingy setting laid, the dungeon-crawling exploration gameplay of yesteryear is free to begin again.
Interactivity is the most immediate strong point of the game. Most of the objects you will come across can be moved or used. Find an extinguished camp fire and you can ignite it with a torch, then drop on the raw rat ribs from an earlier kill to get a life-replenishing roasted rib. The interactivity of objects opens up the other real strong point of the title: non-linearity. You can play the game pretty much how you want by approaching problems as you see fit and based on the stats you've given your character.
In addition to the four main attributes (strength, constitution, intelligence and dexterity), the game features nine different skills, which will allow you to perform different actions through your quest. Given your avatar a high stealth rating? Then douse the torch on the wall with a water bottle to successfully sneak past goblins in the shadows.
The developer has gone as far to say that every problem in the game has more than one way to solve it depending on your skills. It's even possible to kill all the NPCs in the game and still complete it to get one of the five possible endings. Unfortunately, combat is a far weaker element, basically amounting to 'pull trigger to hit with bone' gameplay. Every weapon you find has depleting usability and eventually breaks, which will infuriate you at times.
Thankfully, the magic system is better and the puzzles have a certain charm, but this is very old-skool gaming. Given the fact not everyone liked this kind of title the first time round, it's difficult to see how Arx will attract any new fans from generation Xbox.

ATARI ANTHOLOGY
Can't compete with today's gaming beasties even at a budget price. For old-skool Atari addicts only
Retro - Issue 37 (XMas 2004) - 4.4/10

(IG12101W)
Atari.txt
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The latest nostalgia trip to hit Xbox invites us to look back at what started all this videogames malarkey off. This anthology packages together arcade and adventure games from the old Atari 2600, with puzzle, sport and action categories totalling 85 challenges.
Atari is often synonymous with Space Invaders and the gameplay style it pioneered: baddies at the top of the screen, a small moving gun at the bottom. While a few games here play this way, the adventure section offers more intuitive challenges. In the SwordQuest series, for example, the original comics feature in the game, and you can peruse them to find clues to progress through rooms.
The Bonus mode contains scans of old instruction booklets as well as the adverts that accompanied many of the games when they came out. It's a nice idea but the small print in the rulebooks isn't always clear, so if you're not sure how a game plays, consulting the in-game scans won't help much. Neither do the snazzy interface and well-presented options menu distract from the actual game graphics: it all looks very 1983.
Struggling with such primitive challenges when you're a Halo 2 (Issue 36, 10.0) guru means you'll keep going until you fall in love with the simplicity or smash your pad. Don't expect a learning curve either - there isn't one. The joysticks differ in sensitivity in each game, so you can't even get a 'feel' for things. And while there are Live leaderboards, it'll be tough to match the Atari fanatics' scores.
It's worth remembering that however much you cram in, it's quality that counts. Cash isn't even necessary to get hold of half of these babies - a mobile phone or even a pen and paper will suffice (Hangman, anyone?). At £20, Xbox has plenty more pixels per pound to offer.

ATV: QUAD POWER RACING 2
This is a solid, entertaining game with some great mini-challenges
Driving - Issue 13 (February 2003) - 7.7/10

(AC01002E)
ATV2.txt
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Quad bikes are brilliant, aren't they? Four wheels, capable of handling pretty much any terrain... they're just perfect for fun and high jinks. Everyone loves them. Princes William and Harry recently did a spot of fox hunting on them, I seem to recall, while lank-haired comedian Rik Mayall once had one fall on his head. This last example neatly demonstrates that ATVs are both fun and dangerous - just like most things that are a worthwhile pastime, then.
And just like most things that are a worthwhile pastime, there's a video game that lets you try it, with less danger to both head and wallet. ATV: Quad Power Racing 2 features loads of disciplines for you to try, from racing to stunt challenges, and if you succeed at them all then one thing's for sure: there's no way you'll be having a quad fall on top of your head.
Like that other bike game to come from the racing fans at Climax, the creamily magnificent MotoGP: URT (Issue 04, 8.9), ATV 2 features a control scheme that makes ample use of both thumbsticks on the Xbox pad. Using the pair in combination allows for all sorts of wheelies and stoppies to be performed, as well as the usual acceleration, braking and steering. And there are some more unusual functions to mess around with too, accessed via the triggers. You can bring the quad up onto two wheels ('bicycling', as quad-riding trendies would have it). Even better, the R trigger allows you fill up the 'Preload' meter, which enables you to pull off a cheeky bunny hop when the trigger is released. And that's something that comes in very handy, not least because if the trick is deployed at the top of a ramp you can get some truly mahoosive air.
Once in the air, crazy stunts can be executed before you line up the quad's wheels for a nice smooth landing. For all the racing and wheels, the way you use the Preload meter to prepare for a jump, then pull off a stunt and align yourself for a perfect landing, feels a bit like the kind of antics you get up to in a snowboarding game like Amped (Issue 01, 8.7). Indeed, pulling off a stunt properly and landing it results in your boost meter being filled - a process that will be very familiar to fans of SSX Tricky (Issue 05, 7.5). It does help to make ATVs quite involving little thingies to drive.
Unfortunately, while all these nice ideas have been thrown together for the handling - both thumbsticks and triggers being used to perform some unusual manoeuvres, and so on - it just doesn't gel together as satisfyingly as it does in, say, MotoGP. The boost is mapped to the Y button, requiring you to take your thumb off the Right stick (accelerator) to access it; and even if you prefer to use the A button to accelerate, quickly accessing Y can mean a clumsy stab of the brake (X), which ruins things.
Stunts, too, sound straightforward enough - simply combine a direction on the Left stick with the X button while in midair. But in practice, they too feel slightly clumsy, with the controls proving unresponsive when trying to pull off a trick. Sometimes it works fine, and sometimes it won't - the timing feels a smidgen too precise. Or even worse, it will work - but too late - so your hapless rider finally does the splits just as the quad hits the ground. You can imagine the pain.
This is a bit of a shame, because as a straightforward racing game ATV 2 is good,
but it's not quite good enough to compete with the premier racers on Xbox. The subject matter demands that the stunts sit easily with the racing - as they do in SSX Tricky - but as it is, they're slightly awkward, and feel bolted-on somehow, although they're almost certainly not.
The thing is, though, as noted at the beginning of the review - ATV 2 isn't just about racing - there's the Challenge mode, too, which tests your quad handling skills under supreme pressure. And it's this mode that makes ATV 2 a worthy purchase. In direct contrast to the racing section of the game, the challenges feel like they're what the quad bikes were supposed to be doing all along, making for lots more fun.
At first, the challenges are simple, akin to the kind of thing you might find yourself doing in MotoGP's Training mode - perform a wheelie for a certain distance, or something like that. But upgrade to the Tower Challenges and you'll find a whole new game. These are a Kickstart fetishist's dream, requiring the player to negotiate an intricate series of suspended ledges, pipes and ramps within a strict time limit. There are moments, when you are teetering over a precipice with only a few seconds left, that the game feels like GameCube's Super MonkeyBall, only with a complicated piece of machinery under your precise control. Excellent.
All in all then, it's quite hard to decide what to make of ATV 2. If you are the kind of player that got hours of fun out of the mini-games in Crazy Taxi 3 (Issue 08, 8.0) rather than the main game itself - just like many of us here - then this will provide your next hit of mini-game elation/frustration. But if it's pure, hardcore racing action you're after, then ATV 2's offering is less alluring, but solid fun nonetheless.

AZURIK: RISE OF PERATHIA
A colourful but underwhelming fantasy adventure
Action adventure - Issue 4 (June 2002) - 3.8/10

(MS00702E)
Azurik.txt
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You can tell a lot about a game from the jump animation of the lead character. If it's graceful, controllable and fairly believable, odds are you're in for a decent slice of platforming action filled with split-second timing, some neat level design and lots of fun trinkets to collect.
If, on the other hand, the hero decides to ponce about like a slow-mo baboon wearing an invisible cotton wool puffer jacket that gingerly bounces him off objects, you're probably in for a bit of a 'mare. Azurik, as the big fat number to the right is currently yelling at you, jumps like an orang-utan in Bullet Time.
You start in the training area, and it's atrocious. You hit the jump button then listen, expecting canned laughter to kick in any at any second. Stick with it long enough to explore the early levels proper, and Azurik becomes, if not tolerable, then certainly less atrocious.
Play it for hours and the initial shock slowly subsides into a begrudging acceptance that Azurik isn't that awful, just sub-standard.
It's filled with slack, clumsy combat and far too much plodding legwork. The very first level, set in the Water Domain, is typical of all faults. It looks alright, it's large and colourful and there are plenty of interesting outcrops in the surrounding valley that'll snag your curiosity, but playing through it is another matter.
Fighting is just a case of blamming away at the buttons while the dumb enemies form an orderly queue. Plus you have to stumble your way around some dark, unfriendly caves in order to get to the requisite switches of this early stage. Later levels are just as scrappy.
It's a game based around good intentions that go nowhere. Lands and characters are colourful, but that makes the game too garish. Big, but no fun to explore. Loaded up with interesting powers, dragged down by dull tasks.
Azurik is a below-average action adventure title with boggy controls, slack design, unrewarding gameplay, shockingly obvious fantasy settings and the most terrible jump animation since the yard exercise scene in Prisoner Cell Block H. Blood Omen 2 (Issue 03, 6.1), for all its dull puzzling, is far better fantasy fare than this.

BACKYARD WRESTLING
Glitchy graphics, extremely poor AI and temperamental collision detection
Wrestling - Issue 23 (December 2003) - 3.3/10

(ES01303E)
Backyard.txt
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Not everyone wants to admit it, but we've all tried wrestling at some point. How many times have you put someone in a headlock, dished out a Chinese burn or even tussled underneath the duvet?
Some nutters crank it up to another level - maiming each other using baseball bats, barbed wire and flaming tables. Violence is the bottom line here. There's no ring, very few grappling moves and absolutely no rules at all.
You'll realise within minutes of firing up the disc that this is barely a wrestling game at all, rather a poorly executed beat 'em up. Punch, kick and wave weapons menacingly until the fickle collision detection decides you've landed a hit. There's not much more to it.
Each of the 30 backyard wrestlers has only four moves. With the exception of the finishers, which are fairly impressive, most of the grapples are poorly animated. Since when did every move in wrestling begin with a headlock? You'll start to feel the monotony all too quickly. There are a bunch of weapons dotted around the arena but they disappear as soon as you've used them once. They even respawn back at their start position, making it far too easy to use the same one over and over again.
Reversing attacks is great when it works, and sometimes the holds can go back and forth two or three times. It's extremely difficult to perfect though, because every move must be reversed at a different time. Unless you play for hours against the same opponent, you won't learn the timings correctly.
Still thinking it could be fun? Well how about battling a computer opponent who knocks you down and keeps you down permanently by chucking the respawning weapons? If you're lucky enough to stand upright, the projectiles actually home in on you as you try to run away. Turn the tables and you can stop your foe from recovering with a simple kick combo. Just boot him in the head every time he stands up and there's nothing the AI can do to counter your attack. You can complete the entire game with this one combination.
Some wrestling titles compensate for poor gameplay with numerous match types and multiplayer laughs. No laughs here, only tears. There are only three special match types and you can't even play with more than two players.
A stirring soundtrack featuring Machine Head, Insane Clown Posse and Sepultura is the game's only redeeming quality. You can even download tracks to your hard disk for use in other games. Common sense dictates, though, that if you like the music you should buy a CD instead. Don't try this at home... in fact, don't try this at all.

BACKYARD WRESTLING 2
Wannabe wrestler in an unsophisticated, sloppy scrapper's latex mask. And a crap one at that
Wrestling - Issue 36 (December 2004) - 4.0/10

(ES02202E)
Back2.txt
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No matter how hard you hit someone over the head with a plank of wood, you can never hammer much sense into them. It seems the developer of BW2 suffers the same predicament. The first game (Issue 23, 3.3) was a lacklustre wrestling title (of sorts) that failed to deliver any impact. Sadly, the sequel walks straight into the same clothesline and is knocked un-ceremoniously to the floor. And stamped on. Hard.
Grappling the Career mode, players must create a wrestler to take through the suburban settings. The crude creation options pale in comparison to the detail of THUG 2. This terrible visual quality and awful collision detection is carried over into the main game, with jagged characters clashing into scenery and each other. Custom moves can be allocated to your fighter, but it's little compensation.
The actual combat, although satisfyingly brutal, is shoddily executed, with a winning combo seemingly dependent on continually kicking an opponent in the head when they're down. Weapons are obviously fair game, though again, grab a barbed club, and a tasty bit of wielding will see you progress to the next round without losing an ounce of health. Blocking has been introduced; it's just a pity the AI enemies don't use it more frequently.
This limited combat means the career mode gets very repetitive, very quickly. Grapple moves break up the punch/kick/punch combos, though chances are your opponent will reverse their way straight out of the opening headlock. With only two way multiplayer returning, this really was a missed opportunity to improve upon a disappointing franchise. As it stands, BW2 gets the smack put down on it by virtually every other fighter out there.

BAD BOYS II
Flawed film licence that's fun for a few hours. Fast, frantic action
Action - Issue 28 (April 2004) - 5.8/10

(EM00801E)
BadBoys2.txt
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Jerry Bruckheimer may not be regarded as producing some of the most cerebral movies out there, but if there's one thing he knows how to do, it's loud, brash, and if we're being honest, thoroughly entertaining blockbuster flicks. But what isn't so entertaining, is this videogame conversion of Bad Boys II. Arriving in cinemas at the end of last summer in a hail of bangs, bullets, body counts and the obligatory bad-boy language, the movie was a brain-disengaging, instantly forgettable experience and, unfortunately, exactly the same thing can be said of the Bad Boys II game.
Mike Lowry and Marcus Burnett are Miami-based, bickering buddies with bad attitudes and blue mouths. Wading through the cop clich?s, you'll discover the duo must track down a drug kingpin who's threatening to take over the city. And obviously, after one of their partners is killed, this time it's personal. Unfortunately, the developer didn't have the rights to recreate the actors' likeness, because not only do the characters' faces look like a vague amalgamation of every black actor out there, but the voiceovers, whilst suitably humorous and crude, sound nothing like their big-screen counterparts, thus diminishing the game's authenticity.
Things kick off, as in most third-person actioners, with the customary shooting range tutorial. Here we get to grips with basic firing techniques, (moving, zooming and locking on). The first warning bells ring when the firing feels awkward and twitchy - even when stationary and untroubled by baddies. The lock-on function is a bit misleading too, as the crosshair must be positioned exactly over a target to work. We're also introduced to the notion of using cover here, where illuminated circles denote areas in which characters can crouch, lurk and hide behind any available structure, then momentarily lean out as the action switches to FPS.
Players assume the dual roles of Lowry and Burnett, and although the characters are pre-determined and you can't intermittently switch between them, your virtual mate will supposedly act as backup on the numerous blasting/running/shooting/repeat stages. We say 'supposedly', because he's about as useful as Dixon of Dock Green, due to very poor AI. He'll hang ten metres behind until the area ahead is cleared, or idly stand around in the middle of a firefight, but also completely block doorways and severely restrict your use of cover spots. The enemy AI isn't much better, as bad guys will frequently ignore our advancing heroes or stand glued to the spot till you dispatch them from kissing distance, though again this is not always possible because of dubious collision issues.
The use of cover is a nice touch, and though regarded as a luxury, is a necessity for survival due to the sheer number of enemies you'll face. However, because of the precise positioning of the glowing circles, freedom to interact with the environment is very restricted, and the result is the very repetitive notion of identical shooting ranges, all with minimally varying surroundings.
So what's bad (in a good sense) about Bad Boys II? Well, the large numbers of enemies involved mean the action is fast and frantic, and the impressive pace is only interrupted by shoddy-looking, unnecessary cutscenes. There's a decent number of different weapons available, including Uzis, shotguns and sniper rifles, though our cop can only carry one type of weapon at a time in addition to the standard pistol. Although this may be to fairly balance the gameplay, it takes a lot of fun out of it. Your weapons have a nice effect on the environment, from the completely destructible to the benign, like stylishly lit bullet holes in boarded-up windows, and the end-stage bosses are suitably tough. The camera isn't too bad when compared to other third-person shooters out there, but obviously still gets stuck at the most impromptu moments and is frequently frustrating.
Bad Boys II had all the right ingredients for a fun film conversion - exciting licence, comical script and the excuse to blow up everything in sight. Unfortunately, the shoddy presentation and lacklustre execution means the end result is just, well, bad. Watcha gonna do when this comes to you? Rent it for the weekend at best, we reckon.

BALDUR'S GATE: DARK ALLIANCE
Absorbing RPG with a healthy dose of hack 'n' slashing
RPG - Issue 8 (October 2002) - 8.5/10

(VN00601E)
Baldurs.txt
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One of the nicer things in life is having stuff done for you, someone else taking the strain while you reap the rewards of their efforts. Carting a bin bag of stinky undies home to dear old mum on a weekend visit. Sending staff members smaller than you to the shop for candy snacks.
Or in a Halo deathmatch, when you turn up at the final moments of a fight and pick off the almost-dead competitors (no names mentioned, Jon 'The Vulture' Attaway).
This is much what Baldur's Gate: Dark Alliance is like. It's a Dungeons & Dragons game, but with your Xbox taking care of all the spreadsheets and umpteen-sided dice-rolling. The intricate statistic-heavy meddling usually associated with such games is taken out of your hands, and in its place you're given a spiked club with which to brain monsters.
Without this shield of numbers, proving yourself throughout your quest involves actually bashing things to death with weapons, or magicking them into a puddle of bubbling fat-'n'-fangs. It's a quest that takes you to the root of the terrible evil boiling away under the town of Baldur's Gate.
Gameplay wise, this is a bit like Gauntlet: Dark Legacy (Issue 04, 3.8), but much, much better. You view the game from an overhead perspective, battling from room to room or area to area in a series of dungeons and outdoor locations, hunting for supplies and quest objects in order to eventually rendezvous with a boss monster so the next plot point can unravel.
While the environments themselves are a bit cold and static, they're also crisp and detailed. Some of them, such as the shimmering ice caves, are quite lovely, and the broad range of ugly beast enemies you encounter are well-animated and not afraid to attack en masse.
There's a stunning water effect used throughout the game. Whenever you or an enemy steps into a pool of the wet stuff, a gorgeous series of ripples surges and bounces across the surface, just like the real thing. It's one of the most convincing water effects outside of your local lido.
In addition to looking the part, the quality of sound is great, if a little bare. An orchestral soundtrack manages to add a bit of drama without sounding like Conan The Barbarian. Most actions result in some kind of solid sound effect; even bashing open a barrel results in a meaty, authentic clatter.
The slick, solid visuals and sound add a convincing, otherworldy air to the game, but there's also significant depth to character development, which draws you in beyond the on-screen fighting. Baldur's Gate: Dark Alliance would still work as a playable scrolling scrapper without such fiddling, but the addition of customisable attributes (or 'feats', as the game calls them) adds an extra layer of detail that pushes the game into our Xbox Elite category.
As soon as you find a piece of equipment or weaponry with an exotic name (Keen Scimitar, Warhammer), you'll want to play dress-up and see just how these extras improve your character. Seeing him or her develop and strengthen makes you feel proud; a hallmark of a good RPG.
You've magic to fiddle with, weapons to try out, a dozen stats to work on and enchanted jewellery to wear. It's a perfect balance of geekonomics, giving you enough options and customisable aspects for you to sink your teeth into, without drowning you in raw data.
The game's biggest drawback, however, lies in this experience and levelling up. Once an area has been cleared of beasties, they don't respawn ready to be killed again when you return later on. And once you've soaked up all the booty and experience a dungeon has to offer, you have to move on. If you feel your character is a bit weedy and in need of some extra-curricular workouts to beef him or her up, you've got no choice but to soldier on. You can't revisit areas in order to toughen yourself, and that's the only major RPG hook missing from an otherwise enticing package.
Even taking this into consideration, Baldur's Gate: Dark Alliance is still playable, responsive and accessible. Plus there's an excellent co-operative two-player option - an RPG rarity outside of online titles - which adds a few weekends to the lifespan.
This is D&D lite, for those gamers who want to mind their intake of stat menus and leap straight into the thick of it. It's not really that massive an adventure, but the story does convincingly stretch over three huge acts.
We're not talking complete and utter RPGenius, but this an excellent title all the same. Despite drawing on a clich?d universe for inspiration, background and style, it's a fresh and enjoyable game, and one that, like a Twix, you can happily share with a friend without getting crumbs over the both of you.
You could hold out for Morrowind if you're determined to have some deeper character creation and infinite tinkery options, but until the review (next issue, hopefully) the quality of that title is still an unknown quantity.
The fact is this: along with Conflict: Desert Storm (Issue 07, 8.1) last month, Baldur's Gate: Dark Alliance is a quality game that manages to take a cliquey genre and make it wholly palatable for players with little or no experience of games of its kind.
So, there. You've got no excuse.

BALDUR'S GATE: DARK ALLIANCE II
Not drastically different from its predecessor, but this is a worthy instalment of the series
RPG - Issue 26 (February 2004) - 8.0/10

(IP01003E)
Baldurs2.txt
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Don't you just love stereotypes? For every pastime, sport and occupation, there's a public preconception to accompany it. And they are often quite accurate. For instance, few would dispute the beer-swilling lobster-skinned image of English football fans abroad. Unfortunately, although somewhat justified, the stereotypical picture of a Dungeons & Dragons enthusiast isn't among the coolest in the world. Beardy weirdies in their mid-20s, who really should know better, don't usually cut it with the ladies, do they?
But the fact is D&D paved the way for most of the RPGs we love today, and the basic gameplay mechanics still hold true. Baldur's Gate: Dark Alliance II is the follow-up to last year's Elite title (Issue 08, 8.5). It continues to buck the RPG trend by substituting turn-based combat for more spontaneous, and far more interesting, hack 'n' slash action. However, all you stat fiends won't be disappointed because HP (Hit Points) and EP (Experience Points) all count for something here. Depending on your current attacking/defensive attributes, HP are tallied, virtual dice are rolled, and the probability and effectiveness of your blow is calculated before your sword falls. Hence, in varying degrees, identical enemies may take one, three or many more blows to be killed.
The entire game is heavily influenced by Dungeons & Dragons. It's set in the Forgotten Realms world, which is the most popular campaign setting for D&D gamers, and uses the Third Edition rules set for combat. The basic storyline follows directly on from the first title, and we're brought up to speed by a short, if somewhat confusing, cutscene. The original three characters emerge after driving evil from the town, only to be imprisoned by a mysterious new foe. Players must come to their rescue, and along the way discover the whereabouts of the Onyx Tower and deliver Baldur's Gate from yet more impending evil.
First impressions are of a fairly run of the mill hack 'n' slash. You make your way through the strange forest to the town, rescuing imprisoned civilians as you go. Quests are received by speaking to various characters, though conversation with them is pretty limited and nowhere near as involving as that found in a full-blown RPG. There aren't many options for responses to their questions, although you do have the relative freedom to pick and choose certain tasks the townsfolk ask you to carry out for them.
Initially this is pretty uninspiring, as wave after wave of goblins and other foul beasts move in to attack and, after a fair amount of attack button-bashing, things become quite tedious. However, as it progresses, the true - and very deep - nature of the game becomes apparent. Every character is completely customisable, from basic weapon and clothing upgrades (thus increasing your attacking and defensive capabilities) to the extreme fine-tuning of more than 30 other personal attributes, as Experience Points gleaned from defeating enemies accumulate and are used to level up. There are loads of items to pick up, and before long you'll be blinging in a whole manner of rings and amulets. But a great new feature lets you combine several items to make the holiest of magical artefacts, exactly tailored to your powers. This really does add tons of depth to the gameplay, and offers an intriguingly strategic side to the game. The combat system in particular benefits from this.
You choose from five slightly less-generic-than-usual RPG characters (Human Barbarian, Dark Elf Monk, Moon Elf Necromancer, Dwarven Rogue and Human Cleric), and par for the course, each one has very different strengths and weaknesses. You know the score by now; the Barbarian is big on swordplay but limited with magic, the Elf is a weak fighter but a magical maestro and so on. The inclusion of multiplayer goes some way to remedy this, much like a magical vial of healing potion. It's great fun to team up with a friend and play through the game, after choosing complementing characters to provide a well-balanced mix of brawn and bewitchment.
So does the game improve on the original? Well, to be honest, not much. Granted, the levels are a lot bigger, and the water effects look just as nice as before, but the rest of the environments are pretty undetailed and bland. The enemies suffer from both bad characteristics (unimaginative, spitting balls of slime) and poor AI (goblins run in to attack, then carrying on running on the spot in front of you).
However, the relatively free-roaming nature and successful blending of a combat-heavy RPG and traditional hack 'n' slash more than makes up for this. There's loads to do, and the story does manage to be interesting without being overblown and tedious.
If you've always been strangely curious of role-playing games, but could never quite bring yourself to enter their weird and wonderful world, you should open this Gate and forge a new Alliance.

BARBARIAN
A solid, playable arcade beat 'em up with some nice ideas
Beat 'em up - Issue 7 (September 2002) - 7.4/10

(TS00202E)
Barbarian.txt
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Any mention of Barbarian - the original version, which came out on the old 8-bit computers in the 80s - is enough to produce a significant pang of nostalgia in many old-fart gamers, ourselves included.
The game is as fondly remembered for its gameplay as it is for its cover, which featured Wolf from Gladiators and the scantily clad Page 3 model Maria Whittaker. The decapitation move, ended by a dwarf kicking the severed head, deserves a place in the gaming hall of fame.
Barbarian on Xbox doesn't have too much in common with its ancestor; it has far more in common with the two recent Power Stone games on Dreamcast - not a bad place to take inspiration from, in our opinion. There's even a spot of Dead Or Alive 3 (Issue 01, 8.5) thrown in, too. For a muscular peasant, the eponymous barbarian Dagan has chosen his influences well, and the result is a frantic beat-'em-up that's surprisingly deep and enjoyable.
The action takes place in picturesque environments such as ice floes, castles and ancient ruins, with several hidden areas to find in each one. For instance, knocking an opponent over the edge of the castle turret triggers a change of scene with the fight continuing on the ground below. Guiding fights through several different scenarios is as fun here as in DOA3.
It's the fighting action itself that echoes Power Stone. Each level is chock full of items like barrels, poles and swordfish that can be picked up and used against foes. You can also swing from overhead gantries, giving enemies below a proper shoeing.
The interactivity of the various environments gives the game a splendid bar brawl feel. There's something very satisfying about clonking people around the head with a freshly uprooted tree.
When you're not using objects, the purer combat is pretty good. Each fighter has eight combos, and once each one is learnt, a smidgen of strategy emerges from the chaos.
Because each combo has a certain effect on the opposition (or you), using the right one in the right situation can make a real difference to the outcome of a fight, especially during busier bouts. All of this means that there's more depth to Barbarian than is apparent during first plays.
You'd think that interactive arenas and a simple-but-clever combo system would be enough, but there's also a magic system. Successfully executing combos, throws, counters or just smacking someone with an object results in magic runes being awarded. These trinkets fill up a magic meter, and when it's full enough to be activated, tasty things happen like characters' attacks powering up for a limited time or them becoming impervious to pain. You can also use magic to fire blasts of energy.
There are still more good ideas. Every character has a story-framed Quest mode, which sees him or her travelling the world of Barbarian, facing off against other characters before meeting their ultimate foe. But it's not just a series of identical, one-on-one, bread and butter scraps.
Some bouts include multiple opponents, making fights even more frantic as the player tries to deal with two or three attackers at once. In others, your opponent might have a regenerating energy bar, or your character might be poisoned. Tweaking the format like this lends variety to the fights, and with each character's story branching in places, this is a game with genuine replay value.
Another welcome addition during the Quest mode is a simple RPG-style power-up system. As you progress, points are awarded that can be used to improve your skills - making your block more effective, for example, or making your magic meter fill quicker. Even better, you can use them to buy entirely new skills, like a double jump.
Sadly though, there are a few niggles that prevent Barbarian from being a truly royal rumble. As a whole, the game feels just a little bit untidy.
The block function isn't as sturdy or immediate as it needs to be: it's all too easy to take a pummelling when you feel you should have blocked the onslaught.
The game can also be very tough, especially when facing multiple enemies. Even with a decent combo knowledge, surviving several armed nutters attacking you in a corner can be extremely hard.
Thrown objects and magic attacks are also unfairly difficult to avoid at times. All of these mean it can often take lots of attempts to beat opponents towards the end of the Quest mode.
This toughness wouldn't be so much of an irritant if you could dive straight in and have another go after dying. But for some reason, the game demands that you sit and watch while the Quest screen loads again, before then reloading the level you were just playing. It's totally unnecessary.
The only other problem is that the game is a bit confusing when there are more than three fighters giving it some on the screen. The frantic nature of the game does mean that the action can feel a bit random and slapdash when the play area gets crowded. A good knowledge of the different combos and their effects does minimise this, however. It pays to learn.
But there are plenty of things to like about Barbarian, a game that adds some great ideas of its own to the appealing Power Stone template. It's not a precise, intricate fighter like Dead Or Alive 3, but then it doesn't want to be.
If a chaotic, no-holds-barred multiplayer brawl sounds like fun to you, then you'll find yourself having plenty of it with this.

BARBIE HORSE ADVENTURES: WILD HORSE RESCUE
Not too difficult. Pretty graphics. If you like the plastic princess you'll eat this up like sugar lumps
Adventure - Issue 27 (March 2004) - 6.7/10

(VU04202E)
Barbies.txt
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Before you turn the page in horror, consider two important facts. First, if you're not a girl under 12, Barbie Horse Adventures isn't for you. Secondly, if you are, this is a really decent attempt at a riding game.
What starts out as a holiday for Christie, Teresa and Barbie (who, for a change, aren't sold separately), turns into a rescue mission after a giant storm. The foals have fled from Silver Valley Stables and our anorexic heroine must travel through nine levels to rescue them. Some foals are trapped by simple puzzles, solved by finding a quest item, while others are just moping around in fields.
Barbie walks grindingly slowly, probably a result of her skinny legs. Thankfully, every horse rescued becomes a friend that you can ride or lead around by the rein. The only proviso is that you care for your four-legged buddy by washing, stroking and feeding him. Fail to do so and your friendship meter will drop and you'll have to replay the current level. It's impossible to 'die', but your friendship will also deplete if you're hit by rolling logs or attacked by a wild animal.
Amazingly, this is where Barbie struts her stuff as a Sam Fisher wannabe. It's possible to throw apples to distract enemies, letting you slip stealthily by. There's nothing too challenging here. In fact, the only difficult thing is making your horse turn responsively. It's quite fiddly, especially when you want to line him up for jumping over logs.
Mini-games set against the clock are fairly challenging, and more importantly help to break up somewhat overlong bouts of exploration and collecting items. The best one involves chasing
a wild horse. You have to stay close for about ten seconds while Barbie readies the lasso. Pleasingly, all the mini games can be accessed from the start menu and played split-screen against a friend.
As mentioned, exploration makes up the meat and potatoes (or broccoli and potatoes if you're a veggie like Babs). There are 200 coins to find in every level which is a few too many unless you're determined to buy all of Barbie's outfits. It's just like real life!
You can also clothe and customise the horses, down to the finest detail. There's a lot to do just in the stable area, not to mention that each of the nine levels takes about 90 minutes to fully complete.
Aside from longevity, the standard of graphics and presentation is very good. The textures are a little rough and invisible walls become tiresome at times, but that's hardly going to bother Barbie's target audience. The fact is that anyone young enough to appreciate the plastic princess will eat this up like sugar lumps.

BATMAN BEGINS
An atmospheric and nice-looking action game with enjoyable and easy stealth sections. The first decent title in the Bat-franchise
Screenshots - Action/Stealth - Issue 45 (August 2005) - 8.2/10

(EA90501E)
Batman.txt
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There's no messing about with reasons, motivations or boring old character development at the start of Batman Begins - within seconds of starting you're kicking in heads and flying around a dirty mental asylum. It's an impressive opening, one which lets you know the most important thing about Batman Begins - it's easy to play. It's an action game you can play with only one button, it's a stealth game you never get frustrated playing and it's a driving game that's Burnout 3. More on that later.
A brief training mission comes after this bombastic opening, with Bruce Wayne flashing back a year and relocating to the Himalayas to train at the hands of his double-crossing ninja masters. And then - just like in the film - the action flashes back to modern-day Gotham City and starts letting Batman bust heads with his new-found skills.
So yes. It's quite a lot like the film, and the between-level clips of the movie ruin the plot if you haven't already seen it. What the game also does is add more stuff to pad it out. In the film, Batman just sort of appears at the docks for the drugs bust bit - but in the game you see him get there, mess about behind the scenes beating people up, play a whole mission not featured in the film at all, and then head off down into the sewers for another original bit - before it all ties in again with the movie and a few more video clips.
A lot of the fun players are going to have here is pointing at the screen and saying "Oh yes, it's that bit from the film", then seeing what new stuff has been shoehorned in. Sadly, though, this Batman game has been through the Electronic Arts homogeniser, resulting in the most disgraceful addition to the Bat-franchise since Arnie's turn in Batman & Robin - a 'Respect' meter.
Yes, as in every other EA production, Batman Begins issues troublesome-youth-friendly 'Respect' points for pulling off spectacular moves. But in fact, what it's really doing is just saying you've got some 'Respect' for completing a part of the game you'd have to complete anyway, Respect meter or not. We hate these meters and the last thing we need to see after dispatching a room full of grunts in a cool, cape-swirling Batman style is the message "Respect Increased" popping up on the screen. It cheapens the mighty Batman mythology!
The idea behind the Respect gauge is a little flimsy anyway. This and each level's Fear meter are supposed to reflect how scared the bad guys are of Batman, with panicky dudes more susceptible to Batman's attacks than calm ones. In practice, it makes little difference, with the idea behind each mission being (a) disable the blokes with the guns, then (b) beat up the unarmed others.
It's also a little odd - pull a switch to release some crates and the bad guys get so scared they all drop their guns so you can fight them. If you were one of those bad guys and were shitting yourself that some dark, mysterious monster was coming to get you, wouldn't you be holding onto your AK47 a bit tighter when the scary stuff goes down, rather than just dropping it on the floor when Batman knocks over some barrels?
Once you've disarmed the goons, the fighting action is just about acceptable. It's a poor man's Ninja Gaiden, with constant holding down of the block button - which NG-lovers will be infuriated to find switched to the Right trigger - combined with the counter attacking X button getting you through most fights unscathed.
If you are knocked down, the B button does a spinning-leg getting up attack, which also comes in handy against blocking enemies - a slower attack can be pulled off to break their guard and let you start hammering punches and kicks again until they fade from view in an unsatisfactory manner. It's not a demanding or complicated combat system. The Himalayan training section highlights this extremely well, declaring you a Master Ninja after all you've done is climb along a pipe for a bit and press X to beat three ninjas.
But that's okay, because Batman Begins is more about stealth than action. Clicking the left stick puts you in the familiar crouching pose, with any nearby enemies popping up on a little radar, so you can see which direction they're looking and if they have a gun. If they do, your next task is to sneak up behind them and press B to knock them out. If they're gun-less, you can run in and press X to knock them out in an action style.
Occasionally, you come across a room full of three enemies all carrying guns - your cue to climb a ladder and go through the other door. It's a stealth game, but it's a very, very simple one. Which, frankly, is a bit of a relief. We're tired of stealth games that make us cry by being too difficult and are happy to crown Batman Begins as the world's first 'fun' stealth game.
The way the missions work is so very simple. You know what to do, you've done it all before. Enter a new location and you soon stop bothering to check the obvious door - because videogame law says that you have to go round the corner and through another door to unlock that one. Batman Begins contains zero surprises in its tasks. Like, for God's sake, there's even a level where you run around turning steam valves! If we had a pound for every time we've had to turn a steam valve in a videogame, we'd be wearing significantly more expensive trainers.
In fact, were it not for the fact you're wearing a stupid Batsuit, you could be playing any action game released in the past five years, thanks to Batman Begins' selection of air vents to crawl through (yawn), crates to climb over (yawn, stretch) and thoroughly predictable warehouse stages to slog through (yawn, stretch, fall asleep and dream about playing Ninja Gaiden Black instead). Like most big-budget, extremely important videogames, there's very little wrong with Batman Begins. It looks quite okay, the way it plays is extremely simple and you won't ever get lost, or confused, or angry thanks to the big, obvious arrows that point where to go all the time.
Our main whinge is that it's a little too full of familiar themes. You sneak up behind people, you ram cars off the road in the obviously copied-off-Burnout 3 driving bit that even racks up the value of the cars you've wrecked, you solve puzzles and climb over crates - it's quite a shameless assault of gaming clichés.
But we still like it. It's polished. If you jump up to get a ledge, you will land on it. Nothing goes wrong, the game's kind to you. There are no awkward glitchy bits, you can rattle through it really quickly and it feels like the shiny, well-produced and inoffensive product that it needs to be.
It's good. Clichéd nonsense, but good. Think of this as a kind of slightly worse Ninja Gaiden with stealth bits, or as a user-friendly introduction to the world of stealth games, and you'll get a good few hours of fun out of Batman Begins.

BATMAN: DARK TOMORROW
An awful game that warrants neither your time nor your money
Action - Issue 17 (June 2003) - 2.0/10

(KB00104E)
BatmanDT.txt
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With the possible exception of the clientele of a few dodgy South London nightclubs, many people would argue that the 21st century is no place for a bloke dressed in a rubber suit with a silly bat mask. The same could be said for the flying dude in the blue leotard, and let's not even talk about the guy with the spider fetish. But as long as veteran superheroes are kept in the public eye through movies and such like, we're always going to see games based on them; and the first rule of games publishing is to sell the public something they're familiar with.
So the caped crusader makes his return in the latest offering: Batman: Dark Tomorrow. And after the first five minutes of playing this dire title you'll honestly wonder why he bothered. If you want a shining example of how not to create a videogame, then this comes extremely close.
For starters, the camera is more rigid than a wiseguy wearing concrete boots, staying so far removed from the action it's often impossible
to tell what the hell is going on. This is further compounded by its fixed position that often means a dramatic change in angle when running across the screen (the old running left that suddenly becomes right routine). Not that you would actually care what's going on - the graphics and animation are so unashamedly poor that a natural reaction would be to avert your sensitive eyes and shield them from the scene of the crime.
As for combat, Batman kicks like a ballerina and punches like a featherweight. The bad guys are no better, aimlessly running at our hero while firing unlimited rounds or permanently rooted to the spot in camp mode. And once you've knocked a guy to the ground with your single punch or kick attack, you then have to laboriously select the bat cuffs to further disable your foe before he gets up and gives you a good hiding for your trouble. You have to do this
every single time you fight - and in typical 'annoying game' fashion you'll have other enemies kicking seven shades of batcrap out of your inept super-hero while desperately trying to restrain your target.
Batman: Dark Tomorrow would be hilarious if it didn't come with a price tag in excess of 30 quid. And when that amount of cash is involved for a game of this poor quality, it simply isn't a laughing matter. Bruce Lee (Issue 08, 1.0) has a new neighbour in Turkeysville. Make sure you don't go paying a visit.

BATMAN: RISE OF SIN TZU
Dreary superhero spin-off. This only gets points because toddlers might like it
Beat 'em up - Issue 24 (XMas 2003) - 3.4/10

(US02802E)
BatmanRST.txt
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Superheroes, eh? Who would be one? Aside from a bizarre fashion stance that insists brightly coloured Y-fronts are worn outside of trousers, there are all those disappointing spin-off video games designed to tarnish your very good name.
Take Ubisoft's Batman: Rise of Sin Tzu, for example. This cartoon adventure is so retro in concept, you'd swear you'd been whisked back to the time when Double Dragon ruled the arcades. Bash buttons, pick up weapons, thump bad guy hordes and then scream in dismay as a stray barrel smacks your head. There aren't even any puzzles to crack. This is old-skool 3D beat 'em up mayhem from start to finish, and feels about as current as a Status Quo album.
Based on the animated Batman TV show, gamers get to don the pantomime garb of the caped crusader himself, or you can dress yourself up as fellow vigilantes Batgirl, Robin and Nightwing. Each character offers a marginally different fighting style, with Batgirl being all about speed and Batman pure jaw-shattering power. The main Story mode pits you against a variety of supernatural villains in a linear trawl through chemical plants, eerie harbours and other such thug-infested environments. Although essentially a single-player effort, the jewel in the crown is the co-operative two-player mode, which further intensifies those Double Dragon-goes-3D comparisons. It's just a shame that playing alongside a chum is more a case of spreading out the torture rather than enjoying a mercurial superhero offering.
As a guide, this game is really a cartoon version of Vivendi's appalling Dark Angel (Issue 15, 4.5) minus the stealth and basic door puzzles, but with a tad more charm. There are numerous fighting manoeuvres to master and unlock, but you can pretty much plough your way through Gotham's seedy corners by hammering the gamepad like it's your new worst enemy. The traditional end-of-level bosses (the shape-shifting Clayface being far and away the most warped and amusing) offer some refreshing variation, but their 'find the weak spot' approach is hardly groundbreaking.
It's hard to be too damning of Rise of Sin Tzu since it is clearly aimed at a very young market. The visuals, although basic, capture the essence of the TV show, and there are a fair few comic book goodies to unlock too. But unless you've only recently passed the embryonic phase (well, okay, under six then), there is absolutely no reason why indulging in this hackneyed effort would offer more pleasure than a solid bout of either The Hulk (Issue 18, 7.5) or Spider-Man: The Movie (Issue 04, 8.0). Get those two instead and dish out some real hurt.

BATMAN: VENGEANCE
Bat-lore heavy, but too easy, too samey and nothing new
Action adventure - Issue 2 (April 2002) - 4.5/10

(US00102E)
BatmanV.txt
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What is it about Batman games? Will someone please do justice to Bruce Wayne and his alter ego before they become bywords for video game pants-ness? With Batman: Vengeance, the look of The New Batman Adventures cartoon TV series is accurately recreated, but the entertainment and excitement of that excellent show is sadly absent.
Sticking to the simple lines and very stylised look of the cartoon should not mean skimping on detail. Many of the interior locations feel empty, and most of the enemies you encounter are shockingly free of features.
There's one section where you have to pilot the Batplane in pursuit of a helicopter. Not only is it the worst part of the game to play (find the one right place to fly sideways, and stay there), the plane itself is no more than a vaguely wing-shaped black blob. Yuk.
At least we're not in Robocop 3 territory here. In that film, the copper-wired copper was given the ability to fly; something so anti-Robocop that it crapped all over everything that made the character great. With Batman: Vengeance, the developer has laid classic Bat-kit at our hero's disposal, giving you a flavour of being in the black leather pants and cowl.
It's almost upsetting to realise just what's being wasted with Batman: Vengeance. One of the great characters in any medium, Batman could do anything in a game - apart from nick one at the back post or cast a freezing spell - without it seeming out of place.
All he does here is reel himself in along the Batgrapple, punch dopey enemies, flap his cape a bit and get all of two minutes in his potentially awesome vehicles. That's all we did over 20 levels for six hours.

BATTLE ENGINE AQUILA
Good shooting and strategy mix. Arcade shooter with depth
Mech shooter - Issue 11 (XMas 2002) - 8.0/10

(IG01601E)
BattleEA.txt
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Have you had the misfortune of enduring Kevin Costner's Waterworld? If so, you'll be familiar with a vision of the future that depicts the planet as one big swimming pool. This is the theme that Battle Engine Aquila takes its cue from - a first-person Mech blaster that delivers an original twist to the existing robot genre - and it's a great deal more entertaining than Costner's recent celluloid efforts.
As a result of heavy pollution, the world is in a soggy old state with just small outcrops of land remaining for those who have legs instead of fins. Two factions are going toe-to-toe in order to secure the last bits of dry real estate, and your job is to work alongside the Forseti forces to defeat the evil marauding Muspell army.
In the battle to reclaim land, the Forseti have got one big advantage going for them in the guise of a new experimental Mech from the Battle Engine range called Aquila. As far as big electrical appliances are concerned, water is traditionally a no-no, which is why Aquila is special. In addition to standard stomping around in Walker mode, it can switch to Jet mode for limited periods and thus serve up a fresh slice of death from above - as well as kick some butt on terra firma, or at least what's left of it.
So, a flying Mech. "Big deal!" we hear you all cry. Well, it's not so much the ability to take to the skies that gives this game an interesting edge, it's the environment and computer-controlled unit activity that really immerses you. The most striking feature is the scale of battles that are independently taking place before you. Large numbers of opposing forces will be using all the weapons and machinery in their arsenals to get the upper hand in combat including tanks, battleships, infantry, aircraft and artillery. You'll find yourself experiencing moments where it's all kicking off around you and if you're not careful you'll quickly be flanked by a team of enemy units. All the time you need to assess your own position and target your objective while keeping an eye out for your own troop movements.
How you engage the enemy is up to you. Go in gung-ho and stand your ground on the frontline, or use your brain and pick the fights where you can protect your men and also gain an advantage. This core gameplay element makes BEA a very enjoyable experience and often makes you feel like you're playing a role in a much bigger battle, rather than the solitude found in most Mech titles. You may well have
a shiny metal beast to play with, but this title teaches you that you're not a one-man army.
BEA has a very distinctive appearance, helped by a rich colour palette and detailed textures. Flying over the beach at sunset and watching the light reflect on the waves is as heartwarming as watching a squadron of troops fly through the air after a volley of grenades has landed on their position. The units are a bit basic in colour (red for the bad guys, blue for your own troops), but at least it makes them easily identifiable in the middle of combat.
The framerate nips along nicely in Jet mode and the dreaded slowdown that is inevitably expected with multiple squadrons moving simultaneously makes no significant impact on the enjoyment of the game. The only gripe with the landscapes is that they can appear too similar, especially when mission objectives are also centred on the attack/defend variety.
The same can be said for weapons. There is a different selection to use both on land and when airborne, and occasional augmentations increase the destructive capacity, but there still could be a little more variety. A third-person view would also have been a nice touch, so we could check out the Battle Engine strutting around in all its glory.
Although Battle Engine Aquila is fundamentally an arcade-style Mech shooter, there is a heavy strategic element that adds the required depth to make this game more than just a flight of fancy.
It's refreshing to play a well-produced title that hasn't had to rely on the bells and whistles of licences or a mountain of marketing budget in order to deliver a genuinely enjoyable and relatively sophisticated experience. A great game for those who like to hunt in packs.

BATTLEFIELD 2: MODERN COMBAT
It's our new lunchtime favourite! One of the most entertaining multiplayer shooters around. Thrilling, tactical and easy to play.
FPS - Issue 48 (November 2005) - 9.0/10

(EA09802E)
Battlefield2.txt
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One day there won't be any such thing as single-player games. Instead, there'll just be enormous, virtual worlds created from a myriad of interconnected experiences, bereft of moronic and predictable AI and packed with real people living out their fantasies in an alternate online universe.
Just imagine it. One day you may find yourself gliding at Mach 2 in a jet fighter (flight sim) over fields packed with people harvesting corn (real-time strategy) on your way to influence a ground battle (FPS) that's being played out dangerously close to a nearby school (educational software), while back in the real world your arse cheeks are caressed by your brand new Silkomatic Botty Wiper - that doubles up as a Goblin Teasmade - having just taken a dump mid flight in your state-of-the-art Gamertron PottyChair(r).
But such a pleasant fantasy is still some way off, and for now, we have the likes of Battlefield 2 - a 24-player Xbox Live shooter - that's currently as close as we're going to get to this futuristic gaming utopia. And you know what? You're going to love it.
For those of you who don't know, the Battlefield series has amassed somewhat of a reputation in recent years for producing some of the finest team-based wargames ever to grace PC screens. Battlefield 2: Modern Combat proudly picks up the banner and carries the series to the next level, with some of the most compelling, intense and downright entertaining firefights you're ever likely to have experienced.
But before we get too carried away, a little background info for those of you who may not be familiar with Battlefield 2's gaming template.
Divided into twelve beautifully realised and distinctly different battlegrounds, Battlefield 2 pits two modern armies (from a selection of the US, the EU, China or the Middle East Coalition) against each other in a scrap for territorial dominance.
Each army starts in a base full of military vehicles that can be used to race towards a collection of predefined areas on the map (flags), which must be captured and defended. However, rather than just being another predictable capture-all-the-flags-to-win shooter (although there is a traditional CTF mode available), Battlefield 2 breaks from the norm by introducing a rather intriguing variable into its bloody equation.
At the start of a level, each side is allocated a number of points, called Tickets. Whenever you or one of your team-mates cark it, you lose a Ticket. Your Tickets also automatically count down during the course of the level. The more flags you control the slower they'll diminish - the twist is that the team that runs out of Tickets first loses.
As a result, it's doesn't take long before you realise that this isn't just another lone-hero shooter - where the sole aim is to rack up as many kills in the shortest possible time - but a carefully balanced, intricately devised theatre of war in which teamwork supersedes the individual ego.
This is conflict how it should be, bloody, terrifying, tense and dominated by the most organised team, not the most adept fragger. Every time you die you're forced to momentarily sit it out, nervously watching the timer tick down in white-knuckled expectation as you wait to rejoin the fray, all the while listening to your team-mates scream for backup as a column of enemy tanks thunders towards a poorly defended position.
Strategic thinking affects every facet of the game. Every time you die, you can respawn as one of five specialised characters - Assault, Engineer, Sniper, Support or Special Ops, who all bring very different skills to the battlefield. You're encouraged to use your head rather than your heart, not choosing your favourite troop type but the one that's most likely to benefit your team. Make the wrong decision too often, and you could soon be staring defeat, rather than victory, straight in its pug-ugly face.
Teamwork is also essential when it comes to utilising the game's vast arsenal of combat vehicles (most of which are incredibly easy to drive/pilot), as these must be intelligently combined to achieve maximum impact. Every vehicle can be manned by at least two players, with many sporting several gun emplacements that, if properly harnessed, can turn a lumbering tank into a rumbling death machine, or a nippy jeep into a roaring machine-gun nest on wheels. Vehicles also need to be combined intelligently in order to get the most out of them. An attack force featuring heavy amour, foot soldiers and air support will almost always beat a column of tanks on its own.
Now, in case you're getting worried that Battlefield 2 is all about tactics, don't be, because nestling at the game's core is one the most sublime and all-consuming combat experiences currently on the market. After a somewhat confusing first half-hour, you'll soon be utterly immersed in gameplay that's more balanced than a tightrope walker.
Within an hour you'll have become a minister of death, charging through the warzone as choppers buzz overhead, their guns chattering in hostile exchanges with booming anti-aircraft fire. You'll take cover behind convoys of tanks as you bear down on an enemy flag, tracer-fire buzzing past your ears like a swarm of supersonic flies as you strain to hear your team-mate's instructions and yell back your replies. And all the while your eyes will be nervously darting to your Ticket count as salty globules of sweat sting your pupils, knowing that should this raid fail, the war could be over in a matter of minutes.
Battlefield truly is a living, pounding, heart-shuddering ride of steel and fire, a place where camaraderie and a selfless dedication to the cause combine to create a uniquely thrilling first-person shooter experience. And although it's far from perfect - some levels seem a little too large and as a result end up feeling far too empty, even with the full 24 players, helicopters are a real bitch to control, and you need to play with people who are prepared to work as a team to get the most out of the game - it's still a multiplayer experience that you simply can't afford to miss. And with the option to quickly and easily track down servers filled with people of a similar standard to yourself, there should be little or no reason to ever feel overawed.
Now, you might think that that's us pretty much done, right? Well, you'd be wrong. You see, Battlefield 2 also features an extensive - and distinctly different - single-player game, too. Okay, so it's nowhere near the standard of the multiplayer game, but it's still well worth checking out, most notably because of an ultra-cool feature called Hotswap. But more on that in just a second...
The single-player campaign sees EU and US forces battling against the mighty Chinese army after it invades Kazakhstan (go figure). However, rather than playing the campaign purely from the perspective of the capitalists, you're tasked with playing as both sides at different times of the conflict. Sadly, despite the novelty of this approach, it's hard not to feel severely distracted from the campaign's pace and flow every time you're made to change teams.
The story unfolds via news reports presented from both the EU/US and Chinese perspectives and towards the end of the campaign you're given the choice of siding with one or the other. Missions are fairly standard FPS fare - you and your AI-controlled team-mates must move to area A and kill everything in sight, then move to area B and repeat - but proceedings are spiced up by the aforementioned Hotswap feature, which allows you to teleport yourself into the body of any visible soldier in your team. This superbly innovative idea turns an otherwise by-numbers campaign mode into a thunderously manic shooting experience, and while it's all pretty easy - in terms of intelligence, the enemy AI tends to fall on the wrong side of a cabbage patch - it's fun nonetheless.
So there you have it - a brilliant multiplayer game and an entertaining single-player one wrapped up in one shiny package. Granted, it's no Halo 2 in terms of overall quality and polish, but it's still one of the most thrilling, tactical and downright entertaining shooters available on the box of X. If you don't sign up for this war we won't call you a coward, but we may just call you a fool.

BATTLESTAR GALACTICA
Any potential has been banished to the cosmos by unforgiving objectives and unfair deaths
Shoot 'em up - Issue 24 (XMas 2003) - 4.0/10

(VU01502E)
Battlestar.txt
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If something looks familiar about Battlestar Galactica that's probably because it's a re-hash of Mace Griffin's space shooter levels. Traditional dogfight and search and destroy missions are the meat and potatoes, and as a result the game lacks variety and originality.
Several enhancements have been made over Mace (Issue 19, 8.4), not least that there are three externals views of your Viper attack ship as well as a cockpit camera. Vehicle interiors are rather static, even the Cylon Raider where you'd expect flashing panels and Knightrider-style strobes.
Another new feature is the Panzer Dragoon Orta-style missile lock, allowing you to target up to four enemies at once in two-second intervals. This is well conceived and often lifesaving, especially when you're being attacked by up to 40 enemies at once. Battlestar's blitzkriegs are pleasingly frantic at first, but a fatal flaw appears when mission objectives disrupt the carnage. Critical targets like a fuel tanker or an escaping enemy aren't targeted automatically, so you often have to cycle through 20 Cylon Raiders before you find them. By this point the time limit has usually expired, forcing a painful restart. Even worse, critical targets don't show up differently on the radar. They're impossible to spot amongst a nebulous blob of red dots.
This is just one example of the game's high levels of artificial difficulty, painfully wringing more longevity out of a meagre 16 levels. Another infuriating scenario is found in the opening level. After ten minutes of nailing Cylon raiders, you're instructed to blow up a meteorite. It's only after you've completed this task that you're warned to keep out of the blast radius. Unless you were already a great distance away, it's impossible to retreat in time and you have to restart the level.
There's no subtlety here, particularly in the Cylon stealth mission. If you fail to fly in perfect formation with the Cylon Raiders you die instantly. Surely it would have been better to penalise by making the enemies attack in greater numbers? Instead, you're forced to play the tired old level right from the start. To make things worse, the mission briefings and cutscenes are so ambivalent that you often won't know what to do until you've been incinerated three or four times. Even with all this frustration, the game can still be completed in less than two days' play.
Even the licence is clumsily handled. Original actors Dirk Benedict and Richard Hatch provide voiceovers, but strangely not for Starbuck and Apollo, the characters they played in the TV series. FMV sequences are blurry and Adama bears no resemblance to Lorne Green. Battlestar Galactica was always doomed to play second fiddle to Star Wars and this does nothing to turn the tables.

BEATDOWN: FISTS OF VENGEANCE
Brainless, shallow, and great fun - dress up and kick some heads in in this daft fight game
Beat 'em up - Issue 48 (November 2005) - 7.1/10

(CC02103E)
Beatdown.txt
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First impressions aren't always right, as has been proved so brilliantly this month by Capcom's street-brawling nonsense-a-thon, Beatdown. At first we thought this steaming bowl of chop-sockey would stink to high heaven. It's got all the wrong ingredients, after all. There's the repetitive gameplay, for example, and the strange perma-night setting. There's the badly lip-synched characters and overly simple execution of even the most complicated fight moves. All the classic hallmarks of a pile of crap. BUT! It's actually quite good. In parts, it even becomes VERY good.
We won't even pretend to understand what the story is about - it's so thinly implemented and heavily smattered with gore and bone-breaking that it doesn't matter anyway. What we did grasp between the endless waves of neck-breaking and flesh-stabbing was that Beatdown is basically Pok‚mon played out with street thugs rather than bug-eyed soft toys. You stalk the streets, beating up random people - once defeated, you can then either interrogate them for info (locations of the best bars, fight clubs and that), rob them, or recruit them to join your gang. Give them a kicking, then offer them a choice. Eventually, you'll end up with about half a dozen colourful characters following you around like a multi-limbed violence machine. You can continue to recruit though, keeping goons on call for their varying abilities, and bringing them into the action when someone gets killed ('sent to the hospital').
Of course, all this fighting eventually attracts the attention of the cops, who'll shoot at you if your fight rating reaches the higher percentages. You can kill them dead with their own guns if you must, but it's usually best to scarper and find some dodgy back-street outfit willing to alter your appearance. It's GTA's respray shop, but on a much grander scale, where you can be transformed from hard-ass street-punk to hard-ass button-nosed transsexual. Cross-dress, get a bit of lipo and a new FF-cup rack, then hit the streets and smash some more faces in.
And that, in a nutshell, is Beatdown. There's the odd mission to break up the endless fighting too, and at times you'll be bombing it through town trying to stop a serial killer from murdering your mates, but we won't say any more for fear of ruining the wafer-thin plot. All you need to know is that this is like Def Jam meets Streets of Rage (with plenty of nods to Resident Evil too - the police station's more or less a copy of Resi 2's cop shop). Just roam the streets with your gang, cause as much mayhem as you like, do a few side-quests such as, oh, 'fighting' and more 'fighting' to earn cash, then spend it on togs to look hard.
Fists of Vengeance makes no pretence at being anything close to intelligent - it happily revels in its shameless idiocy, but it's fun through and through. DOA fans won't like it as there's little skill involved in the combat, and GTA enthusiasts will probably find it a bit too linear. But for pure, unapologetic, button-mashing, nose-breaking violence, not to mention some rather slinky bra-and-panty combo sets, this doesn't go far wrong. Street-fighting trannies of the world - your game has arrived!

BEYOND GOOD & EVIL
Diverse and delicious. This isn't about violence, but about story, subterfuge, and character
Adventure - Issue 26 (February 2004) - 8.9/10

(US02401E)
Beyond.txt
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By the end of Beyond Good & Evil, you probably won't go near a bacon sarnie again. That succulent, sizzling sound will no longer have you drooling and lunging for the HP. It will have you mourning. You'll know a good pig will have died for your sandwich. A good pig like Pey'J.
He's a mechanic, overweight inventor of the rocket boot, and just one of the dozens upon dozens of gorgeously realised characters and folks that inhabit Beyond Good & Evil. We're talking Star Wars: KOTOR (Issue 20, 9.5) done by the Muppets and then some.
Conjured from the mind of Rayman creator Michael Ancel, it's easy to see where his influences have touched aspects of the game. From the lush, blossoming countryside to the rounded, soft-edged machinery of planet Hyllis, every nook and cranny is kissed with the kind of aesthetic brilliance you'll see duplicated in lesser games a few years from now. The world of Hyllis is stunning. Lighting, landscape models, NPCs, physics, level design, the lack of draw distance or fogging, and the sheer visual indulgence ladled out by the design team have clearly paid dividends. It begs you to play it. But that's just the glitzy surface, for under the sheen and beauty of Hyllis and its programming loveliness runs a far darker current. The story is where the real pizzazz can be found. If you think a lot of attention has been paid to the icing, wait until you get a bite of the cake.
Pey'J's niece, Jade, is a photo journalist, part-time lighthouse keeper, and your playable character. You scratch a living taking photos of wildlife for the science institute. The game will encourage you to take pictures of creatures for extra cash - some will happily pose for you; others you'll have to entice out or sneak up on. This hobby draws you to an underground resistance movement who believe that the war raging on Hyllis is manufactured, a game played out to keep civilians subservient, and the rich in power. The movement send you on missions to take photos of the illegal shenanigans the corporations indulge in, from which they can build support for an uprising. And all this without a grenade or gun in sight. It's so refreshing you could guzzle it down until you burst like a water bomb.
Many of the areas you need to infiltrate require thoughtful planning, teamwork with Pey'J, clobbering corporate types with your kendo staff, and keeping your peepers peeled for financially rewarding beasties. The camera is your main weapon, and it's exceptionally simple to use. A few clicks on the joypad and you'll have potentially captured enough info to bring the corrupt to their knees and have earned enough money to buy a better zoom lens - it's is a godsend. The zoom compensates for close-proximity encounters, which are the only noticeable flaw in the game. The game camera is either too erratic or never moves at all, especially close to walls and objects. At times this leaves you guessing where exactly it is you're heading and sometimes sees you stumble into guards. Thankfully the combat more than offsets the problem, although the less-than-dazzling enemy AI might be lending a hand too. Pey'J can also be summoned to your aid by ordering him to perform simple commands. He'll stun the bad guys or trip a switch while you finish them off or run.
Regardless of the tiny combat problems, this is a small aspect to a diverse and delicious game, the heart of which isn't about violence, but about story, subterfuge, script and character. It's about breaking and entering for the good of all, it's about bartering with Rastafarian rhinos or Chinese restaurant-owning walruses over the price of power boosters or smuggled pearls. It's about being on the frontline in the face of danger and unpicking a global threat from within rather than blowing it up from outside. It's crafty, it's clever, it's populated by disgruntled resistance sympathisers who happen to be cows, and you'll never want it to end. A thing of beastly beauty you must not miss.

BICYCLE CASINO
Craps, slots, roulette, blackjack, poker... they're all here, but what's the point without cash? It's not even presented that well
Screenshots - Gambling - Issue 42 (May 2005) - 3.6/10

(AV06401W)
BiCasino.txt
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Don't bother looking for them - there aren't any real bicycles in Bicycle Casino. The title actually refers to the Bicycle brand of betting chip, so if you're expecting Tour de France thrills, look away now. In fact, look away if you're after any kind of thrills, because it's not often you'll see such an inconsequential collection of casino-style gambling games as this. Craps, slots, roulette, blackjack, poker... they're all here, including the option to play most of them online - but without the attraction of real money to win and lose, what's the point? It's not even presented that well. You'll find better versions of most of these games on every casino website on the Internet. If you're desperate, you could perhaps justify Bicycle Casino's existence as a way of improving your poker skills on Live, but wouldn't you rather be winning your friends' money face to face than dealing fake cards on a TV screen?

BIG MUTHA TRUCKERS
Original idea, but let down by poor handling and execution
Driving - Issue 11 (XMas 2002) - 6.6/10

(EM00203E)
BigMutha.txt
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Truck-driving games have never really been presented properly. Titles have been few and far between, and the likes of 18 Wheeler failed to deliver any feeling of the wide-open road. It was just an excuse for some novel vehicle physics, a few lorry driver references and a different incentive to get through another series of checkpoints in a stupidly short time.
Big Mutha Truckers begins with you choosing between four characters, each of which stands to inherit Momma's truck company, should he or she be the person to make the most money in 60 days. To make your moola you've got to shift lots of loads, but what commodities you buy and where you decide to sell them is pretty much down to you.
The map is populated by various towns, with each settlement having a trading post, bar, garage and store. You can attempt to go to any town you choose, but in this game profit is king and ultimately your destination will be dependent on where you can get the best price for your goods.
The trips from town to town are fraught with hazards. You have both limited fuel and damage tolerance, and each has to be managed carefully or you'll be grinding to a halt. There are also the cops to worry about, as well as fiercely annoying biker gangs that will climb aboard your wagon and steal the load. And if that's not enough, you also have some of the world's worst drivers clogging up your path.
There are certainly a lot of cute ideas in BMT. But the problem is that it falls between the poles of a driving title and a trading simulation without really excelling in either. Trucks are big cumbersome monsters but they should still be fun to drive, and here it's all too easy to jack-knife your rig or just crawl along without any feeling of speed and, ultimately, fulfilment. Control is sluggish in the extreme and after a while you end up wishing you weren't stuck in
a big old rig, which kind of defeats the purpose. The trading is a clever touch and because cash is so important it adds a heavy element of strategy. But once you learn that bartenders give tips on where to sell the goods, even this becomes a little routine.
This is a game that has dared to be different. And although it's not been entirely successful, it still gets a nod of respect from those of us who crave innovation rather than imitation.

BIG MUTHA TRUCKERS 2: TRUCK ME HARDER
A notable improvement on the first game, and more realistically priced. It'll keep you trucking for a few hours or so
Screenshots - Driving - Issue 46 (September 2005) - 7.0/10

(EM02303E)
BMT2.txt
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We weren't exactly full of praise for Empire's reduxed version of Mashed: Fully Loaded (Issue 41, 6.0), and at first glance this sequel to 2004'trucking title doesn't differ much from the original. Big Mutha is holed up in the clink awaiting trial, and her backwater offspring must raise enough cash to pay off each juror. Visit a trading post, buy some goods, get them to your destination in a given time limit, sell them at a profit, rinse and repeat. Much the same, but there are a few improvements.
A new intuitive map is a godsend, allowing you to actually reach your next destination in time. Just how much time depends on you too, as you can choose between being trucked gently, trucked, or literally trucked harder (titter). Greater difficulty gives you an increased multiplier bonus; make it to the next conurbation in time and the cash comes rolling in. The game does introduce a pleasing amount of depth with regards to the amount of items you can buy, dependent on the type of truck you have (obviously transporting milk and human organs requires a refrigerated truck), and a definite sim element as players must sell their items for the highest profit. Hit Y and you'll be able to instantly see which town will be the most profitable to shift your wares in, as opposed to before where you had to go back and speak to the relevant barman.
Along the way you can increase your potential bonus in all manner of crazy ways, and here's where the game again benefits from being more than a bit left of field. By avoiding the tractor beam of a passing UFO, shaking off hijacking biker gangs, picking up travelling hobos, and slotting your rig into the tight parking space at each trading post will all ramp up your potential bonus. The most productive and most fun way, however, is to build up your Crash bonus. Not quite on the scale of Burnout 3: Takedown (issue 34, 9.4), but still a fun way to pass the rapidly depleting time. Intuitive controls make it simple to move the rear of your truck with the R thumbstick while steering with your left to take out traffic and buildings.
That said, the handling still feels sluggish and unsure, although the trucks can sustain much more damage this time, and even when trashed will still make it to you destination, albeit in a more erratic fashion. Thankfully fuel is no longer a constraint so you're free to roam from one destination to another at will, although your nitrous needs to be replenished by taking out passing fuel trucks.
There's plenty of depth here, but at the end of the day, races become a repetitive flatbed of short, sweet dashes from A to B. And that's what stops BMT2 from being a really good game. We'd have liked to have seen maybe more trucks to choose from, or even greater mission variation. As it stands, it's fun for the initial few hours, but can't keep on trucking much longer after that.

BIONICLE
Horrible graphics, frustrating combat and repetitive gameplay
Platformer - Issue 23 (December 2003) - 3.1/10

(EA05701E)
Bionicle.txt
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Ask any ten-year-old boy about Bionicle and they'll wax lyrical about the Lego phenomenon that's been around for a few years. To complement the range of toys, a series of comic books, trading cards and a complete backstory have been developed, and this title is the first venture into the video game world. So it's a pity that from the instant the game started up, things were not looking good...
The convoluted story goes along the usual lines of good versus evil. The island of Mata Nui is under threat from the evil spirit Makuta until the arrival of six mysterious Toa - elementals drawing their power from fire, water, ice etc - who must seek out the Kanohi masks of power to accomplish their destiny (almost finished now). The insect-like Bohrok swarms have now awakened, bringing total chaos and destruction everywhere they go, and once again it's up to the Toa to save the day. Phew.
We've been reliably informed the toys are both imaginatively and intricately designed, and there is a genuine feel of quality to their construction. Unfortunately for fans of the toys, this game is the complete opposite.
The first thing that strikes you is the graphics, or rather the lack of them. Blocky characters with a lower polygon count than Tetris and bright, garish colours are not exactly the best advert for Xbox graphics. The animation is poor and clunky, and the enemies look like something from an '80s arcade machine. The gameplay centres round a lethargic 3D platformer, with the customary diet of jumping, collecting and shooting.
By amassing certain tallies of moonstones, you're able to unlock bonus features such as concept art, movie trailers and new toy previews, if that sort of thing floats your boat. The combat system is based on the novel idea of harnessing the power of your enemy's blows, then converting said energy into your own attacks. This could have worked quite well, but it's not well executed. When facing multiple enemies, the screen becomes a confusing mishmash of shields and energy bolts. Bionicle doesn't give you a clue as to what's going on, leaving you non-plussed and frustrated.
The occasional change in tack, such as the Ice Toa's snowboarding level, do provide a bit of welcome relief, but completely random camera angles ruin the fun. It's a shame, because as a powerhouse licence, the addition of some half-decent graphics and better gameplay could have made this a pretty good title. Give me small plastic men with clip-on hair to play with any day.

BLACK
Short, sharp, spectacular blasting action - but has Criterion actually reinvented the FPS?
FPS - Issue 53 (March 2006) - 8.4/10

(EA13101E)
black.txt
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There should be a label somewhere on the box that reads "concentrated gaming, add water before playing", for that is precisely what Black is - a first-person shooter condensed from what would ordinarily be several days of play into several ear-splitting hours. Criterion's certainly done what it set out to do - put the bang back into a genre at risk of becoming a mite stale. It has stripped away the flim-flam of HUDs, tactics, gadgets and different vision modes, returning to a simpler, more honest time when guns did the talking. But it's come at a price, too. Pure, crunching, fantastic action this may well be, but a lot has been sacrificed along the way.
Black is essentially one dazzling set-piece after another, strung together with the loosest of stories told via flashback. Traitors, sleeper cells, Eastern Bloc paranoia and macho military mumbo-jumbo punctuate the action, trying to give some kind of coherence to the onslaught of violence. You'll not want to take too much of it in, of course - the hunt-for-a-traitor-within-your-midst storyline is something of a disappointment. The ending is far too abrupt and unsatisfying too, but we'll get to that later.
First up, the killing! Criterion's promise to take shooters back to their roots has seen ladles of attention lavished upon the mechanics of holding and firing a gun (and all the destruction that follows once you pull the trigger of course). Black has the finest collection of weapons we've seen in an FPS. Everything feels properly weighted, with just the right dose of recoil, and accuracy. The detail of each gun is astounding too (apparently, each one has more polygons than a Burnout car). Ammo belts protruding from guns swing as you move, or tiny belt clips on sub-machine guns rattle lightly in their casing. After boasting that Black is supposed to be 'all about the guns' Criterion had to go to town, but we've a feeling the developer's been a little too zealous about getting the weapons 'just so'.
See, the thing is, the guns in Black, as good as they are, should be secondary to what you actually do with them. The big problem is though, every time you reload (which is, unsurprisingly, very often), everything in the foreground goes out of focus while you're forced to watch the reload sequence. It takes little more than a second or two, but it is horribly off-putting. In the heat of a battle, if you're caught in the open and made to reload it's as though your glasses have fallen off. Why Criterion thought we'd want to endure these eye-aching moments of seeing the screen blur in and out of focus is anyone's guess, but it looks like a poorly made last-minute decision. You'll notice the demo has none of it. We just reckon someone thought the gun models were so impressive we wouldn't mind having to watch the painstakingly detailed reload sequence every 30 seconds or so. It's a bad idea, and you can't turn it off either. You should be watching what they do, not watching the weapons themselves.
As an exercise in destroying the environment, though, Black will not be seconded in the current generation of games, nor many of the next-gen either. Just about everything you see you can obliterate, and it quickly becomes apparent that this is precisely what Black is all about. It's an excuse to shoot and blow things up in the most glorified way possible. Trucks laden with oil barrels, parked cars, heating ducts, pillboxes, walls, windows and walkways can all be grenaded or shot to merry hell. None of it is actually physics-based (although being so over the top, how could it be?), but as far as scripted explosions go, this is more fun (and more ridiculous) than The A-Team. Waiting for bad guys to take shelter behind a truck before lobbing a grenade after them is great fun - but chucking one through a window is gobsmacking; a second or two of silence followed by a muted 'whooomph', as the entire front side of the building bursts outwards. It's relentless, fast-paced and undeniably good fun, pretty much as Criterion promised it would be, sure. But just as the game starts to crank things up a gear, when you're fighting tooth-and-nail to stay alive against a volley of RPG fire and armoured soldiers, Black abruptly just ends. And if you thought the Halo 2 finale was a cop-out, wait until you play this. It's a deflating sucker-punch of an ending alright.
We checked the stats screen to see just how much we had missed of Black. It informed us that, in fighting from one end to the other, we'd only actually completed 33 per cent of the game. The remaining 67 per cent comes in the form of the 'replay value' - which consists of unlocking the abundance of hidden weapons and finding all the secret documents littered about. Because Black lacks any kind of multiplayer mode, it would seem Criterion has secreted away that 67 per cent of fiendishly hard-to-reach content to keep the completists happy. But what if you're not that bothered with collecting documents or extra weapons, but more interested in blasting the hell out of enemies? It's a terrible let-down, that's what.
Granted, that hidden content is going to take forever to discover, and the replay value is assured because the game is so much fun. We can't imagine how anyone would be able to finish the last level on the granite-hard 'Black Ops' mode either, but surely a massive two-thirds of the game shouldn't be about replaying a mere third's-worth of actual content? It makes us want to take our anger out by firing loads of bullets from a huge gun at something.
Dispatching the numerous goons in Black is a real laugh too. They fall through glass roofs, tumble over banisters with a wail, or fly through the air, limbs a-go-go. They walk a set patrol pattern so you can be pretty much certain where they'll be on subsequent play-throughs, but we did notice a few flanking us if we gave them the chance. That's about as smart as they get though. They look good, but as with so much else in Black, they're mostly target practice. In Normal mode, only a significant number will hinder your progress - otherwise it's head and body shots for goons, twice for goons in armour. Follow that pattern and you're laughing.
The further we progressed, and the more intensely lunatic Black got, the more we were beguiled by it. The lighting effects alone are stunning, while it's worth putting a few quid on the sound picking up an Interactive BAFTA this year. From the muted spitting of suppressed SMGs, to the crashing, screaming blasts of buildings falling down, it beats Halo with a barbed stick. Yet the further you progress, the more evident it becomes that what you see is just what you get. It makes no pretence at having a proper story, the bad guys are anonymous, faceless sitting ducks, and once it reaches a certain level of armageddon it digs its heels in and stays there. Only with a little hindsight, away from the buzz of the game, is it apparent just how one-dimensional Black really is. Criterion would argue this is precisely what it had in mind, but the shift from the stale FPS genre is one notch too far, resulting in Black coming off as little more than an incredible exercise at shooting guns.
We don't mean to whinge and moan, for Black is still an exemplary piece of gaming. Half-Life 2 and Halo 2 are put to shame by the dazzling array of destruction on show, and the work of the programmers to construct environments so completely destructible is an achievement that screams quality. The sound, physics, level design and volume of weapons is astounding, yet these demonstrations of Criterion's technical ability are deflated by the agonising shortness, and the over-riding feeling that Black is really just a demo of the game it could, and should, have been.
We're not sure whether Black could have been any longer, or supported multiplayer even if Criterion had wanted it to. The love, time, and energy spent on it is all there, in every cloud of dust and tumbling body. But, grudgingly, we'd have to admit we could have done without quite so much. A little less bang for our buck, and just another five minutes of original gameplay would have gone down a treat. But that's not what Criterion wanted from its first foray into the shooting genre. It wanted to prove shooters could be fun again, and in the short example Black offers, it has proven just that. Here's hoping the developer now takes this painfully short, yet spectacularly sweet game, and turns it into the giant-killing franchise it was born to be. Until then, sample it, savour it, but brace yourself for when the rug is pulled from under your feet and you're sent crashing back into reality after what only seems like five minutes in the most crazy, fantastical shooter you'll ever experience.

BLACKSTONE: MAGIC AND STEEL
A straightforward action RPG, but there are better ones on Xbox
RPG - Issue 11 (XMas 2002) - 7.0/10

(XI00401L)
Blackstone.txt
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"Let me be your fantasy... let me be your fantasy..." Well, not me in person, you understand. No, those are the words that Blackstone: Magic and Steel might utter if it were able to speak - for it's another one of those games set in a fantasy world of orcs, warlocks, spells and the neverending battle between the forces of good and evil.
This time, the land has fallen to an evil that's managed to get hold of the ancient Blackstone. Your role? Stop the evil! Stop it by killing all that moves and reclaiming the Blackstone pieces.
As you can probably see from the above screenshots, the gameplay takes its cue from the likes of Gauntlet Dark Legacy (Issue 04, 3.8) - although it's better than that - and Baldur's Gate: Dark Alliance (Issue 08, 8.5). But it's not as good as that. Choose a character from five different classes (warrior, archer, warlock, pirate or thief), then hack and spell your way through hundreds of nasty creatures. In a nod to Gauntlet, many of the denizens pour out of destructible generators - destroying these while simultaneously coping with the evil hordes makes for plenty of hectic action.
And do you know what? It's actually rather entertaining action as well. It's easy to get lost in this for a while, hacking away and discovering cool new spells, and even dinosaurs you can sit on for extra destructive potential. Sure to bring a tear of nostalgia to the eye of a Golden Axe fan, that. And gradually building up your character is most satisfying.
Yet it's not the finest example of the action RPG genre. Slaying monster after monster after monster is extremely repetitive, so the action needs to be very slick for the game to be entertaining. Sadly, it isn't. The most grating thing about it is a slight pause that follows each attack, leaving you vulnerable to retribution if you miss. It's not terrible, but it does prevent the game from reaching the most rarefied heights of gaming fun.
Still, it's a pleasant game, and fighting your way through the levels is hectic, intense stuff - especially if you happen to have three friends available for a spot of four-player action. But if you want relentless combat, Dynasty Warriors 3 (Issue 10, 7.8) does it better; and if you want an action RPG, Baldur's Gate: Dark Alliance provides a slicker, more enjoyable experience for the cash.

BLADE II
Violent, repetitive and enjoyable in bursts. Lots of vamps to kill
Action - Issue 9 (November 2002) - 7.2/10

(AV00501E)
Blade2.txt
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You've probably heard umpteen times how licensed games tend to be rubbish, resting on their reputation to shift units. But with quality games like Rocky (Issue 09, 9.0) and Buffy (Issue 06, 8.3) in the wings things, it would seem, are changing.
Obviously, Blade II is a bloody beat-'em-up, in which Blade blasts, slices and tenderises his way through droves of vampires in a plot inspired by, not based upon, his second movie.
The Right thumbstick is used for hand-to-hand melee combat. Push it in the direction where you want your leg or fist to go, and tap out a rhythm on the stick to produce a series of combos. It only allows you to fight in the four main compass directions, but it's way better than the system used in Bruce Lee (issue 08, 1.0). It does feel a little stuttered, though, and as it stands, makes the action quite repetitive.
If more than a handful of enemies crowd around you, you can crack out the big guns, or resort to Blade's Rage mode that sees him whipping out his sword and going postal for a few seconds. These sessions of button-bashing butchery are the most satisfying parts of the game, much more enjoyable than melee combat.
It's not fair to expect anything more than mindless limb-lopping and gunplay, since Blade is famed for his flashy bloodletting methods rather than a selection of nifty gadgets. However, what combat there is needs to be more fluid and slick than it is here. Other than that, and average visuals, there's not much to criticise.
Blade II is surprisingly good for a scrolling beat-'em-up, and for a game built on a movie licence, but it'll grind you down with tedium after an hour or so of play. It all depends on just how enjoyable you find laying waste to roomfuls of neck-slurping vamps.
Buffy is still the better slayer, but she never gets her dainty fists as bloody or as busy as Blade does.

BLAZING ANGELS: SQUADRONS OF WWII
Relive the spiffing dogfights of WWII in this blistering flight sim
Shooter - Issue 55 (May 2006) - 7.2/10

(US08702W)
blazingangels.txt
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Unlike most flight sims, Blazing Angels actually looks exciting. You've got fighter planes all around you blasting bullets and missiles everywhere, bursting into flames as they're hit and leaving trails of black smoke as they plummet towards the earth. You don't get that sort of thrilling action in your average plane game - everything's been stripped down to the basics, and it's a lot better for it.
The lush visual detail, where you fly through gorgeous scenery battling huge swarms of enemies, and the rich comic book-style World War II mood, suck you in from the moment you fly out on your first mission. It's all kicking off at ground level too, with tanks, soldiers and anti-aircraft units going for it below amid the massive explosions. Blazing Angels parks itself firmly and unashamedly in the space marked 'action'.
As a result, it's dead easy to play, thanks largely to a cool target-tracking camera system that lets you point the camera directly at your target by simply holding the Left trigger. As well as making buildings or ground units a cinch to find, this camera system also makes dogfights far more enjoyable. If you've ever played a proper flight sim, you'll know how infuriating it is to lose sight of the enemy plane - you spend ages doing circles in search of them, only to get a brief glimpse as they whoosh past your nose-cone and disappear behind you again. In Blazing Angels, you just yank L and you've got them in your sights instantly - your only concern is getting your plane behind them for the shot. And with all steering and altitude control done with the Left stick, manoeuvring your plane couldn't be easier.
The 38 playable aircraft range from nimble fighters to more menacing heavy bombers, but enemy planes aren't your only targets. You can fire missiles at ground units like tanks, drop devastating bombs to destroy bigger land targets like bridges, or even launch torpedoes into the sea to take out huge battleships. One level even sends you out on a reconnaissance mission, armed with nothing but an onboard camera, to take pictures of hidden Nazi base camps.
You've got varied missions, solid controls, and stunning graphics - so why hasn't this game won an Elite badge? There are two main reasons. The first is the lack of speed. Even modern flight sims, where you're flying supersonic jets, can feel slow because of your high altitude - but these 1940s propeller planes fly at a snail's pace. In an effort to create a sense of speed the game blurs the outside of the screen and your pad vibrates when your going flat out. But it doesn't feel fast, more like a clapped-out Fiesta rattling along as it struggles to reach 70mph.
The second problem is repetition. When you're attacking a group of ground units you pass over them while shooting, then turn round and take another pass, repeating the process until they're all dead. After 15 minutes you'll get pretty sick of making repeated passes over the same ground targets. Killing wave after wave of enemy planes in the numerous dogfights is equally monotonous. Although levels like the recon one (see above) add a little variety, dogfights and bombing make up the game's majority, and they get tiresome very quickly.
You probably won't bother with the separate Ace Duel mode either, which puts you in dull one-on-one battles against the computer. And after all that, would you really want to do even more dogfighting in multiplayer mode? The lack of speed prevents this from having the kind of thrills you'd hope for. You can also play some single-player missions in co-op - but you have to unlock them first, and you probably won't want to play them again after you've finished the solo campaign.
Blazing Angels isn't a bad game. The fantastic visual detail and easy controls make it immersive and challenging, and if you're into flight sims or WWII games will really enjoy it's sinister atmosphere, powerful score and deeply satisfying explosions when the bullets hit home. But everyone else will quickly grow tired of the repetitive missions, and once the game's finished there's very little replay value.

BLINX 2: MASTERS OF TIME & SPACE
Cool, colourful platforming that's not quite as clever as it thinks it is. Fun, but not the cat's whiskers
Platformer - Issue 37 (XMas 2004) - 8.0/10

(MS10101W)
Blinx2.txt
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Cats are far too clever. One day they will take over the world and reduce us humans to litter tray-shovelling, hairball-extracting slaves. Look at the evidence: cats go round to that mental old lady's house and act all cute and fluffy so they can get a saucer of milk. They identify the person in the neighbourhood who takes the most pride in their garden and then crimp off big jobbies all over it. They can fall off tall buildings and land on their feet. And they control time.
Or at least Blinx does. He's a cat and a Time Sweeper, a janitor of tick-tock who goes around sucking up wasted time with a vacuum. He's also a bit nifty at manipulating the clock by collecting Time Crystals and using them to Fast-Forward, Slow-Mo, Record, Rewind or Pause the progress of time - which should allow for some killer teabreaks.
You may remember Blinx's first outing a couple of years ago (Issue 09, 9.3), which was an outstanding effort at giving Xbox both a solid platform game and a lovable mascot. Well, time's moved on and Blinx is back.
Sort of. In Blinx 2 you actually design your own Time Sweeper with the brilliant create-a-character mode. You can adjust fur colour, body size, tail length, ass-licking ability - it's all here, apart from that one about the ass.
Once you've done that, it's on with the Story mode in single-player or two-player co-op. You can also kick up to three mates in the catflaps with the fun split-screen Battle mode, but to unlock the best items you'll have to play the Story mode.
The presence of a storyline will come as quite a shock to fans of the original, but don't get too excited. The cutscenes are a little... strange. Remember those weird foreign cartoons dubbed into English that still made no sense? Blinx 2 is like that. Basically the porky Tom Tom Gang has gone and broken a big Time Crystal, and you have to find the bits.
Like the first game Blinx 2 is viewed from a third-person viewpoint, and the controls are pretty similar too. The Left stick controls your movement, the A button jumps (and double jumps), and pressing the Right trigger sucks up debris with your vacuum and shoots it back out at enemies. Kill one and he'll dump some Time Crystals you can use to manipulate time. But while things seem superficially similar, Blinx 2's packing a number of improvements over the original.
First off, the shocking camera in the original has been tuned up. Using the Right stick you can sweep around your cat in total freedom, allowing you to judge jumps and avoid obstacles with ease. Then there's the improved combat system. While the original relied on some ropey auto-aim, Blinx 2 busts out a lock-on system. You're no pussy - pull the Left trigger to target a bad guy, then pull the Left trigger to dispatch him.
Unfortunately, these thoughtful changes haven't been applied to the level design. Each environment is self-contained, which leads to horrifically frustrating moments when you fall off a high platform and you end up back at the start of the level. There's no excuse for this kind of annoying design, and it's compounded by badly placed checkpoints and the fact you can't save your game mid-mission. Boo!
At least the Time Controls are cool, right? Well, not really. It still feels ace watching a demolished bridge moonwalk back to its former glory with sweet 'tick-tock' sound effects, but at the end of the day you've got the same five Controls being used in the same tired ways. Arrows shooting across your path? Hit Pause and batter them away. Need to press two switches at once? Use a Record to make a copy of yourself standing on one, then hop onto the other. New 'Reactives' mix things up a bit, but for the most part Blinx 2's Time Controls are stuck in the past.
But there's one more feature we haven't mentioned. Finish the first Time Sweeper mission and suddenly you're a Frazzle-scented member of the Tom Tom Gang. This opens up a whole new game style: think Splinter Cell for kids. We're talking diet stealth, with you sneaking past patrolling cats and nicking off with pieces of the Time Crystal.
The main problem with this is that playing as a Tom Tom is nowhere near as much fun as the Time Sweeper missions. You can't even use Time Controls, which are replaced by gadgets that suck enemies into other dimensions or make you invisible. There's very little sense of tension, and sneaking around seems daft compared to the effectiveness of just rushing in and shooting cats in the face.
Nevertheless, there are moments in Blinx 2 when slipping past a tough patrol gives you a sneaky rush, or busting out a Time Control at the right moment makes you feel particularly cool. Blinx 2 is on par with the original, but the fact is that there are better alternatives out there that don't muddy the platform fun with complicated game mechanics and dull level design - check out Prince of Persia: Warrior Within. Thing is, cats are far too clever - and we reckon Blinx might be too clever for his own good. What it does offer is an absorbing romp with a twist, but this moggy's not going to conquer the platform world.

BLINX THE TIME SWEEPER
Takes platform gaming into uncharted territory. Essential
Platformer - Issue 9 (November 2002) - 9.3/10

(MS01903E)
Blinx.txt
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Getting this review done on time was a problem, because temporal decisions became a little muddled spending many brilliant days playing Blinx: The Time Sweeper.
The plan was to freeze time, like Blinx the cat does in his game, and get this world exclusive review done without the deadline getting nearer. Add to that the recording of Ben making a nice cup of coffee, and then playing that back every couple of hours when a thirst came on. But our time-controlling antics never got off the ground, unlike those of Blinx.
Let's pause for a moment, and rewind back to early summer, when Blinx was revealed for the very first time in this magazine. Back then, we recognised its potential to be something different and very special; the game sounded like the kind of thing we were promised would come to Xbox, with the unique presence of a hard disk allowing for some completely original gameplay.
We crossed our fingers and hoped developer Artoon would deliver. It has.
A look at the gorgeous screenshots on the following four pages might lead you to believe this is a pretty, hyper-kinetic platformer with a neat time-warping feature.
That, o lucky person about to read about the Xbox game bettered only by Halo, would be something of an understatement, because Blinx is your next essential Xbox purchase.
Blinx isn't a Mario clone, or exploration heavy like Jak and Daxter. Instead, every stage of the game (except for boss stages) contains a certain number of different monsters that need offing. To kill an enemy, you as Blinx fire objects at them from the time sweeper, a vacuum cleaner type device that must be topped up with ammo. Pretty much all of the moveable objects Blinx comes across can be sucked up and used to destroy enemies. Once they're dead, the goal gate opens at the end of the stage, so that the chirpy feline can finish the level.
To aid progress, Blinx uses Time Controls, functions that fast-forward time (and Blinx), or rewind, pause or slow down the game around the grinning tomcat. You can even record one set of actions and then play them back as you carry out a different set of actions in tandem. Effectively, these recorded moments mean that you play co-operatively with yourself, and they're brilliant.
You must pick up combinations of the Time Crystals dotted around each level to get Time Control functions. Blinx can hold up to four crystals at once - if there are three of the same crystal among those four, then he gets one corresponding Time Control, and if all four are the same he gets two.
So to maximise the time-fiddling fun, you must incorporate a surprising amount of strategy to get the Time Controls you want, as four different crystals are useless. Crucially, the Time Controls aren't just a gimmick, they're an absolutely fundamental part of the game.
As the game unfolds, it dawns on you that there are many different ways to use them in your monster-killing adventures. The whole process of collecting and deploying Time Controls effectively makes Blinx a far more thoughtful, deep experience than it may at first appear. This is as much a puzzle game as it a platformer.
The amount of strategy and planning required to get high ranks on the levels (each stage is timed) is the reason why Blinx doesn't match Sonic for speed. But because you have more on your plate than to simply jump from platform to platform (although there is plenty of that to do too), the pace of the game is superbly and finely balanced. It allows good players to organise their crystal collecting, enemy killing and time controlling all at once in order to truly excel.
We're good at Blinx. We've played it loads, and in doing so quickly grew to love it. The brilliant implementation of the time features is just one reason why. The whole game brims with a rare inventiveness and vitality. Little features, like the targets that can be hit to release a lucky shower of gold, time crystals or a less fortunate shower of bombs, crop up all the time.
The game does not rest on its high production value laurels, though. Each world you encounter introduces new elements that keep it feeling fresh, whether it be an all-new area of platforming complexity, or the bombs on World Four that introduce an element of chain-reaction puzzling in the Bomberman style.
Blinx also has a lovely style and character all of its own. And in keeping with the classic video game feel, there is a huge number of secrets to find, and shops that let you buy loads of great stuff with all the gold only the most curious cats find. Ah yes, we love this game...
True love, though, doesn't mean you can't see the flaws - it's just that you're more prepared to forgive them. There are a few things about Blinx that are irritating. One of these is the camera, which occasionally struggles to provide a good view of the action, especially when Blinx goes through doorways. Fine in the normal stages and rotated with the Right thumbstick for extra ease of use, the camera is difficult to deal with in boss battles.
Because the camera aims towards the boss at all times, negotiating the arena to get time crystals during these sequences can be hard.
Another annoying thing is the ten-minute time limit, an ever-present constraint on each level. Some of the levels can easily take ten minutes if you dawdle, and missing out on finishing a level by only a few seconds after playing it for so long can be galling.
Very occasionally, Blinx may find himself in a situation he can't get out of, meaning a restart is required. At other times, picking up the Time Crystal you want can be made tricky, since getting the right one from a cluster is sometimes a matter of luck.
But it's a measure of the game's quality that you can spend ten minutes on a level, lose, and immediately have another go, time and time again. You always want to see what the next world looks like (invariably gorgeous), and see what Blinx has up its sleeve.
It's so rare for a game to be this inventive, to have such a unique feel, and to be so intriguing. If you have an Xbox, you need to buy this.

BLOOD OMEN 2
Linear gameplay dampens the otherwise vamped-up action
Action adventure - Issue 3 (May 2002) - 6.3/10

(ES00602E)
BloodO2.txt
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Kain almost had it all, y'know. Backed by a ferocious and powerful army, he had the land of Nosgoth within his grasp. If it wasn't for those pesky Sarafan, the Young Conservatives of Nosgoth, who banded together and rose to oppose his power-greedy advances...
The two forces clashed for years, until the Sarafan triumphed, Kain fell to their leader in battle and was chucked off a cliff, for a laugh.
Two hundred years later, a group of underground resistance vampires opposing the fascist rule of the Sarafan revive him. They need Kain and his super-powers to topple the Sarafan and their evil schemes. Conveniently, this plan makes a good backstory for the latest of Kain's video game romps - Blood Omen 2.
But a couple of centuries of kip has sapped his strength, his memory and most of his deadly vampire skills. And his Scottish cousin has the monopoly on the Oven Chip market.
This all means that a surprisingly large part of the 3D action adventuring is spent regaining Kain's vampiric talents, mostly by sucking neck, defeating high-ranking vampire fiends and stealing their powers like a 13-year-old nicking your mobile phone.
But in your first boss encounter at the end of the second chapter (there are 11 chapters in total), it becomes apparent just how sketchy the combat is in Blood Omen 2.
By the third or fourth chapter, it also becomes apparent that the game doesn't really know whether it wants to be an action title or a platformer. Committed to neither, the resulting mix is less enjoyable than it really should be.
Let's look at the combat. It's fairly deep in scope, allowing you to lock on and circle a target, block attacks, perform combos and grapple. You can put the boot in on a downed opponent, pick up their weapon for some extra clubbing fun and execute some grisly fatality moves when their energy is low.
Most of Kain's Dark Gifts are central to this combat and piling up the injured by the ward-load with berserk assaults. In practice, though, it feels very stilted and sluggish. Someone attacks; you block as they take their three swings at you. You say 'thank you', drop your guard and then return the favour, hoping that they choose not to block.
Sometimes the enemies will glow, which means they've got a special attack brewing - it's unblockable, so you just jump out of the way, then follow up and hack out bad guy chunks.
This simple technique really becomes obvious with the second chapter boss. Just dodge and block to build up your Fury, then unleash it and repeat - go through the motions. At first it's frustrating and then, when you know how take care of yourself, going toe-to-toe becomes repetitive very quickly.
Now take the bits in between the fights, the puzzles. Kain spends much of the first few chapters doing little else but glorified factory work - pushing switches and moving blocks. It feels like a prettified Tomb Raider, with tired puzzling we've seen plenty of times before.
The Dark Gifts add variety, but they don't seem to up the sophistication of the riddles. The hardest part of a puzzle is finding the actual pieces. Once you've got all the bits together, jumbling them around to squeeze out a solution is a simple matter. In many cases, the first guess is usually the right one.
It's a shame that the average elements of Blood Omen 2 count so strongly against it, because when the game clicks, it works well as an atmospheric action adventure.
With the basic tasks and overall exciting atmosphere of the opening levels, a promising trail of story-and-gameplay breadcrumbs is scattered, hinting at the fact that the game could become brilliant during its later stages when Kain is at full power and has a wide range of interesting abilities at his disposal. While it does get more enjoyable, it never does reach the heights teasingly trailered early on.
The game world is huge and each chapter spans a lot of Nosgoth miles. But while Kain's world is a gorgeous, detailed and moody place, full of stunning buildings, lush shimmering shadows and scurrying vermin, it's a very linear land to play through.
Follow the only path available, keep to it and don't bother straying - progress in Blood Omen 2 relies more on persistence rather than any skill or clever tactics.
The chance to bust down doors and peel virgins from their bodices as you romp should be there - anything to really get across the feeling of a rogue vamp running amok. But you don't get the opportunity.
Seeing the latter levels is slightly rewarding, but it's not enough. Like Crystal Dynamics' other Xbox title Mad Dash Racing (Issue 01, 6.5), it's obvious that lots of effort and consideration has been slathered on Blood Omen 2, but there's the gameplay is lacking. It displays flashes of imagination, but doesn't require that much of yours.

BLOOD WAKE
Much of the time you're fighting the controls instead of the enemy
Driving/action - Issue 2 (April 2002) - 4.5/10

(MS01602E)
BloodWake.txt
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Once upon a time, an eager game fan was reading the back of the Blood Wake box in a shop. The gamer worked out that he, in a big boat with big guns on it, would have to blow up more boats using those guns and assorted heavy weapons. "It sounds good," said the fan to himself, "I'll have a bit if that."
But there's no happy ending to this tale - far from it. If only there was a kindly wizard to make the good idea that is Blood Wake end up as a good game.
The problems begin as soon as you start, when you're required to sink a few trumped-up canoes with a big machine gun strapped to your boat. It's a problem because the controls are a mess. The boat takes far too long to react to any instructions you may care to send down your controller cable.
Presumably, the developer wanted to convey a sense of manoeuvring a heavy-duty gunboat through water, but they've gone too far with the realism. Turning feels like stirring a vat of black treacle with a garden cane.
More perversely, when your boat is brought to a standstill by a big wave or explosion, the controls are temporarily reversed - pressing left makes the boat turn right. We've spent ages trying to fathom why, but with no luck.
The water looks okay until anything starts moving, at which point it reacts rather unconvincingly to the boats and projectiles splashing through it. It looks solid, with watery textures pasted over the top of it - you just never feel like you're going to get wet, so to speak.
And it's not just the water that isn't as fluid as it should be. Every turn on the game's turbulent oceans is accompanied by a jerky stutter in the frame rate. It's a bit depressing when you consider what Xbox is capable of.
But in spite of these glaring faults, there are some puddles of fun in which to paddle. There's a certain satisfaction to be had from watching an enemy boat being blown sky-high by one of your recently dispatched torpedoes. As long as the enemy ships don't get too close - forcing you into making loads of tight, stodgy turns - combat can be explosive and enjoyable.
Unfortunately, enemy ships get close nearly all of the time, and that's when the clumsy boat handling really begins to spoil things. It's particularly annoying when you're right next to a desperately needed health crate, and can't pick it up thanks to your lurching, hulking craft and its turning circle the size of Wales.
Blood Wake belongs in the file labelled 'missed opportunity'. There are fleeting glimpses of a decent game here, but they're cancelled out because you're fighting the controls instead of the enemy.

BLOODRAYNE
A slick combination of melee combat and run-and-gun action
Action - Issue 17 (June 2003) - 7.4/10

(VV03301E)
BloodRayne.txt
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Ever imagined you were a leather-clad Shakira lookalike packing swords? Well wait no longer, your time has come! Now, imagine this character busting loose in a world full of Nazi soldiers who don't like South American pop music! That's what's on offer here.
BloodRayne blends a strange potpourri of fictional worlds and game genres to spectacular effect. You play a half-vampire heroine who has been pitted against the entire Nazi war machine by some mysterious monks. It's like Oni, Max Payne and Mortal Kombat rolled into one. Many games have aspired to this ideal - a slick combination of melee combat and run-and-gun action - but to a large part this title succeeds where others have failed.
BloodRayne plays rather like Tomb Raider, except with a tasty hand to hand, or melee, combat system. You're typically running towards a pack of SS soldiers, peppering them with ammo from two guns, until you're close to striking distance and begin serving up a hard-boiled mix of swords and blazing martial arts. You drain your enemies' arteries, riddle them with bullets, blow them to pieces and vivisect them viciously... all without messing up your hair.
All vampires get hungry, and at feeding time you leap onto enemies with a single button press, activating a cool 'action cam' view. Wrapping your long legs around your prey's torso, you ravenously start sucking out their life juice to earn health. Other kinds of foreplay include yanking them off their feet with a chain or just savagely beating them to the floor.
Once you've stored up enough energy by killing people, you can activate Blood Rage. This is a trippy red mist not unlike Max Payne's Bullet Time where you can slice and dice enemies as if time were standing still, sending limbs and red gravy sailing in all directions like it's discount night at the local carvery. This bending of reality continues in various forms of perception, such as an ethereal view where objectives and monsters show through walls as shining beacons.
You are given a lot of freedom of movement in the twisted BloodRayne world. One moment you'll be performing anti-gravity leaps in the vein of Crouching Tiger, Hidden Dragon, the next you'll be sprinting along power lines, tightrope style. You can spring about at will, to the top of every building and obstacle in the landscape, which enhances the illusion of roaming.
But BloodRayne's weakness lies with its repetition. You relentlessly track down your Nazi foes and eat them, creating an outrageous mess. Some variety to break up the constant intensity of vampire battle would have been welcome, but sadly it's not really evident. Although there's something uniquely compelling about a bloodthirsty vampire belle wielding a heavy historical machine-gun... These people know what we want and have made a good attempt at serving it up.

BLOODRAYNE 2
Trampy vampire babe seeks same for bloodsucking fun
Action - Issue 53 (March 2006) - 7.9/10

(MJ01306E)
bloodrayne2.txt
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Mmm! Lovely sexy vampire lady who doesn't wear many clothes! Initial hopes were high for the new BloodRayne (Issue 17, 7.4), but then, like with so many attractive ladies, it all goes a bit wrong when she opens her mouth. "I never drink... wine," she wisecracks lamely, in dialogue that tries hard to be sexy but is about as arousing as a naked Jimmy Saville covered in cold sores.
This Parental Guidance level of inoffensive sexy chat continues throughout the game, which combined with the gameplay, makes us want to go to sleep. Rayne's initial in-game action sees her running through a mansion. A grey, marble mansion full of identical grey, marble rooms for you to run through, again and again. Not a brilliant start.
Through this bland mission you learn about Rayne's skills. Swords and kicks are her staples, but she has one quite unique feature that sets this game apart and places it very slightly above most run-of-the-mill action games - she has a thirst for blood. What this means to you, the player, is that instead of simply hacking all the enemies to death, it's best to keep some alive to suck the blood out of. Sucking blood boosts your energy bar, see, and chopping them into bits fills your Rage gauge.
Rage gives Rayne access to special moves, and these again are actually a bit interesting! Obviously there's a 'bullet time' one, which is useless at the start as it just slows down everything, so it's like playing the game in really boring slow motion. It can be levelled up and enhanced, though, with her other Rage skills - stronger attack and defence, remote viewing and mind control - also becoming more useful as you cut enemies up into chunks and spray their blood about the place.
Not that these enhanced skills make the game easier. The 'Aura Vision' means that instead of there being an obvious door for you to go through, you now get a hidden door that you have to search for with your magical vision, then go through. When powered up you can send off a ghost version of yourself to feed or mind control enemies, but these are all diversions. The sad fact is that BloodRayne 2's core fighting element isn't really that good.
You can spend a minute or so engaging in a rather bland exchange of blocking and slashing, or you can press Y to grab them and suck their blood out. It's quicker that way and you get a health boost. When fighting with a sword rather than your lips and teeth it's hard to know when you've made contact with enemies - so you never know how much damage you've done, or whether the game thinks it's your turn to block and its turn to attack. It's a bit of a letdown really.
The bloodsucking is another way the developer has tried to make the game sexy - like when Rayne wraps her legs around a female enemy and starts sucking away at her neck. As a fighting game it's not particularly impressive, but as soft porn it's rather good! Not that she ever gets naked, mind. And sadly, for such a high-profile lead character, Rayne isn't that impressive in action. She's a bit rigid, and quite cumbersome when navigating the leap-around platform bits. Yes, she can grind and shoot at the same time, but making her jump, stop, rotate, stop, jump again, stop, swing and jump just to get from one swinging beam to the next is really quite a chore.
There are also quite a few familiar themes. Even sexy vampire babes have to play missions where you climb around scaffolding to find a switch to cut the power to a locked door. Boring. It's a boatload of clich‚s, too - all the females wear suspenders, all the bad guys are goatee-bearded vampire characters and the plot's cheesy and naff. It's all a bit old-fashioned underneath the sexy bits.
Had this game come out three years ago it would've been considered pretty awesome. It looks quite nice, the bloodsucking health idea works well and the combat, although a bit wobbly, is bloody and a laugh. But things have changed, games have moved on. Ninja Gaiden has come out and made all other hack and slash games look like the work of amateurs. All BloodRayne 2 really has in its favour is a shiny look and sexy vampire overtones. If you want to look at pert bottoms and women sucking each others' necks while wearing stockings, you'd be better off doing it on the internet for free.

BLOODY ROAR EXTREME
Transform into beasts and fight! Drips with Japanese eccentricity. Short-lived fun
Beat 'em up - Issue 24 (XMas 2003) - 6.5/10

(HU00103E)
BloodyRE.txt
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Beat 'em ups are arguably the purest gaming genre. The easiest way to sum it up is to ask yourself, how many other games make you leap up from your chair and goad your opponent like he just missed a World Cup penalty?
That said, Bloody Roar would miss the mark completely but for one lycanthropic twist. There are 15 fighters in total, each with the ability to mutate into a savage beast. Transformations not only strengthen your attacks but also double the amount of moves you can perform. Usage is restricted by a hyper bar, and there's a subtle strategic element to knowing when best to expend your energy. Going overboard with a hyper attack wastes valuable power and also leaves you vulnerable. Transformations can even be broken mid-flow by cunning counter-attacks, a superb way of turning the battle around with dramatic effect.
Remarkably, it's a far less original feature that deserves most praise. Sega Saturn game Fighting Vipers pioneered cage combat as a way of confining the action into a small area. Similarly, Bloody Roar's most exciting moments come from the Ring Out, when one swift blow sends your opponent crashing through the cage. There's something very, very satisfying about punching your nemesis through a wall and watching him get run over by a taxi. If the walls don't give way, you can use them to springboard right back at your foe.
Some arenas are even multi-tiered like the Dead or Alive series. Nine arenas is a decent amount, but they're still sadly lacking in animation or detail. Combatants suffer from similar graphical problems, clipping being a frequent occurrence, but that pales into insignificance compared to the horrible character design.
Bloody Roar is dripping with so much Japanese eccentricity, from the spiky-haired heroes to the atrocious electric guitar music that is so unappealing. With the exception of a wonderful chameleon and a humongous elephant, there are far too many big cats and dogs with similar basic moves. There are a good variety of specials and combos though.
At first, it's easy to mistake the slower pace for a lack of responsiveness but it only takes a few goes to adjust. Sidestepping using the Left and Right triggers also feels a little dated at first, but soon becomes a lifesaving technique - especially when counters are awkward to pull off.
Bloody Roar Extreme on the whole has a real awkwardness about it. It's as though it's caught in the painful transformation between 2D and 3D, between 1999 and 2003. Short-lived fun but ultimately fails to go the distance against Dead or Alive 3 (Issue 01, 8.5) and Soul Calibur II (Issue 21, 9.1).

BLOWOUT
A budget title it may be, but £20 can buy a lot more entertainment than this laborious shooter
Shoot 'em up - Issue 37 (XMas 2004) - 3.0/10

(MJ00802E)
Blowout.txt
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Space is a fairly hefty place. Big enough, indeed, to generate an endless supply of interesting, original games. Not in Blowout's case. The hackneyed plot (which you will quickly lose interest in) involves a gruff-voiced Marine tasked with investigating a deserted spaceship and terminating any rogue 'Xenomorphs' - using that exact terminology. Aliens, anyone? Hell, your ship in the opening cutscene even looks just like the dropship in Cameron's classic. It's a shame then, that the developer didn't borrow the stylish presentation from the film as well. Flat textures and bland, repetitive scenery? No, thanks.
As if looking like a PSone game wasn't bad enough, playing like one is an even worse crime in this day and age. Gameplay is merely a case of traipsing through endless labyrinthine corridors, moving between levels with the aid of elevators and your trusty jetpack, and blasting enemies. Ah yes, the enemies. Like crazed rejects from A Bug's Life, these overgrown insects swoop and snarl at you, hardly instilling the fear of God. Your response isn't much better, with lacklustre weaponry that includes a flamethrower with all the conviction of a wet fart. Your machine-gun overheats after a short time, and we keep expecting Cpl Hicks to pipe up with "short, controlled bursts", such are the Alien parallels.
There are several different guns to grapple with, though the fact you have to be completely stationary to switch weapons is a major annoyance, particularly during a firefight. Aiming is a stilted and awkward experience and, after yet another tedious boss battle, the repetitive gameplay does a better job than Temazepan at sending players to sleep.
It was with a fair amount of trepidation that we opened Blowout, and tragically, every fear we had was well and truly confirmed. 2D side-scrolling shooters don't really have much place at home on Xbox. Those such as Blowout should be cast out of the Xbox residence like a shamed family junkie and take refuge in the last-gen console crack house where they well and truly belong.

BMX XXX
Drunks and expletives. Unattractive and undeserving of your cash
Extreme sports - Issue 11 (XMas 2002) - 3.0/10

(AC01402E)
BMXXXX.txt
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There's only so much a gimmick can do for you. Only so many cracks that can be papered over by thrusting a pair of jiggling breasts into the faces of punters before they twig that what you're trying to hock just isn't very good.
So, as you've probably guessed by now, BMX XXX isn't anywhere near as good as it likes to think it is. At best, it's Dave Mirra's Freestyle BMX 2 (Issue 02, 6.9), but with less thoughtful level design. At worst, it's a hideously flawed game with unresponsive handling and a lottery of glitches that'll put you off ever trying to crack most of the challenges.
The quality of play on offer, as you struggle to link together some tricks in the hope that you aren't thrown from your bike for no apparent reason, simply reinforces just how good Activision's own biking and skating titles are.
But forget comparisons with Mat Hoffman's Pro BMX 2 (Issue 09, 5.0), as it's not a million miles away from the dire Gravity Games (Issue 09, 0.8) in all honesty.
Add to that the fact that it looks about as polished and accomplished as a tramp's scuffed wardrobe, and you're left with nothing much to enjoy except for those spanky videos of ladies dancing around in the buff.
There's nothing wrong with a bit of sex to help you pull in the punters, provided you've got a quality product to back it up. BMX XXX is just so desperate to shock that - like that kid in class who craved so much attention that he'd resort to the most obnoxious behaviour just to get a quick laugh - you can't help but feel a bit sorry for it. Equally, you won't want to be seen hanging around with it.
The biggest irony is, as with most things in life that clamber frantically to shock their way into the public eye, that if you're old enough to buy it across the counter, then you're old enough to know better.

BRIAN LARA INTERNATIONAL CRICKET 2005
An instantly playable, fun game of cricket, but not nearly as comprehensive as we'd have liked
Screenshots - Sports - Issue 45 (August 2005) - 7.3/10

(CM07801E)
BrianLara.txt
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If you're a fan of cricket - and we're assuming that since you've been good enough to put aside five minutes of your time just to read about an Xbox game based on the love it/loathe it summer sport, then you must be a fan - there's probably only one question you're asking. To wit; which is better: EA's Cricket 2005 (Issue 44, 6.7) or this, Codemasters' Brian Lara International Cricket 2005. And while a quick glance at the respective scores might suggest an open and shut case in Brian's favour, it's actually a good deal more complicated.
The thing is - brace yourself - Electronic Arts' Cricket 2005 is actually the better game. It looks better, it features more teams and competitions, it has greater depth, and the general all-round presentation is superior. And yet Brian Lara still scores higher. Why? Because while Cricket 2005 insists on alienating newcomers with its frustratingly difficult to master batting system, Brian Lara is perfectly tailored for those looking to pick up and play a few overs with friends. With a simplified set of controls and a perfectly tweaked playing mechanic based on nearly ten years of previous Lara games, anybody with half a mind to grab the willow will soon be knocking out the sixes or bowling the perfect yorker. To put it another way, Brian Lara is simply the more fun of the two.
It makes a big difference. Instead of thrashing frantically about in front of the stumps, desperately wrestling with the controls in an effort to squeeze out more than 20 runs in a single innings (as was the case with Cricket 2005), Brian Lara lets you rack up an actual cricket score, while still offering plenty of challenge on the higher difficulty levels. If we worked in PR, we might even call it "the best Cricket game on Xbox... ever!"
And if all you're after is a simple cricket effort to knock about with until the football season kicks off again, Brian Lara is ideal. But if you're after the complete cricket package, one that offers a truly broad range of clubs, competitions and options then it's a game you'll probably find a little on the lightweight side.
In its favour, Codemasters has managed to bag the official ICC rights to the Cricket World Cup and Champions trophy, including all the official teams, venues and player names (although, bizarrely, if you're not playing in these specific tournaments all the player names revert to rubbish rip-offs, like M Triscathack and A Flantiff). Beyond that there's a fantasy World XI Challenge in which you have to beat a Planet Earth team using progressively rubbish Test sides, Double Wicket - essentially ultra-quick, two-over matches - and the option to set up a user-defined Tour or League. And with only 14 national sides to choose from and no club sides whatsoever, that's a limited selection at best.
Brian Lara does its best to redress the balance, with a moderately comprehensive reward-and-unlock system, offering trophies and memorabilia for reaching specific targets. But unless looking at grainy, sepia-toned photos of old men with beards and white caps gets you hot under the collar, it's hardly knee-trembling stuff. The opportunity to put yourself into one of the teams and play through a basic career mode is a good deal more fun, but it's also woefully underdeveloped, which is a shame.
Aesthetically things are pretty basic as well. In a world of photorealistic sports games, this is not what we expect a high-profile Xbox cricket title to look like. Player likenesses are passable at best, embarrassing at worst. We're not Nasser Hussain, but if we were, we'd probably sue. And why is the commentary so unremarkable when it boasts the supreme talents of David Gower, Bill Lawry and Jonathan Agnew among others?
But, you know, it's still a blast to play, simply because it's so easy to get into, and for a game as complex as cricket that's no small feat. True, you could argue that once you've finally mastered the controls of Cricket 2005, its deeper batting and bowling systems will provide a far lengthier challenge than Brian Lara, but who's got the inclination to put that much effort into EA's title? And besides, when was the last time anybody at EA scored more than 500 runs in a single first-class cricket innings.
A bit clunky in the visual department, a bit limited with regards to content and potentially a bit too simplified to keep your interest for more than a few months at best, but in terms of sheer gameplay appeal Brian Lara is the winner.

BREAKDOWN
Ingenious use of body and movement is drowned in dreary level design and drab graphics
FPS - Issue 30 (June 2004) - 7.8/10

(NM00901E)
Breakdown.txt
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Breakdown is pretty shameless about lifting ideas from Half-Life. But that's not to say it's a complete rip-off of the classic PC game. The hackneyed plot requires little explanation other than you control Derrick Cole, a man with amnesia who's trapped in a research lab. As alien species rampage through the building, the military are also causing havoc. They're shooting indiscriminately, in an attempt to cover up a mysterious experiment.
Carbon-copied storytelling is where the similarities end though. While plot was so crucial to Half-Life's success, in Breakdown it's a mere engine to link together unusual gameplay features. Two such features are obvious from the opening scene: your feet sticking out at the end of a hospital bed. Amazingly, your entire body is visible at all times. It's fully functional too. When you pick up an item, you actually bend down and grab it. When you pull a lever or climb a ladder, your hands are back again. Most obviously, they're there for dramatic effect. A riveting example is where you're hanging from a rooftop by one hand. Your buddy Alex Hendrickson tries to pull you up, but an attack chopper causes you both to plummet, all in the first-person perspective.
Being held up by the throat is also gruesomely exhilarating. As the alien leader Solus chokes the life away, you can look down and see your legs dangling above the ground. The in-body experience is much more immersive than your average FPS. Just like in Shenmue II (Issue 13, 8.0), when you answer a telephone, you actually pick up the receiver. Biting into a burger or drinking a can of coke are also moments of surprising realism. Unfortunately, the novelty soon wears off and mundane tasks like this become, well... mundane.
Picking up every piece of ammo is tedious enough, but to make things worse you can be killed while doing it. There's no option to skip through the lengthy animations, so you can often be shot to pieces while stopping to examine an object. Don't discount the virtual hands as a gimmick, though. Their real usefulness only becomes obvious when the aliens appear. Because they're invulnerable to weapons, the T'Lan can only be defeated in hand-to-hand combat, and that means more than just punching.
While this doesn't compare to Namco's traditional beat 'em ups like Soul Calibur II (Issue 21, 9.1), the fighting engine is still balanced and fairly deep. There's a solid range of standard attacks, combinations and special moves, as well as defensive techniques.
Pressing the Left trigger delivers a left hook while the Right executes a straight right jab. Used with different directions on the thumbstick, these strikes are modified into uppercuts, flying kicks and 1-2-3 combinations.
With around ten special moves to learn, there's an attack for every situation. A torrent of punches works well against the standard aliens, but others require more skill. Stealth T'Lan only appear during attacks, so you have to wait and defend, then counter once they're visible.
Juggernaut T'Lan are a completely different story. Their blows are so powerful that blocking won't work. Instead, you have to use the Black button to backflip and roll away from them before they can land a hit.
Fighting groups of aliens is the only thing that suffers from the first-person viewpoint. It's very easy to become blindsided by one monster while taking on another. There is a special shockwave move to divide groups of enemies, but it doesn't appear until late in the game.
Shooting suffers from a similar lack of visibility. The automatic lock-on is mandatory, and always aims at the enemy directly in front. Once again, enemies can shoot you at close range from the side, and toggling the lock-on is too slow. Another problem is that weapons, particularly the machine-gun, are disturbingly inaccurate. Ammo and health often sap away while you're missing shot after shot.
At least the arsenal looks and sounds deadly. It's great fun blasting holes in a soldier at close range, watching his body spasm. This could have been enhanced further with ragdoll physics, but that's sadly missing.
Graphically, there's much that could have been improved. Most characters look startlingly lifelike, but the environments are poor in comparison. For the first few hours of play, it's grey corridor after grey corridor with only a few glimpses of the outside world. They're desperately lacking the kind of punchy lighting effects that we saw in Rainbow Six 3 (Issue 23, 9.4).
Trudging between office complexes and storerooms is dull, and when there are as many load points as monsters, the grinding pace becomes a problem. A few secret rooms could have spiced things up, but there isn't a single one, making exploration worthless.
When you eventually break outside, the difference is breathtaking. The aliens have created a massive ecosystem at the Earth's core, a wide-open area with grass, trees and even an ocean. Because this area is so expansive, there's more freedom to probe around. This is enhanced by the unexpected opportunity to drive a jeep across the plains. Halo (Issue 01, 9.7) might have done the jeep-driving trick first, but not in the first person! From the moment your virtual hands turn the ignition and grasp the wheel, you know this is going to be one of the game's highlights.
Vehicle handling is surprisingly responsive for an FPS, and blisters along at hair-raising velocity. Going over bumps is especially fun, sending the jeep flying through the air. Even better, it's possible to plough through enemies like a bowling ball.
Outdoor areas are not only the playing highlight but also the best graphically. However, that's not to say they're anywhere near as good as Halo's, and often not even as good as Half-Life's. A bit of bump-mapping could have done wonders - it's a sad oversight considering this is an Xbox-exclusive game.
Ultimately, Breakdown is a game with too many contradictions. The ingenious use of body and movement is drowned in dreary level design and drab graphics. Likewise, moments of extreme originality are repeated so many times that even they become part of the tedium. At least the fighting maintains a fresh feel throughout, and has just enough depth to keep you playing through to the end.

BROKEN SWORD: THE SLEEPING DRAGON
A detective game that will stick with you after you've finished
Adventure - Issue 23 (December 2003) - 9.0/10

(TQ02903E)
Broken.txt
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There was a time, in the land before polygons, when adventure games were mainly served ˆ la point and click. This meant that rather than directly move your character, you would use a mouse pointer to direct him in working out fiendishly complicated puzzles such as how to fly to the moon using only a crowbar, condom and a cheese sandwich.
Though it all sounds a bit deathly, we can assure you it wasn't. The Broken Sword series, with its clever scenarios, expressive 2D cartoon visuals, knowing dialogue and refreshingly witty protagonists was one of the finest examples of this peculiar sub-genre.
But then the 3D videogaming storm arrived and everyone decided all games made before Tomb Raider must have been crap. 2D point-and-click adventures were deemed outdated and were mercilessly downtrodden in the identikit action game stampede. Fans mourned as it looked as though the genre was gone forever. However, Revolution, Broken Sword's maker, quietly bided their time and kindled their vision. Now, three years after work first began, the third game in the series, rises in glorious 3D Technicolor, bringing George and Nico back together again in a fast-paced and effortlessly engaging, humorous detective yarn. It's what the world's been waiting for.
The game opens in the Congo where unsuspecting hero George finds himself in a downed plane, teetering over the edge of a cliff with nothing but a beer bottle, crate and unconscious pilot to help him out of, what is to become, a typically perilous position. The dazzling plot quickly unwinds, taking you on a whirlwind tour of the various sights and sounds of Paris, Glastonbury and the Czech Republic.
George and Nico, at first apart, and latterly together, set off on the trail of evil cult leader Sassaro. The Broken Sword games have always blurred the line between history and fiction, and The Sleeping Dragon follows this trend. It's based somewhat esoterically on the Voynich manuscript, Geomantric lines and The Templars, but there's also a large dose of in-jokes thrown in for those who played the first titles.
As far as the actual gameplay goes, this is essentially a puzzle game. You collect various seemingly useless menial objects and use your own cryptic lateral thinking to work out how to utilise them for your goal. Although the game is single-player, you don't necessarily have to play it on your own. On the contrary, you can have a lot of fun sitting down for the night and playing through with a friend, coming up with all sorts of possible solutions for the increasingly difficult challenges.
Veterans of the first two games will be pleased to hear that the shift to 3D has not hurt the sublime gameplay one little bit. You now directly control George and Nico, and can move them around the large play areas to investigate clues. A context-sensitive control scheme means you can easily locate important items and areas, and it's extremely straightforward telling your character to try and fit the underpants in the keyhole should you so desire. In order to keep the difficulty of puzzles up, Republic has introduced a hefty dose of platforming, crate-pushing and stealth challenges, albeit in the somewhat basic style of the original game. These do begin to grate after a little while, but thankfully the emphasis is mainly on lateral situation puzzles so it's not too unbalancing.
But this is Xbox gaming at a very different level to your typical modern title. The Sleeping Dragon is more adult in content (in terms of cerebral challenge), dialogue (you probably won't get all the jokes) and pacing. The soundbite teen gaming generation will need to accept a cultural shift in terms of approach. If you prefer Pokémon to The Simpsons, Unreal Championship to Knights of the Old Republic or Pop Idol to The Office, then this probably isn't for you. Gamers who love a good detective story and fancy themselves as lateral thinkers will be in their element as The Sleeping Dragon ushers in an entirely new experience to Xbox owners longing to opt out of the squad-based shooter conscript.

BROTHERS IN ARMS: ROAD TO HILL 30
A compelling, well-designed title. If you're prepared to think first and shoot later, you'll love it
Screenshots - Squad-based shooter - Issue 41 (April 2005) - 8.9/10

(US06001W)
BrosArms.txt
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A silent French village. Empty streets, a deserted square, and abandoned houses are all that's left to show people actually used to live here, otherwise there's no sign of life. The church bell peals and echoes through the stone alleys. Our squad, breathless and primed crouch in the shadows and hedgerows... waiting. A rumble, faint at first, approaches from a nearby field. It gets louder, more intense, and soon it's upon us. Wave upon wave of Nazis storm through the breach left by their rolling Panzer and all hell breaks loose. Bullets spit across the village. Dozens of Nazis pour in upon us, the tank rips through the church, belching clouds and stone into the air. There are four of us, remnants of the 101st Airborne Division. We're vastly outnumbered, ill-equipped, injured, and yet somehow, when the chaos ends, when the guns are silenced, and the men reassure each other it's fine to issue a cease fire, we're the ones left standing. Battlefield strategy has kept us alive, and it's the most important weapon you'll find in Brothers in Arms. Medal of Honor this is not. If you want to live, you need to think.
Set over various devious, often brutal WWII campaigns, it becomes quickly apparent that approaching Hill 30 (surely the daftest name we have heard this year) with a MoH mindset is fatal. Always outnumbered, almost certainly always outgunned, the only way to ensure success is by the use of suppression and flanking techniques. Enemy groups have red markers above them (optional if you're a sadist) which indicates their current status. Full red and they are unchecked and considerably dangerous, but with a wonderful point 'n' click order system, suppressing fire can be laid down on their position until their icons turn grey. Once grey they are effectively inoperable and open to attack. With the squad maintaining suppression, we're then able to creep into a flanking position and attack from two directions. This dilutes their fire power, causes panic within the group, and soon the whole messy episode is over and your men are rummaging through dead men's pockets for smokes.
Although there's little deviation from this tactic, it's used in such wonderfully conceived locations and situations you'll seldom tire of creeping up on a distracted Nazi and peppering him with lead. Wide open fields, labyrinthine back streets, trenches and wind-swept beachheads (all real-world locations) are loaded with ambushes and red herrings. You can fight tooth and claw down a shelled-out street only to be taken out by a lone gunman in a window you've overlooked. This is where tactical play comes in through reconnaissance of the area. To help you, a full field schematic is displayed with a click of a button. This offers a detailed insight into enemy positions, potential traps, and areas to dig in. We preferred not to use it because it detracts from what is otherwise a superb recreation of what these kinds of missions must have felt like (crappy, inaccurate, short-range weapons included). It's through trial and error and careful first-person scouting of an environment that gives the most satisfaction when a kill is made or a yard gained. Gearbox's refusal to arm us with anything other than historically accurate kit is also incentive to take it slow and think. Medi-pacs are non-existent and no, you don't miraculously heal over time or stumble across a BFG.
But Brothers in Arms is not flawless. Sweeping orchestral strings and witty asides from your squad don't add anything like as much depth to the story as it'd like to think. We've been there with the wise-ass 'band of brothers' before. It's a clichŽ. Protracted cutscenes, which we assume have been used for similar reasons, also fail to engage. Five minutes plus of unskipable intro is pointless - this isn't a movie. Enemies clearly visible through slats of fences can't be got at either. If we're expected to be smart enough to out-flank them, they in turn should have the courtesy to die when we pull a crafty one and slam a fence full of bullets. The game is clearly cross-platform too, possessing the kind of visual impact of MoH, a game it so sadly resembles and yet one it's the antithesis of (helicopters in 1945 - sheesh!). Still, these are moot points when you consider the agonisingly beautiful missions and the satisfaction gained from completing them.
Brothers in Arms is a sweeping, faithful recreation of what it must have been like to fight in such a perilous age. What it lacks in instant thrills is perfectly counter-balanced by a structured, considered, and in parts touching take on WWII. That, of course, and the opportunity it gives you to stretch your brain before it decorates the wall of a French tavern courtesy of a German sniper. MoH fans steer clear; Full Spectrum Warrior nuts and just about everyone else, come tuck in.

BROTHERS IN ARMS: EARNED IN BLOOD
The brothers are back for an even tougher time than before - a gripping follow-up to a fantastic title
Squad Shooter - Issue 48 (November 2005) - 8.9/10

(US09001W)
BrothersEIB.txt
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Every veteran has a war story to tell. Thanks to a recent glut of films, TV shows and indeed games (including predecessor Road to Hill 30 - Issue 41, 8.9), we're more than a little familiar with the Normandy D-Day landings, but developer Gearbox wants us to experience more. And when it's as compelling and exciting as this, we're not complaining.
Taking place at the same time as Road to Hill 30, Earned in Blood intertwines storylines and characters with the first game, though it takes in new battles and impressive set-pieces through the eyes of Sergeant Joe 'Red' Hartsock. The most notable and important addition to such a strategic shooter as this is the improved AI. Whereas before it was just a case of positioning your team in a suppressing position, then battering the enemy enough to let you sneak up their flank and snipe them down, Earned in Blood shifts up a gear. The Situational Awareness function is still present, letting you take a step back from the action and assess your surroundings. It's more vital to use this then ever, such is the ramped-up AI and difficulty. Characteristically, EIB is rock, rock hard.
Sure, the same fundamental rules of engagement apply here, but you can no longer count on an enemy digging in until they're flanked. Now they'll actively move to seek better cover, or attempt to flank you, even if your squad is on the offensive. This completely changes the way you have to tackle each scenario, and ensures no two encounters are ever the same. It's still just as simple to use the intuitive interface to order your squad to move to a certain area, concentrate its fire on an enemy position, or assault a dug-in enemy, yet players have to think of every consequence of their actions between each firefight. It may sound difficult, but the intelligent level design gently leads you between safe cover points until you're assessing the situation and engaging the enemy like a battle-hardened Screamin' Eagle.
Players have access to better weapons (machine guns, grenades) early on in this sequel, and it definitely makes for a much more exciting experience. The action appears more frantic and dynamic (especially the hard-as-nails set-piece where Red and two fellow riflemen must defend a church from an onslaught of attacking Nazis), yet this is only a good thing.
Red's company has buffed up its boots as well. The twilight and dusk missions boast awesome lighting, and both urban and countryside textures are more detailed and impressive. Speaking of which, the multiplayer has been fleshed out as well - two players can fight through co-operatively in split-screen, while up to four can duke it out, either together or against each other, over a staggering 20 different Link and Live maps.
More than just a mission disc, EIB expands on the tactical difficulty of the original, and drops in behind enemy lines to spearhead a fresh assault on the squad-shooter genre.

BRUCE LEE: QUEST OF THE DRAGON
Appallingly shoddy game that's an insult to the great man
Beat 'em up - Issue 8 (October 2002) - 1.0/10

(VV00201E)
BruceLee.txt
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Normally in reviews we try to highlight some of a game's good points before talking about its bad points, or maybe the other way around. We can't do that with Bruce Lee: Quest Of The Dragon. We've tried our best, but there don't seem to be any good points to comment on. It's solid 24-karat crap right the way through. Here's why:
The loading times are long, the graphics flicker and glitch all the time, the appalling lens flare effect appears when the camera looks at the floor, the training mode is useless, Bruce looks like he's got broken heels and a big poo in his pants when he walks up stairs, control during the nunchaku fights is disgraceful and there's no animation as you switch between attack targets - Bruce just immediately flips round. Pause for breath.
The enemies are stupidly stupid, the background graphics are less detailed than most Nintendo 64 games, blocking is too slow, Bruce looks ill in close-up, the enemies are basically all the same, there are invisible walls stopping you from walking too far in any direction, there's only one boring route through a level, you can walk right into and through certain bits of supposedly solid scenery, the game has to pause to load each wave of stupid enemies even though they all look the same and Bruce ya-taahs and wa-taows with every single attack - something he certainly never did in his movies. Pause again.
Bruce has to buy kung-fu moves as he goes through the game (why?), the animation on all the moves is too jerky to see what you're meant to be doing, when automatically 'locked on' to enemies you can't move around properly, the camera sometimes judders behind scenery while you're fighting, move names flash on-screen so there's always text in the way of a scrap, the boats in the intro sequence leave big wakes behind them when still, levels have rubbish names like 'Town on Mountain', time counters keep going even when you're frozen still waiting for the game to load the next lot of enemies and there's nothing telling you which way to go after defeating a wave of those enemies - you just walk until you find a way that isn't blocked by an invisible wall. And so on, and so on.
Bruce Lee is one of the coolest men ever to have lived. This game is an insult to everything about him. If you're ever unfortunate enough to play it, you'll never be able to wash away the dirty feeling it leaves with you, no matter how hard you scrub.
This has no place on Xbox.

BRUTE FORCE
Multiplayer elevates Brute Force from a good to a potentially great game
Squad-based shooter - Issue 18 (July 2003) - 8.5/10

(MS03007E)
BruteForce.txt
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Though a long time coming and beset by more delays than the Brighton to London line, it's finally here. Since Brute Force was first unveiled back in the autumn of 2001, we've kept a keen eye on its progress.
Third-person squad-based games aren't the newest kid on the Xbox block, but even in the early stages, the distinct whiff of innovation about this title got our juices flowing. After checking out early screens and learning of a co-operative mode where mates can jump in at any time and lend a hand during a single-player campaign, our juices started bubbling with anticipation. Then when we found out you could play squad-based deathmatches with each player controlling a team of four very differently skilled characters - well, the gameplay possibilities of that scenario cranked our juices up to boiling point. And all this on top of a potentially great single-player game. Mind the mess on the floor - our juice is loose.
Let's take a walk into the future and imagine that cloning has taken off in a big way. If death was nothing more than an inconvenience, then everyone would be taking stupid risks - nipping out in front of traffic, playing Russian roulette with five rounds and let's not even think about the possibilities for Jackass. But in the world of the military it means you've got a relentless army at your disposal, and this is where Brute Force takes its cue.
Brute Force is the codename for a team of highly specialised commandos - cloned for your convenience. The game is a third-person squad-based shooter set in the 24th century where you are both a member and the director of your team.
Played Halo? Then the control system won't surprise you. The Left thumbstick moves the character while the Right stick is your look option. But the most significant control option rests on the D-pad.
A small HUD represents your radar and also your squad info with each squad member assigned a direction. If you want to switch to Brutus then just tap down and - lo and behold - you take charge of a big lizard. By keeping the direction pressed, you enter the command menu where you can issue orders to each team member. You can give commands through any member, so if as a sniper you need heavy weapons support, then the leadership can effortlessly be passed between characters by the tap of the D-pad.
You have a basic choice of four commands that are assigned to the four pad buttons: Cover, Stand, Fire at Will and Move. Each order does pretty much what it says on the tin, and by cycling the Directional pad through the characters you can easily issue the same order to multiple soldiers.
But as easy as the commands are to execute, they only have a limited function due to the lack of a map. You rely solely on a short-range radar which means that movement commands can only be issued in your line of sight. There's no chance of splitting off two team members and letting them charge to a far corner of the playfield. This means the game leans much more towards an arcade-style shooter rather than a tactical title. This isn't a criticism in itself, but it's certainly worth noting for any armchair generals out there.
The strategic element focuses on the abilities of each soldier, and as the game progresses you'll need to think about the role of each member. A well-guarded camp means that you'll need to send the heavy weaponry in to clear the area while your sniper can provide support on a nearby ridge. This is the theory. In practice, you often end up steaming into the fray, and thanks to the highly competent AI of your team you can still pull off the mission. Your members will act independently even to the extent of healing themselves (although always leaving the last Medikit for you), so how much control you want to issue is entirely down to you.
The enemy is smart - you rarely get the drop on them and their accuracy is pretty unforgiving. The toughest difficulty will challenge even the super-elite amongst you, if only because it can take 50 shots to kill a grunt. But with difficulty comes reward, as completing higher levels often means you can unlock different squads for the Team Deathmatch game mode.
The multiplayer aspect is what elevates Brute Force from a good to a potentially great game. Squad Deathmatch works nicely, and the opportunity for each player to control a team of four adds a novel twist to the genre. Co-operative mode works just as well, with the screen automatically dividing when new members jump in or out of the action. The ability to get a bunch of friends to just pile in and help you in a tough mission makes this game a much more accessible title than a tactical squad shooter like Ghost Recon.
Visually we would have liked to have seen more landscape variation. And the graphics that blew us away over a year ago no longer retain that 'stop what you're doing and look at this' effect. They're still impressive - especially the big bold characters and one or two of the landscape vistas, but they're not as leading edge as the first time we saw the title - no doubt due to the delays in the development process. But this doesn't stop Brute Force from being a highly playable single-player game and great entertainment in multiplayer mode. It's fun for one and a riot for up to eight players via System Link. So if you enjoy issuing orders and taking no prisoners then this title will be vying for your attention.

BUFFY THE VAMPIRE SLAYER
Captures essence of the TV series; good enough to please non-fans
Action adventure - Issue 6 (August 2002) - 8.3/10

(EA01802E)
Buffy.txt
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Vlad The Impaler can't be praised for too many things. Before the days of DVDs, Xbox and football, the 15th-century Romanian prince amused himself by nailing hats to heads and skewering folk on spikes. It was such widespread viciousness that not only earned himself a place amongst evil's elite, but also changed the face of modern horror forever. If it weren't for his insatiable bloodlust and Bram Stoker's vivid imagination, the gothic chills of the vampire world would probably never have been crafted and Buffy star Sarah Michelle Gellar might have ended up washing plates in a rundown caf? somewhere in New York. For that Vlad, we salute you. In a twisted kinda way, of course...
Chaos Bleeds follows Buffy the Vampire Slayer (Issue 06, 8.3) as the second spin-off video game to creep out from the shadows of the cult supernatural TV show. Similar to its predecessor, Chaos's formula is what happens when Silent Hill 2 collides with Dark Angel and Dead or Alive 3 in a gothic cemetery east of Hollyoaks. Spooky, atmospheric beat 'em up fodder with a cheekily placed funny bone lurking somewhere beneath its teen drama exterior. Overseen by its writers and partly intended as a 'lost' episode to series five, this is a rip-roaring adventure yarn boosted by a cast sexier (well, almost) than the original Charlie's Angels.
This time you star not only as Buffy, but as her entire Scooby gang. Willow, Xander, Spike, Faith and Sid (the ventriloquist's dummy from series one) are all part of the plot to outwit an ancient demonic force and save civilisation from the brink of darkness once again. This results in a modicum of basic puzzles, some exploration, a bit of Lara-style leaping and a whole load of martial arts action, as you fend off a range of undead beasts including vampires, giant bats, mummies, skeletons and gargoyles.
The general graphical style is an impressive blend of survival horror morbidity and chunky cartoon glamour. The character models are healthily large, shapely and capable of some truly dazzling combat attacks. Buffy, for example, spin-kicks through the air with the devastating panache of a ballet dancer turned kung fu mentalist. The other heroes aren't exactly bereft of a tasty chop or two either. Xander sweep-kicks zombies with effortless guile, while white witch Willow - the most fun to play of the lot - hastily maintains a comfortable distance to unleash combo-activated spells of fireballs and homing missiles. How this originates from the same publishing stable as the atrociously poor Dark Angel (Issue 15, 4.5) and Bruce Lee (Issue 08, 1.0) efforts is a mystery only Vivendi can begin to answer. The fighting combos are many, and while you can mostly get by without knowing what the hell you're pressing, it's considerably more exciting, engaging and playable than the previous Buffy title. That said, it does sway a bit too close to the 'too easy' side...
Unfortunately, a viciously awkward camera maligns what otherwise should be near-faultless fighting thrills. Although manual control is operated via the Right directional stick, positioning it exactly where you want, for the most part, is harrowing. No smooth, sweeping pans from the Spielbergian academy of cinematography here. Instead, it's an unintentional digital nightmare recognisable by its claustrophobic camera incapable of swinging in a full 360û arc. Viewing freedom is restricted both on the horizontal and vertical axis and, equally troublesome, that most uncompromising of third-person perspectives (you know, the one that stares directly at you) is seemingly preferred as the default option. Little chance of spotting approaching vampires then (you have to rely on unsettling sound effects and gamepad rumble for that).
One of the problematic issues of original Buffy video game stemmed from the hazardous manner in which weapons were swapped during combat. Chaos Bleeds makes a valiant effort to redeem this with a 'quick staking' button, which means stunning a bloodsucker with a garden shovel before puncturing his/her heart can be achieved swiftly. The negative aspect of this, of course, is that you're then stuck with the stake, resulting in a messy case of wading through your inventory to revert back to your original weapon of choice. Apply this method to the medikit and the problem is magnified - you'll normally find yourself slaughtered by a Halloween gathering of gothic ghouls by the time you've fumbled upon your health boost in the middle of a ruck.
Aside from its overly sympathetic difficulty setting, wayward camera and occasional glitches in design, Buffy the Vampire Slayer: Chaos Bleeds strikes at the very heart of gaming's most important ingredient - it's fun to play. Whether you subscribe to Gellar's school of high-kicking hi-jinx or not, this remains a sassy, atmospheric chiller that anyone can enjoy. With the bonus of several multiplayer games for up to four players (Bunny Catcher being the best), the package is quite possibly a vampire-lover's wettest nightmare. Who said the beat 'em up was too long in the tooth?

BUFFY THE VAMPIRE SLAYER: CHAOS BLEEDS
Extremely playable and atmospheric. Even non-Buffy fans will enjoy this
Action adventure - Issue 22 (November 2003) - 8.0/10

(VU00502E)
Buffy2.txt
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At first glance, the TV show Buffy The Vampire Slayer is perfect video game material. It stars a girl who beats up vampires - what could be better than that? But, as fans of the series know, it's not just the vampire slaying that makes Buffy so entertaining.
For the game to really feel like the TV show, it would need to capture the fact that Buffy is a cocky, cheeky ex-cheerleader forced to save the world from a vampire scourge while also trying to get on with her regular teenage life.
Stupid, shambling vampires just waiting to be killed wouldn't do. They'd need to be cool and athletic, with strength and skills to rival Buffy's. Her good friends would have to be involved, helping her out whenever possible, with Buffy constantly looking out for them in return. The dialogue would have to be sharp and snappy, the story would have to be epic, the fights dramatic, and the relationships between characters believable.
But why would a developer bother with all that when they could knock up a platform game where you had to pop vampires' heads by jumping on them while collecting 50 stakes to finish the level? It would still sell if you stuck a picture of Sarah Michelle Gellar on the box.
So imagine our surprise when we found that Buffy The Vampire Slayer on Xbox is one of the most faithful TV-to-game translations we've ever come across...
Right - easiest comparison first. This game is a bit like Tomb Raider, mainly because it has a female lead who runs, jumps and climbs around moody locations. But Buffy Summers and Lara Croft are actually very different.
Lara shoots people from a safe distance and waddles as if she's got two false legs and poo in her pants. Buffy, on the other hand, kicks ass.
Buffy the game, like Buffy the TV series, is packed with fast-moving hand-to-hand combat, and the control method is up to the job. You use two main attack buttons - punch and kick, naturally - which can be linked to form combos.
Holding the right trigger locks Buffy so that she stays facing her chosen enemy, letting her dodge around to get a better angle. It's a great system because it's (just) quick enough to let Buffy take on the similarly kung-fu crazy vampires.
If you ignore it, you'll get beaten up. If you don't time your attacks properly, you'll get beaten up. If you don't learn to use the special Slayer Moves in the right situations, you'll get beaten up. It's refreshing for a game with multiple enemies to have opponents who actually put up a fight before dying.
Here's another cool thing - because you're mostly fighting vampires, the only way you can kill them is with a stake through the heart. You can beat them up so that their energy bar runs out and they fall over, but they get up and hunt you down. You need to make sure Buffy always has a pointy piece of wood about her person, whether it be the broken leg of a chair she smashed, or a mop with the head snapped off.
Vamps need to be slapped around before you can stake them in one of a variety of ways. All methods are supremely satisfying, especially because your victims turn into a screaming cloud of smoking ash just as they do on TV. The first time you do it, in the initial training mission, you'll grin like a chimpanzee - we guarantee it.
There's something brilliant about having a particularly tough fight with a vampire, knocking it to the ground, then running off to pick up a stake you dropped during the scrap. Just as you pick up the stake, the vamp lunges for the back of your neck and, without even turning round, you stab it straight in the chest, turning it to dust as it wave its arms around and screams. It's cool. It makes you feel like a vampire slayer. And it stays cool every single time you do it.
But great though all this fighting and slaying is, it's not what the TV show, or, happily, the game, is all about. Impressively, the fighting and relatively basic puzzle-solving are held together by a script and story that will keep you playing, while also breaking the action up into fun, bite-sized chunks. Buffy and her vampire enemies natter away to each other while fighting which, to be honest, does get a bit repetitive, but the intermissions you get between locations and during levels are absolutely spot-on.
All the major characters are voiced by the actors who play them in the series - apart from, unfortunately, Buffy herself. A soundalike does an excellent job of copying her sarcastic tone, while all the other lead characters naturally sound perfect.
The script is extremely sharp, with lots of witty comments and a light-hearted feel all the way through. But best of all is that it's not at all laboured - it's snappy and tight, with none of the long, drawn-out rambling of other games that want to be like filmed drama, such as Metal Gear Solid 2.
The cut scenes pop up instantly and get straight to the point, let you know exactly what you need to do or where you need to go, then throw you straight back into the action. Because of this, you don't feel like you're ever being stopped from playing the game. The intermissions are quick and fun enough that they add to the cinematic feel without making you feel like you're at the cinema.
The story's good, too, with Buffy and her friends battling against TV series super-villain The Master, as well as other favourites on the way. Even if you don't normally watch the show, you'll want to see the game through to the end, and there's also a fair chance that you'll end up watching the series afterwards.
As far as looks go, Buffy The Vampire Slayer is good. Not amazing or anything, but certainly good. All the characters are cartoony, stylised versions of the TV actors rather than completely accurate reproductions. They move pretty well and their faces are animated to lip-sync to their voices, albeit in an exaggerated, video game way. Scenery is nicely done but pretty basic - all quite angular, but there are some lovely sections, cool special effects and some really nifty lighting.
The biggest problem we have with the graphics is that they're extremely dark. We recommend going straight to the options menu and turning the brightness up a notch or two before you start playing. Otherwise, by the time you get a few levels in, you'll have busted your eyes by staring so hard, and wanted to give up through falling off ledges you couldn't even see.
Annoyingly though, you need to be careful not to turn the brightness up too far otherwise everything gets too light and starts to look like a PC game.
Music and sound effects in Buffy are well worth mentioning, since they rumble away in the background, setting the scene brilliantly. You'll spend creepy sections in moody near-silence, with the odd Psycho-type screech of strings when you pick up a certain item. Big scraps can cause a blast of all-out pop rock to start up, just like in the TV show. The way the well-timed soundtrack accentuates all the ups and downs of the story and action makes things feel much more atmospheric.
So it's all good stuff so far - a game to keep fans of the show buzzing from start to finish, while also being good enough as a stand-alone title to attract those who didn't even know that Buffy died, let alone cared that she rose again.
But it does have its problems. The auto-save means that you can reload games from any checkpoint that you've passed so far, but they're too far apart at times. A tough section where you die repeatedly could be five big rooms on from a restart point and, with only one life and limited health potions available, you can easily end up having to do some sections lots of times.
Combat can get frustrating, too, especially when you've got lots of vampires going for you at once, not giving you enough time to get back to your feet between knockdowns. Also, if you're aiming the crossbow at a bad dude and he jumps at you, it can be infuriating trying to stand still long enough to put the weapon away so you can do a close-range attack.
But leaving aside these few scrappy bits, Buffy The Vampire Slayer is a solid, entertaining and well thought-out adventure, which provides a big chunk of fun for fans and non-fans alike.

BURNOUT
Arcade racer delivering a massive dose of testosterotainment
Driving - Issue 4 (June 2002) - 8.2/10

(AC00602E)
Burnout.txt
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Games that let us pretend we're rally or F1 drivers are all well and good, but real life driving is limited to waiting in sensible saloons for the lights to change while muttering swear words at the old dear in front of you. How nice it would be to unchain the mundane, slam on the gas and weave like a demon past law-abiding citizens, racing against like-minded antisocial lunatics.
While this scenario might be normal Friday night behaviour amongst the Max Power set, there aren't too many games that let you race through busy traffic at illegal speeds. But now Xbox has Burnout (it hit PS2 late last year), we can at last cane it along A-roads without risking our driving licenses.
Burnout's pretty much a console version of the Konami big-box arcade racer Thrill Drive, a brilliantly playable adreno-rush that combines tight time limits with some incredibly realistic crashes. Wrap a car in Thrill Drive and instead of the usual game cop-out of a one second time penalty, you get a sweat-inducing close up of a screaming woman, a replay of the smash, and so much lost time that you quickly learn to avoid smashes at all cost.
While Burnout cribs much of this (although not the hysterical lady), there's also a bit of classic Crazy Taxi action in there too. Wronging it down a one-way street, narrowly avoiding crashes and power-sliding everywhere all help to fill up your all-important boost meter, meaning that deliberately risky driving is not only encouraged, it's also actively and heartily rewarded.
Playing Burnout is a massive breath of fresh air - of the variety you get by sticking your head out of a side window at 150 mph. It's one of the most intense, immersive driving games ever made, with levels of concentration that leave you feeling sweaty and drained. And even with the most Zen-like, bullet-time-aided state-of-mind, crashing's so inevitable that the dash to each and every checkpoint is a real cliffhanger.
And it's these realistic crashes that could put some players off, since every time you suffer fender-benderage, you get an unavoidable replay from a suitably dramatic angle. Sure it halts the action and sure you shouldn't gawp, but hey - it is a car crash.
So all the time you want to be driving to the next checkpoint, you're forced to watch your game-costing mistake. And although the obvious conclusion is that you simply shouldn't crash, the replays can be annoying (especially for beginners) because during a bad race, it's a near-constant interruption.
But once you master graceful powerslides, the threat of endless crashes is replaced by the joy of deliberately flirting with danger in order to fill up that boost meter. And that's when you realise Burnout is madder than a bucket of greased courgettes. Take our word for it.
Crucially, as the game's designer promised us in Issue 02, the controls are brilliant and perfectly suited to the Xbox pad. With practice it's possible to slide the car on a precise line between dense traffic. And with both analogue triggers used for accelerator and brake, the handling feels far more instinctive and immediate than it did with the PS2 pad. With clear responses, it's tremendously satisfying to feel the tyres grip once more after you've slid your way out of a tricky situation.
The visuals are improved on Xbox too. More detailed textures on the tracks and real-time reflections on the cars make this the best-looking Burnout yet. It's also extremely fast, smooth as you like, and there's loads of traffic on the road.
The courses are excellent, taking in cities, clifftop roads and country lanes. They consist of long circuits through road networks filled with enough unsuspecting commuters and big rig articulated lorries to keep you on your toes.
A particular highlight is the Rush Hour course which finishes with a lengthy blast down the wrong way of a motorway against four packed lanes of honking and swerving traffic - an image that pretty much sums up the madness of the game's concept.
The only real problem with Burnout is the rising frustration when you're not doing too well. If ever there was a game that you need to be in the mood for it's this one. When it's going well, it's the most intense, enjoyable arcade racer you could wish to play.
But if you keep crashing, it can just be plain annoying - and since some races are gruellingly long, it's quite possible that eight or nine minutes of decent racing can be undone by some last minute pile-ups. Not a relaxing game then - play it before bedtime at your peril.
It's also worth pointing out that there's not a huge amount of tracks compared to a game like Project Gotham Racing (Issue 01, 8.9). But each one rewards repeat racers - better players can exploit them for maximum boostage while traffic patterns can be learned in order to get some satisfyingly professional lap times.
So despite frequent frustrations for the learner driver, Burnout really is a tremendous racing game well worth getting your teeth into. It's also one of the most highly charged doses of gaming buzz available on Xbox. Just don't forget to belt up...

BURNOUT 2: POINT OF IMPACT
A classic arcade racer that makes you sweat and grin
Driving - Issue 17 (June 2003) - 9.0/10

(AC02504E)
Burnout2.txt
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A friend of mine once split up with a guy due to his habit of driving too fast. He waited until the very last minute to brake and enjoyed cutting up other cars, driving too close and overtaking in silly places. Eventually he wrote off a six-month old motor and lost the company of one cracking-looking girl. A heavy price to pay for a little adrenaline rush.
If only he'd had a copy of Burnout 2: Point of Impact, then perhaps his life would still be sunshine and rainbows. Because if you need any more edge-of-the-seat thrills than this game can offer you're on the highway to a heart attack. Let us spell it out for you: five minutes with this game is like a dose of pure adrenaline mainlined straight to the pleasure sensors. It's a full-on white-knuckle ride of teeth-clenching, pad-gripping action and it rocks harder than our Vanessa in a mosh pit. It's that good.
For those unfamiliar with the Burnout series, the objective is very straightforward: race through dense urban traffic to be the first to cross the finish line. To stay ahead of the pack you must build up your boost meter. When it's full, this meter can unleash the race-winning extra speed for you to zip along like you're Marty McFly on a time-travelling mission.
The boost function is essential for both racing success and to underline the point of the game. You can build up your boost meter by performing various hair-raising manoeuvres such as near-misses, driving in the path of oncoming traffic and powersliding around corners. The game rewards acts of reckless driving and, as a consequence, you need to drive like a loon to achieve your goals.
But this is the sequel to the first Burnout title that appeared about a year ago (Issue 04, 8.2) and anyone owning the original will no doubt be wondering what improvements have been implemented to justify shelling out for another game. Well, consider it to be the latest model of your favourite car - it's got a host of new features as well as looking bang up to date and offering even better performance under the hood.
On a purely visual level, the graphics are notably improved. The cars look a lot better, benefiting from a higher polygon count, better lighting and subsequent reflections, higher degrees of texture detail and much more extensive damage. Crash in this game (and we guarantee you will) and kick back while your car disintegrates before your eyes. Bodywork gets tossed like confetti, windscreens smash and wheels decide that they've had enough and are moving on without you. The tracks are also larger with a good range of diversity in locales ranging from mountains and shorelines to city centres and airports.
But that's just the eye candy. The gameplay has also been given a major overhaul. Compared with the first game it's much easier to get a full boost meter, which means there's more opportunity to go hell for leather and get the most from the game. There's also a bunch of new modes, including a Pursuit option where you're in control of a cop car and have to ram another vehicle into submission. It's just like playing Chase HQ from 'back in the day' and offers a nice diversion - as well as the promise of unlocking different vehicles if you're successful.
Another welcome addition is the Crash mode which does exactly what it says on the tin. Drive as fast as you can into a busy junction and see how much carnage ensues. The pile-ups are nothing short of devastating and the sense of achievement that results from causing vehicles to slam into each other is strangely satisfying in a rather masochistic kind of way.
There really is very little to fault the game on. One observation is that you'll occasionally get repetitive traffic configurations, such as encountering the same lorry changing lanes in exactly the same place. It would also have been nice to have fewer invisible walls and greater use of alternative routes around the tracks. But all things considered they're really very minor quibbles when measuring just how enjoyable this game is to play.
Powersliding massively around a corner, weaving scarily through traffic then boosting to hurtle past two lorries and just squeeze through is a classic gaming experience that you won't forget in a hurry. Racing line enthusiasts need not apply, but anybody with a passing interest in excitement should step right up - you won't be disappointed.

BURNOUT 3: TAKEDOWN
Essential arcade racer, brimming with every kind of invention and deliciousness
Driving - Issue 34 (October 2004) - 9.4/10 - Xbox Live features **

(EA09102E)
Burnout3.txt
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Without a Swedish man called Nils Bohlin who died in 2002, there is very little chance we'd ever have got to play Burnout 3: Takedown. He was a man of many talents, but nothing he did was as vital to the art of smashing your car to smithereens and surviving than his invention of the humble seat belt. Mr Bohlin kindly invented it so we could abuse it. And boy oh boy, if you're looking for seat belt abuse, Burnout 3 is a cane-waving headmaster with a nasty glint in his eye.
Burnout 3, for starters, is four times bigger than Burnout 2 (Issue 17, 9.0). If you consider nothing else but that, the third instalment is already leaps ahead of version two, a game we hold in high regard anyway. We would have been happy with that; we would have been lured in by the promise of four times the action alone, but Burnout 3 is so, so much more than just a pumped-up sequel. It doesn't take too much effort to see that, visually, Takedown has undergone a little under-the-bonnet nip and tuck. Environments are hugely detailed, subtle lighting effects are dazzling, and the range and spectacle of collisions make Burnout 2's pileups look like a couple of matchbox cars being bumped together. But not only has the initial awe factor been cranked up a notch, the game model is sublime. Burnout 3 is the closest thing you'll find to pure gameplay.
The emphasis on destroying your opponents has been increased (after all, that's what we all loved about Burnout 2), so new race modes actually encourage violence. The Road Rage mode demands that you knock out a certain number of rivals before you become a wreck yourself or the time runs out. The standard race modes also encourage it. If you're shunted you can chase your enemy off the track and have their final, mangled moment captured in slo-mo. If they do they same to you (the AI is blistering so you'll be in for a fight), you too will be sent into a slo-mo whirling dervish of metal and glass.
Even during these smashes while old Bohlin's invention is cutting into your chest, you can exact revenge. By pressing A you fire up the Impact mode, allowing you to steer your wreck into the path of oncoming rivals. Take a few out with this aftertouch and the cash comes rolling in. Earn enough cash by proving your mettle and you'll then be invited to different events spanning the globe, where the game simply gets bigger, better, faster and more brutal. You'll unlock special Crash events where, like Evel Knievel's less fortuitous backwater cousin, you'll have to pile into streams of traffic to cause as much mayhem as you can. The greater the blackened pile of scrap when you're done, the greater the reward. And boy, are there rewards aplenty.
There are seemingly endless combinations of cars to be won, some of which come after you've attained a certain goal such as gold medals or a cash limit, while others are yours following the most taxing of missions. The fire engine, for example, is only available when you've made ten newspaper headlines in Crash mode. To make each headline you've got to earn close to the $1 million mark, and the average earning during Crash mode is $190k. There are also 4x4 trucks, F1 cars, classic Burnout vehicles, sports cars, custom cars, prototypes and dragsters to be earned, plus locked race modes, galleries and a few shiny trophies to boot. We played this for two days solid and only ever reached the bronze cup, such is the scope and opened-ended spectacle under the hood.
The cars' handling is gorgeously responsive and they react to your touch exactly as you'd hope. You can still veer through lanes of oncoming traffic, and weave through them with almost balletic grace. The physics are second to none, and while this doesn't mean it's gone all PGR2 (Issue 23, 9.3) on us, Burnout 3 handles as if it were constructed from nothing more than pure essence of fun.
As if this weren't enough, the Live compatibility is just as explosive as the offline game. Up to eight players can take part in Race mode, and you can duel head to head on the Crash modes, tallying up the destruction to become king of the Burnout 3 leaderboards. You will never - and we'll repeat that for effect - never tire of it. That's a promise.
It feels as you always hoped a racing arcade game would feel. It has the breadth and depth you always hoped an arcade racer would have. It looks as sumptuous and candy-coloured as you ever hoped an arcade racer would, and it rewards you bountifully for doing the one thing that you're encouraged to do: have fun. Burnout 3 is, without doubt, one of the finest, most enjoyable and crazy games to exist on Xbox; a barrage of twisted metal, laced with the kind of speed, handling and gameplay few other racers could ever hope to achieve. Nils Bohlin would be proud.

CABELA'S DANGEROUS HUNTS
Dull, monotonous and lacking any excitement. Avoid at all costs, even if you are 'game' for a laugh
First-person shooter - Issue 37 (XMas 2004) - 3.0/10

(AV02503E)
DangHunt.txt
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The Cabela range of hunting games is massive in the States but it means little to us Brits who don't spend countless hours walking through the woods hunting Mother Nature's finest. Dangerous Hunts marks the franchise's Xbox debut but if you're expecting a fast-paced wildlife slaughter-fest, think again.
As strange as it sounds, this is a hunting simulation that drops you in the middle of the great outdoors and challenges you to 'down' some of the world's hardest animals including grizzly bears, leopards, rhinos and cape buffalos. There are also some of the most helpless animals to destroy too, and this is how things start in Career Hunt. If your trigger finger is itchy though, you can jump straight in with Quick Hunt and Action Zone options but the gameplay is pretty much the same whichever mode you go for: hike for miles, see an animal and shoot it before it takes you out. That's all, folks.
Career Hunt dishes up various challenges across 12 different locations around the world and at different times of the year. The weapons are also real world based, so don't expect any chain guns or lightsabers here. This is all about rifles, handguns, bows and knives - real hunting. Environments are picture perfect and the first-person handling is bang on the money too. The look sensitivity does default to the extreme, but it can be toned down.
There's not a lot of action and it's not half as tense as the packaging would have you believe. It's slow and uneventful. Chasing animals around the woods just doesn't make for an exciting experience, even if you are a natural born hunter. There are plenty of better first-person games to choose from and even the novelty of offing sheep and deer quickly wears off. Soon to be extinct in the UK.

CABELA'S BIG GAME HUNTER: 2005 ADVENTURES
The slow, unforgiving stealth-fest where meat is the enemy! A competent enough simulation of a very boring activity.
US Sports - Issue 51 (January 2006) - 5.9/10

(AV06201W)
CabelaBGH.txt
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Pretty much everything we know about hunting comes from the very depressing, very long Robert De Niro film The Deer Hunter. The best thing about The Deer Hunter was the fact that actual hunting was kept to a minimum to concentrate on more interesting themes, such as war, torture, drug abuse and illegal gambling - the subject of most games these days.
Cabela's Big Game Hunter, however, is a very earnest and drawn-out 'proper' hunting simulation for dads, uncles and our rotund waffle-eating friends across the water, who consume these games like they were 1kg sacks of 'Fritos'. You play a stinking mountain man with a gun who must trudge his way across miles of terrain in search of dinner. 'Dinner' being one each of the 35 innocent animals that populate BGH's forests, deserts and tundra. There's lots of dull preparation to get through before the murder starts, though, accessed via rubbish static menus - buying all sorts of obscure equipment ('urine scent?') and other exciting tasks like reading the park regulations and having a sleep may be 'realistic', but they hardly build excitement. Point Blank this certainly isn't.
Things didn't go too well on our first outing, unless driving an ATV off a cliff and breaking both legs before being attacked by angry wolverines counts as 'going well'. After a while we tired of losing to these rubbish level one enemies and took to flushing them from the undergrowth with the ATV, which only succeeded in annoying the warden. "Don't do that again", goes his surly, disembodied voice when you do anything other than stick to the game's strictly linear path. And when games we don't like much anyway start with the nagging, we tend to turn them off.
But we tried to play 'properly' instead, which involves lengthy periods of creeping about, pausing to catch your breath, then creeping some more, all the while pressing Y to look for tracks, and peering into the vegetation. It's hard and no fun - until you turn on Tracking mode, which makes things easy and no fun by marking every animal on the map with a big red arrow. This dramatically shifts the balance of power - areas can now be completed in about 90 seconds flat by climbing into the first tree you find and firing a few rounds at the nearest red blip. Six times out of ten you'll hit the poor creature it's pointing at. It gets a bit depressing after a while.
After all the forest animals are dead, you're sent in to clear the desert of sheep, goats and so on. The game just unfolds one area at a time like this, with you shooting some boring, realistic guns at boring, realistic animals, in boring, realistic environments, and at no point do you get to go to Vietnam to play Russian Roulette with Christopher Walken, or defend Burt Reynolds from hillbilly sex attack with a sniper rifle.
And therein lies the rub. On the one hand it's a competent, meaty simulation. On the other, it's simulating something that's difficult and serious and, fatally, a bit crap. If you like long, hard stealth games where stepping on a bit of twig means restarting the level, you'll love it. If you fancied going on an angry rampage as the polar bear in multiplayer, we suggest you buy Star Wars Battlefront II. You get to be the Wampa in that!

CALL OF CTHULHU: DARK CORNERS OF THE EARTH
A dark, disturbing horror adventure with a fantastic script
Survival Horror - Issue 48 (November 2005) - 7.8/10

(BS00702E)
Cthulhu.txt
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Hailed as a cult literary genius, HP Lovecraft's numerous works take in ancient prophecies, alien invasion, and the ancient lost cities of weird fish-people. Central to this universe is Cthulhu, god of this strange race of mermen, and whose calling, erm, is the reason for this impressive horror epic. But we're not talking fuddy-duddy literary adaptation; this is full blown, skin-crawlingly creepy stuff.
You play Jack Walters, a successful young detective, called one night to a disturbance at a religious cult's compound, and boom - next thing you know, Jack's swinging from the rafters after six years of amnesia and a nasty spell in the mental asylum. The game charts the lost time between your awakening and untimely descent into madness, all told in stylish retrospective. Visually there's nothing that impressive; cut-scenes are where large chunks of the story are told, and they're distinctly rough around the edges. The environments are fairly bland and uninteresting, yet you won't get to appreciate much of them anyway, such is the dark and murky nature of the game. Nope, it's the truly absorbing storyline which drives Call of Cthulhu and makes you want to stick with it, much like Fahrenheit (Issue 47, 8.9), except set in a first-person perspective. The game does away with any kind of fangled HUD interface, making for a far more immersive, true-to-life experience. This really is like working your way through an interactive movie.
The game draws on the rich material inspired by Lovecraft's twisted world, and actually recreates its creeping, claustrophobic horror surprisingly well. At every bend you'll slowly edge Jack along, convinced something nasty is waiting round the corner. When the shocks come they are well executed, and although not entirely unexpected, still terrifying. We knew it was foolish to open that door ahead - we could hear the tortured groans and shrieks coming from within, but it still didn't stop us dropping our load when a viscous creature burst out from behind it. The script rattles along, the drip-feed of clues and information just enough to keep you hankering after the next fix of fishy mystery. There's a fantastic amount of dialogue on offer as well; NPCs offer loads of different replies when frequently asked the same question.
This slow-burning tension is somewhat spoiled, though, as the game shifts towards action-based adventure. Jack is gradually armed with machine guns and shotguns in addition to his more fitting pistols, and the game crawls across genres into almost full-blown FPS by the closing levels. The lack of a targeting reticule of any kind makes combat tricky and draining on your health, and it isn't particularly well done. The adventure/horror theme works far better with this sort of material, and as such we wish the developer had left the game just so. A top adventure for the most part, though, and essential to fans of the genre.

CALL OF DUTY: FINEST HOUR
An utterly unexceptional WWII shooter in every way. Feels like it's been rushed. Must try harder
First-person shooter - Issue 38 (January 2005) - 7.0/10

(AV04201W)
CallDuty.txt
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April 2003 saw Activision ink a publishing deal with start-up studio Spark, formed by staffers that had previously worked on EA's Medal of Honor series. But while the PC games Spark created went on to show MOH how it's done, the same, unfortunately, cannot be said for the first console title, Finest Hour.
After an impressive, cinematic opening (which reminded us of a similar MOH opening scene), the first-person fun never really hits the spot. The WWII story is played out in three different Allied-flavoured campaigns - Russian, English and American. Each one puts you in the muddied boots of a soldier and tells his or her unique story of their fight against the evil Axis. You'll get to play scenarios that cover everything from a shrapnel-dodging soldier to a sniper defending Allied quarters from rocket-propelled German onslaughts.
With a game that's obviously had a lot of manpower and money plunged into it, you'd think that some quality time would have been spent with the control system. You only carry two weapons at once, so you have to think about the situation you're in and arm yourself accordingly. But your character walks so slowly that, should you get caught out in the open, you'll be cut to red ribbons by the time you've found cover. Looking and aiming is also a touch on the unresponsive side, making the game more of a chore to play than it should be.
There's something not quite right about the way the weapons feel or act either. It's a bit of a guessing game how much damage each one does. Enemies seem to take the same number of hits before falling with each one you choose, no matter how loud they sound or destructive they look. We even came across certain points in the game where we were clearly shooting the enemy in the head, but the shots just weren't getting through. And this isn't the only glitch we came across either. Too many times we saw expired soldiers floating in the air or our AI team-mates stuck on buildings.
The linear gameplay sees you tackling age-old objectives like taking out bunkers, clearing buildings of enemies and sniping specific targets. We've been there and done it so often that we've come to think of ourselves as actual WWII veterans - especially when woken by a deafening crack of thunder in the middle of the night as if we're having a flashback. There's little freedom to go and search around the rubble of the destroyed cities. If you do, you might find the odd health pack for your troubles, but that's about it. The quick pace of the game pretty much requires that you stick to the path at all times and don't stray.
What the game does well is serve up some impressive set-piece moments and each level builds up to a full-frontal finale. And the game engine handles these very well, with no noticeable slowdown on screen. Seeing hundreds (well, not quite hundreds but there's a lot) of your men storming beaches or running to face the enemy head on is a great sight, even if the dull and samey graphics don't bowl you over. These magic moments feature everything from blasting a fleet of Stuka dive bombers before they take off to regaining full control of Red Square from the hands of the Germans. A movie-quality score and great sound effects back up all the action. If you've got the full Surround Sound thing going on at home, this will make your ears bleed.
Finest Hour is not a bad game; it's just not nearly as good as it should have been. At times it feels rushed and unpolished but the biggest disappointment is that it's doing nothing new at all to push the boundaries of war-themed shooters. Must try harder.

CALL OF DUTY 2: BIG RED ONE
Great visuals, intense sound and smooth controls make for the ultimate on-rails WWII shooter
FPS - Issue 50 (XMas 2005) - 9.0/10

(AV08101W)
COD2.txt
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It's almost like Call of Duty: Finest Hour (Issue 38, 7.0) never happened. Originally meant to show EA's Medal of Honor series how WWII should be done, Finest Hour was a huge letdown in every respect. It looked dated for its time, it was full of glitches, and was clearly rushed out for the pre-Christmas spending spree. Worse than that, though, people actually bought it.
But Big Red One more than makes up for those past horrors of war. Sensing the franchise could be dead before it really started, Activision pulled the game from developer Spark, and passed coding honours along to Treyarch and Grey Matter, developers of Ultimate Spider-Man (Issue 49, 8.5) and Return to Castle Wolfenstein (Issue 16, 9.2) respectively. Big Red One is everything a WWII game should be. It's even up there in style, presentation and immersion with the Xbox 360 version, Call of Duty 2.
You'll be hard pressed to find a more engaging opening set of events in any wargame. When you fire up the single-player story mode and the action begins, you might think you're watching a fancy cut-scene. Then you realise you can move the camera and look 360 degrees around you. Then you realise your team-mates are talking directly to you. Finally, you realise that this is the actual game and not a fancy cut-scene at all, as you start running into battle. If you thought the character models in the Brothers in Arms games looked the business, they're nothing compared to those in Big Red One.
The dramatic opening showcases the new game engine in all its glory. Planes scream overhead after being shot down by anti-aircraft fire; tanks grind their way into position while firing at enemies too afraid to come out of buildings; mounds of dirt and plumes of smoke fill the air while bullets zip past your helmet. It's the most intense WWII game experience right from the words go, go, go!
Emphasis has been placed on story, and keeping your squad (part of the real-life Big Red One, the US Army's 1st Infantry Division) alive is key, although that said don't worry too much if you lose a few along the way. They keep you informed about the changing mission objectives, and also provide surprisingly decent AI covering fire, even if they are prone to sticking their heads in your line of sight. Try to resist the temptation to shoot them yourself, though, as the game doesn't like you doing that. The summary execution of your more idiotic comrades results in an instant game over, with the ironic message from the UNITED STATES developers that "friendly fire will not be tolerated".
You and your squad begin to traverse various locations in South Africa in an on-the-rails first-person shooter of epic proportions. Although when we say rails, we really mean tightrope. There's no room to manoeuvre off the beaten track or even fall off a wall onto the other side at certain points. You can only go where the developers want you to. Health and ammo pick-ups litter the way, usually gathering en masse just before a massive set-piece, so there's no point in exploring every nook and cranny for secret pick-ups. Don't bother, because there aren't any. But that's fine by us - this is all about shooting evil Nazis in their hundreds, and eventually thousands by the end of the game.
It's set-piece after set-piece, all constructed with formidable precision. One element that makes it all far more interesting is the sound. We've never had to stand in the middle of a real battlefield, but we'd imagine it would be pretty loud. Imagine hundreds of people screaming all around you, gunfire, and the rumble of tanks, aircraft and artillery in the background. It's what we imagine war sounds like, and it's what Big Red One sounds like too. If you're a bit on the posh side and have a full-on surround sound system hooked up to you Xbox, your ears are going to love this.
Occasionally you get to ditch the on-foot action and have a go in vehicles. There's a section that sees you manning the guns of a B-24 Liberator, attempting to shoot down as many planes as possible. It's a bit like Duck Hunt, but serves up some great fun with big guns.
Big Red One doesn't just do everything you'd expect from a WWII game, it does everything better than any previous WWII game. Striking visuals (it's not at all grey) and ear-piercing sounds make the action intense, engaging and very cinematic. If you buy one more WWII game for Xbox, make sure it's this one. You won't be disappointed.

CAPCOM CLASSICS COLLECTION
Shambling old games rise from their sandy graves to spoil your rosy memories
Arcade - Issue 49 (December 2005) - 6.9/10

(CC02401W)
CapcomCC.txt
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And so the back catalogues keep rolling in! This time it's with the release of Capcom Classics Collection, a 20-thick bundle of old-skool beauties that not only takes you right back to the 'olden days', but proves that most of Capcom's early games were variations on a side-scrolling theme. With the exception of Street Fighter II, SFII: Champion Edition, SFII: Hyper Fighting, and, erm, Pirate Ship Jigemaru, all of the games are scrollers - whether they go up the screen (1942, Commandos, Mercs, Exed Exes, etc) or across the screen (Final Fight, Ghosts 'n' Goblins, Section Z, and Trojan), there's little real variety on offer. The only other game that tinkers with the scrolling genre is Forgotten Worlds, which - get this - goes both across AND up the screen.
Until this collection came along, you wouldn't have noticed much of Capcom's formative years were spent scadoodling from left to right and so forth, so seeing them bunched together takes the sheen off their old-skool appeal a little. The fact many of them appear to be SNES conversions, not the proper arcade versions, also seems a little cheeky. But savour these one at a time rather than devouring them all in an afternoon, and you'll find this to be another pleasant trip to retroville.

CAPCOM FIGHTING JAM
An intriguing mixture of characters from Capcom's back catalogue, but the 2D fighter has peaked for mainstream appeal
Screenshots - Beat 'em up - Issue 45 (August 2005) - 6.5/10

(CC01601W)
Capcomjam.txt
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One way or another, we're all trying to recapture our youth. We haven't hit mid-life crisis and bought a Porsche just yet, but playing videogames for a living? Guilty as charged. Playing the Xbox versions of coin-ops of yesteryear? Yep, that too.
Capcom Fighting Jam brings together five different groups of fighters from five very different Capcom coin-ops. Unlike a cringe-inducing family wedding however, these distant relations provide a much more appealing flock to get scrappy with.
Characters from Street Fighter II, III, Alpha, Darkstalkers and the weird creatures of Red Earth are on offer. Each group of fighters has their own array of special moves unique to their particular era, though this is a double-edged sword. The original SF II characters go without these generic match-winners, instead relying on their super combo moves, executable once their combo meter is full after landing a string of successful blows, or they themselves receive a battering. These obviously involve complex button sequences, though the devastating results, unique to each character, are well worth learning, although the huge downside is that fighters from the later titles have a discernible advantage over the (seemingly simpler and therefore weaker) SF II characters.
Arcade and Versus mode are where you'll be spending most of your time (well, all of it actually, seeing as these are the disappointingly scant game modes on offer), where players take part in two-vs-two matches against another player or CPU opponents. You select two different fighters, but you don't get to see the opposition beforehand. It pays to pick two contrasting styles to protect against any eventuality, encouraging players to experiment with the whole complement of fighters.
But although Capcom has provided a decent array of characters, the inherent imbalance of ability between them means you may well end up furiously learning up a couple of characters from Red Earth, and that's it. The pixellated sprite animations are pleasingly faithful, but look painfully out of place among today's games, as does the often frustratingly slow pace of the game.
Live is included as part of the deal, and further downloadable characters, stages and moves are promised. Which will make the purists squeal, though they may be the only parties really interested in this blast of rose-tinted nostalgia.

CAPCOM VS SNK 2 EO: MOTM
If it's 2D combat you're after, you won't find better than this
Beat 'em up - Issue 14 (March 2003) - 7.7/10 - Xbox Live features ****

(CC00803E)
Capcom.txt
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Street Fighter 2 Turbo is right up there in my 'Favourite, most played games ever' list. It was magical at the time, properly amazing... big and colourful with incredibly designed, beautifully balanced characters. Just the sheer joy of tapping out the sequence of buttons for a big combo kept me coming back for more, even though I'd finished it countless times. Honestly, it was the Halo of its time, shifting tons of consoles, consuming hours, days, and saving me a hell of a lot of 50p pieces. I think I'm going to cry, excuse me for a moment.
Ahem! Yes, Streetfighter was something very special, even if the legions of updates abused it somewhat. Eventually I got a bit bored, and haven't really played it too much since. But then, that was the case with the John Madden games too, and when Madden NFL 2003 (Issue 08, 8.9) arrived in the office we all loved it. Can Capcom's latest 2D beater relight my fire too?
Well, it's certainly trying hard to do just that. There are more than 44 characters here, and many of them will strike the warm glow of nostalgia into your hearts: Blanka, E Honda and Dhalsim are back, alongside Capcom stalwarts like Ryu, Ken and Chun Li. For others, SNK characters may well be the big draw: Nakoruru from Samurai Showdown and Terry from King of Fighters line up alongside a load of SNK bods. If you've ever been majorly into a 2D beat-'em-up, there's someone here for you.
Thing is, appealing though the character designs are, they don't look any better than their Sega Saturn incarnations - they're still low-res. It's really starting to get a bit cheeky now - the characters look ridiculously blocky at times (especially some of the SNK characters). The high-res backdrops only make the characters look more out of context.
It's going to take some work for Capcom to redo all the character art at a higher resolution but, given the amount of cash they've made from using exactly the same art over and over again, it's about time they sorted it out. Guilty Gear X on the Dreamcast shows how good the game might look if they did - as it is, this can look pretty poor on a big telly.
But... oh, Streetfighter, I could never stay mad at you. You're still so much fun to play and, with a second player of the same standard, you're more addictive than you have any right to be at your age. You see, dogs don't get much older than Streetfighter, but at least it keeps coming up with new tricks. In the case of CVSSNK2EO:MOTM (blimey!), the trick is online play - and as Xbox Live's first beat-'em-up, all eyes will be on it. Can a fighter - which relies totally on split-second timing and reaction - be played over the internet? Well, at the time of writing we can't yet tell you, but if it's Live play you want, make sure you wait for an update in a future issue.
Still, there's more new stuff to talk about. Like the Groove system, whereby you can choose from one of six Grooves that determine your character's abilities. Taken from previous Capcom and SNK fighting systems, they allow you to use just the kind of combo gauge and fancy guard trick that suits you.
There's also the EO in the title, which stands for Extreme Offense over here, but Easy Operation in Japan. Our Asian friends have the more accurate acronym, though - choosing EO-ism means beginners can operate special moves with simple presses of the Right thumbstick, while the strength of kicks and punches is determined by how hard the triggers are pressed. Streetfighter purists may baulk at this, but it does allow a total novice to do a dragon punch. Still, it's a more rewarding experience to use the proper controls.
Ultimately, if it's a spot of two-dimensional combat you're after, you're simply not going to do better than this. It's more of a 'proper' fighter than the novelty-filled Marvel Vs Capcom 2 (Issue 10, 7.5), and of course there's the prospect of Live play. But while Capcom's stable of brawlers may have been my first beat-'em-up love, my heart still belongs to Soul Calibur.

CARMEN SANDIEGO THE SECRET OF THE STOLEN DRUMS
Tries to teach you ancient history, but is very long and tedious. Looks last-gen and as ugly as muck
Platformer - Issue 27 (March 2004) - 4.6/10

(BM00602E)
Carmen.txt
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Carmen Sandiego The Secret of the Stolen Drums. Sounds compelling, doesn't it? Really rolls off the tongue. Don't worry, there's little chance you'll have to regurgitate the name to a bewildered shop assistant so trying to memorise the title isn't worth the effort.
Carmen is a famous thief, hunted by the Acme corporation, a bunch of do-gooders intent on stopping her pilfery. The series has been around since 1983 and acts as part-story, part-GCSE tutorial. Each area you track Carmen to comes with a mini history lesson and fact fart, so you learn while you play. It's like Barney, only in a red trench coat. Sadly, it's excruciatingly dull (albeit sporadically amusing). "African tribes use plants, roots, and minerals to dye their materials. Now smash some robots!" Class.
Don't expect anything more than hopping from blocks, collecting artefacts, bashing polygons and, somewhere along the line, assimilating the fact that 3,800,000 people live in New Zealand. The controls are so-so, the camera is too, but there's so little invention or love applied to the level design you'll be headbutting the screen in frustration. Peru was populated by humans as early as 12,000BC. See, the facts just sink in.
Every level follows an achingly familiar pattern to the one that preceded it, so, by the end of the first marathon, you've got a further nine to look forward to. Graphically we're talking last-gen enough to feel at home on a Nokia, so it's not as if lush visuals will keep you going either. The Incas never used wheeled transport.
The only glimmer of ingenuity comes with the use of your staff. It's a weapon, and it can be used to walk tightropes, and pole vault across areas or into fragile walls to break them. But this is no compensation for the trudging headache of gameplay. Really, gaming and education should never been combined so sincerely without the essential use of humour (Broken Sword - Issue 23, 9.0 - stand up and take a bow) because it ends up smelling like this.

CARVE
Too linear and unimaginative for long-term thrills. Bubbles to life on Xbox Live, though
Extreme sports - Issue 26 (February 2004) - 5.5/10 - Xbox Live features ****

(TT01603L)
Carve.txt
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Jet skis are a hard beast to do justice on a console. You've got many factors to consider. Why does it sometimes look as though you're jet skiing on sheets of smashed slate instead of water? Does my bum look big in this? The collision detection suggests I should now be utterly dead rather than just slightly wet, why is this? It's a difficult task to juggle, and although Argonaut has developed with water on the brain (in the nicest possible sense you understand), there are quite a few balls being dropped.
Essentially Carve seems to be an exercise in 'ooing', and 'aahing' at the superb physics of the binary briny. Waves undulate and lap gently on the shore, wake kicks up a foamy spray and the skis bob buoyantly on the surface. If this were a stationary boat show, we'd all be laughing. Unfortunately though, there's a weird conflict of interests at work with Carve. On one hand you're forced to finish within allotted time frames to progress, and on the other you're encouraged to perform Rush manoeuvres and tricks which unlock extra courses and characters. Tricks often slow you down so you find yourself cutting them out completely simply in order to qualify. And we were so looking forward to cutting a body whip followed by a superman/air walk combo too.
Even when you do acquire enough points to reach the next skill level, if you reach your target before you've played all the stages you're still forced to complete them anyway. A minor gripe perhaps, but why waste time on thankless tasks that don't further the game? Makes us shake our fists like angry old men it does. Perhaps if the courses were more inspired then we wouldn't even have noticed being dragged through them in the first place, but this is another area that stagnates more than a bowl of wet socks.
Our toes curled when we saw the obligatory ice level, as they did when a (albeit lush) Caribbean course popped up. Yet even this wouldn't have mattered if the courses weren't so rigidly structured. A slalom system penalises you for wandering, so short cuts, hidden bonuses and secret paths are merely wet dreams.
Carve boxes you in, constricts you to race from A to B as fast as possible, and that's where it leaves you, without a sense of true fun, and exposing its achingly normality in one fell blow. And it had so much potential too, especially with that oh-so pretty water. It's a shame then, that the fun just evaporates like a mist in a hot wind.

CASTLEVANIA: CURSE OF DARKNESS
Tired, boring, and lacking in vampires - the franchise that never dies shambles back for another go
Action - Issue 52 (February 2006) - 4.5/10

(KN04503E)
castlevania.txt

CATWOMAN
Solid, inventive, enjoyable title, marred slightly by the bizarre controls. Stylish and original
Action - Issue 33 (September 2004) - 7.8/10

(EA09202E)
Catwoman.txt
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Yes, it looks abysmal. Hopefully, as you're reading this, there is a costume designer in Hollywood who has been horse-whipped and humiliated for the lacerated gimp suit we're meant to believe constitutes Catwoman's wardrobe. Couldn't they have just torn up an old PVC coat like Selina Kyle once did? Couldn't Catwoman spend the days going through a traumatic paranoid schizophrenic episode whilst licking her undercarriage? That's what Catwoman is supposed to be. But, here she is, feline fatale reincarnate with a bag of pussy jokes, a loada bling, and ears you could string a washing line between.
Thankfully, it appears the developer has paid no attention to the forthcoming avalanche of kitty litter, instead choosing to take inspiration from the deepest depths of Persia. Catwoman the game isn't a disaster, nor is it a cheap tie-in (well, the film will have to recoup some of its staggering losses, won't it?), and nor is it a travesty to Michelle Pfeiffer's moggy memory either. This is a camp, bling-packed homage to Prince of Persia (Issue 26, 9.0), and while it doesn't quite live up to the master, there are flashes of brilliance.
Patience Price is bumped off after uncovering a gruesome secret about her employers (we won't spoil it, but don't go buying any anti-wrinkle cream from Hedare Beauty in a hurry), and turns moggy thanks to a whole heap of voodoo mumbo-jumbo. This of course imbues her with a desire for revenge, tuna, milk, and ripping to shreds the nearest loo roll. It also means that she's given the characteristics of a cat, and there isn't a trick missed when it comes to her feline prowess (and this is where Prince of Persia comes into play). The majority of the levels are designed like a giant climbing frame, a pathway of deviously designed routes that will need a huge effort and mastery of your cat skills to traverse. If you're looking for a game crammed to the hilt with bad guys looking for some pussy-whipping, think again, Catwoman is a puzzler of sorts, with the environments themselves providing the challenge. You'll have to use your whip to swing from poles; you'll be back-flipping off a wall to land on a precarious ledge opposite you; you'll leap from great heights, hitting a pole straight on, then swoop around it to launch yourself upwards to another ledge. Your whip can also be used for lassoing around hard-to-reach areas, then hoisting yourself up. You are more agile than all but the Prince himself, and mastery of your gifts is essential to make any kind of headway.
There are a few stumbling blocks though, namely the lack of fluidity to your movement, and every action is a pre-determined animation. You can't suddenly switch directions or stop flicking your whip if you've already set in motion the animation to do so, and that is where Prince of Persia has the major advantage. You're also very likely to die (don't worry, you do have nine lives) due to the poor perspective and cameras. Catwoman is a feisty creature too - you'll be lucky to get her gracefully lowering herself from a ledge; she seems to prefer hurling herself in every direction. Hardly what you'd call handy when you're 15 storeys up.
Combat is a lesson learned through the earning of stolen loot. The more you earn during a stage, the more you have to spend on learning new tricks, such as whipping weapons out of enemy hands or dragging a victim your way with your whip wrapped round their neck. It's fun, but the bizarre combinations of buttons you need to use throughout the game are baffling. Thrusting the analogue sticks to and fro and pressing the Right trigger is all you'll need to perform just about every move in the game - a shame because when you want to take a peek around, make a leap, and grab hold of something, you're often left hanging in mid-air before crashing to the ground.
Despite this though, the game is strangely likeable. Catwoman is a bitch - she really doesn't suffer fools gladly, and will happily go at it with a gang of knuckleheads until they flee like sissies. The environments are devious and will pickle the brains of anyone without a skipful of saint-like patience, and there's a charm to it that you rarely find in film tie-ins. The game wants to be different, you can feel it in the programming; it wants to challenge you through the fantastic level setpieces, and it wants to encapsulate an essence of what Catwoman should be. It's fair to say, that although a sequel is unlikely, eight out of ten gamers will say their Xboxes preferred it to other brands of tie-in.

CEL DAMAGE
Dreamy looking, but hectic and frustrating gameplay
Driving - Issue 2 (April 2002) - 5.5/10

(EA01702E)
CelDamage.txt
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What is it about cartoon-based video games? Just because they look like a throwaway colouring book, doesn't mean they have to play in such a pulpy, disposable manner.
Cel Damage shares a worrying amount in common with Mad Dash Racing (Issue 01, 6.5) besides the wonderful, glossy visuals: it's just too fast-paced and random for its own good.
On-screen chaos and carnage is all well and good, but it shouldn't come at the expense of control, precision and enjoyment.
This game plays way too quickly, and handles so loosely that there's no finesse or feeling of reward for your efforts.
When you win one of the simple checkpoint rallies (to and fro between two markers) it's through luck rather than your own skill.
When you lose, you just feel cheated, and no amount of skyward fist-shaking will ever make things better.
Your character, selected from a range of colourful goons (based on the Nickelodeon cartoon of the same name), handles like a nervy tadpole, darting left and right with the slightest pressure on the analogue stick. Before you know it, you've been lapped by the other blokes, splattered with a giant hammer and have swiftly lost any chance of playing anything but patchy catch-up for the rest of the round.
Maybe it's more suited to the reactions of a five-year-old coffee addict, dosed up to the eyeballs on a powerful E-number cocktail of Skittles and Sunny D. We're not being old farts - Cel Damage is too out-of-control for its own good.
If you spend your afternoons catching flies with chopsticks, or dodging hailstones for a laugh, you'll have the ninja response times to decipher the on-screen wreckage. Otherwise, it's a fairly futile and unrewarding experience.
As with Mad Dash, this could have been so much more: It's great to look at, with its slick, colourful visuals and quality animation. Visible effort has gone into making a beautiful, cel-shaded cartoon universe.
But with no room for strategy or even a tiny amount of skill, though, your controller will soon begin to get cold.

CELEBRITY DEATHMATCH
Very funny with lots of gore, but pathetically small single-player. Limited multiplayer too
Beat 'em up - Issue 24 (XMas 2003) - 4.8/10

(TT01102E)
Celebrity.txt
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Celebrities. Love 'em or hate 'em, they're an integral part of modern society, and mere mortals like us can only dream of becoming rich and famous and adorning the cover of Heat. They keep gossip columnists, rehab clinics and Avid Merrion in business, and there's no denying the general public has a somewhat unhealthy fascination with celebsville. This latent bloodlust was typified a few years ago by the hugely popular MTV claymation gorefest, Celebrity Deathmatch, where diva disputes and rock star run-ins were played out in an amusing, and totally immoral, wrestling fight to the death.
There was a unique (and dark) sense of humour running through the TV show, and this is translated surprisingly well into the game. The solid licence provides a rich source of adult humour, industry in-jokes and asides, and the end result is a very funny, blood-spattered pseudo-wrestling title. There are loads of diverse characters available, with all the favourites from the programme returning. Pick from a selection of alternative icons, including Marilyn Manson, Ron Jeremy, Carrot Top and Anna Nicole Smith.
The show placed a strong emphasis on gore and ever-imaginative ways of inflicting pain on opponents, and the same can be said for this game. Each character has individual combat moves, along with a unique finishing, or kill move. Watch Dennis Rodman rip a beaten foe's head off before slam-dunking it, or Mr T enlisting the help of the A-Team van to squash a dazed enemy. The original commentators Nick Diamond and Johnny Gomez (who are also unlockable characters) provide a humorous overview, and the two-player multiplayer is a right giggle.
The addition of the create-a-celebrity option could've made things even more so, but you can only load one at a time, so two players can't play custom characters against each other. A minor oversight you might say, but this is CD's most trivial problem. The combat, although funny, is very basic, and the complete absence of combos means one-button-bashing all the way.
The single-player mode is woefully limited, with only a handful of new arenas and (very generic) characters to unlock. The fights can get very repetitive, and quickly become boring, and the graphics, too, are particularly bland. Come on, this is Xbox, not some last-gen console! It's fun for about 20 minutes, but you'll be hearing the Celebrity Deathmarch not long after. Disappointing.

CHAMP MANAGER: SEASON 01/02
Easily the best game of its kindy indefinite lifespan
Sports - Issue 2 (April 2002) - 8.8/10

(ES00201E)
Champ0102.txt
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What do you call a game with no graphics that you can play while eating your tea? The answer's Championship Manager: Season 01/02, the newest in the football management simulation series that has reduced legions of grown men to pallid husks of their former selves as they obsessively assemble a virtual football kingdom.
The game's transfer from PC to Xbox is as smooth as David Ginola's hair. It plays as good as it ever has done, with no noticable differences.
The reasons why Championship Manager is so far ahead of the field are numerous, and include the user-friendly, intuitive interface, the obscene and unparalleled attention to detail and the extraordinary realism of the football world that it creates.
People often talk about parallel universes in games, but no goblin-ridden fantasy land has ever been this convincing.
So how does it do it? For starters, it does it without the aid of 3D graphics, something that provides the game's detractors with their main gripe - that it's merely an overexcited spreadsheet full of football numbers.
Ironically, the lack of match graphics is one of Championship Manager's great strengths. Whereas other management games have attempted to represent match action via a highlights engine, the game relies solely on text commentary, describing the action in short descriptive sentences.
It works superbly, conjuring up far more excitement than observing cartoon footballers playing out pre-determined moves ever could. After all, graphics are generally for playing, not watching. What this method does is enable you to use your imagination, and added to the genuine crowd noise, it's a bit like listening to a big match on Radio Five Live.
Championship Manager's masterstroke is that you really do feel that you're in charge of a football team, not a football club. Managerial duties focus solely to the team, and thankfully don't include setting the price of the half time Bovril, a pitfall of inferior management games.
To a non-football fan, this might sound like the dullest thing on Earth, and to give Champ Man your best shot, having a passing acquaintance with the majesty of God's game is recommended. But if you're the kind of person who checks Ceefax page 302 before you get dressed then you could be ready for it.
As you would expect, the core of the gameplay concerns buying and selling players, picking the team and overseeing the tactics before and during the match.
Admittedly, it is initially bewildering, and you're presented with reams of statistics. However, as you get drawn into the game, it becomes apparent that you're merely one of hundreds of managers, no more or less significant than any of them. The game makes no concession to the human player(s) in creating a self-contained world in which you are simply part of the machine. It's like The Matrix, only with fitness levels and transfer fees
But it's the fact that you can make a difference that lures you in - be it signing a promising youngster or throwing three up front for a last-minute winner. Every action has an effect, and as such you need to think carefully about each decision.
The level of detail makes you genuinely care about your team, and it is this that leads to worrying levels of addiction. If you lose a game, you desperately want to put it right in the next match. And if you're on a winning streak, you want to keep it going, and there always seems to be time for one more game.
Hours become days, days become weeks, and it's no exaggeration to say that months can pass without Champ Man losing its grip. There are occasional moments of clarity when you can't face any more, but generally, without any time restrictions, you could feasibly play it all day, every day.
Championship Manager: Season 01/02 is a sickness, and unless you're a student, unemployed or serving a custodial sentence, you should think carefully about getting involved. You have been warned.

CHAMPIONSHIP MANAGER: SEASON 02/03
Doesn't break new ground, but will keep fans interested for ages
Sports - Issue 11 (XMas 2002) - 8.1/10

(ES01202E)
Champ0203.txt
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Stockport County inching local rivals Manchester United to the Premiership title. Peterborough reaching the UEFA semi-finals. Ronaldo signing for Rochdale in a world-record deal. As anyone who's ever stood under an umbrella in the away end of a ground 100 miles from home, watching their team slump into relegation mire will know, some would pay anything to see these kinds of fantasies made real. Well, spare yourself the pain of earning a personal fortune only to flush it down the swanny by joining the board at your local football club. For a measly 40 quid, Championship Manager will let you recreate that rare pleasure in almost every detail.
This is an Xbox-exclusive revision of the famous franchise, bringing all the teams and players up to date as of the start of the current season, as well as introducing the South Korean league and the new UEFA transfer window.
Championship Manager sucks you in by laying out almost the entire footballing world in front of you. Every player - professional or otherwise - from practically every discovered country in the world is accurately rated here. Every single team, be it Bournemouth or Burkina Faso, have spot-on lineups. It's quite possibly the most impressive piece of research since the Magna Carta.
As manager of the club of your choice, you soon realise the magnitude of the task that confronts you. Intricate menus allow you to peruse and tinker with everything from your club's training methods to the tactics of the reserve team. From squad numbers to penalty takers, from marking duties to passing style - if you want to do well, it all needs to be seen to before the first ball is even kicked, and simply deciding your first 11 can take hours.
To achieve all of this there are labyrinthine menus and stat screens to be negotiated. Thankfully, the developers have done a good job tailoring the interface around the Xbox controller, with the shoulder buttons scrolling lists up and down, and the choice of moving the cursor as you would a mouse with the Left thumbstick, or using the D-pad to skip from button to button on the screen.
Once you're at home with where everything is, and when you've finally set out your team structure, the matches start coming thick and fast. The action on the pitch is conveyed by a brutally simple text box that sits above a see-sawing possession bar. You can pause this at any time to tweak your formation or throw on a sub or two, and menus can be called upon to tell you how each of your players is performing.
How a flashing bar with a few words written on it can be so utterly captivating is one of the wonders of the Western world. Your face feels a magnetic attraction to the screen as long as that ceaseless, silent punditry is ticking over. It's an embarrassing state of affairs that a grown man should ball his fist and snarl in delight as a message pops up telling you the winner's gone in. But that's what it's like.
Let Champ Man into your life and you could suddenly find no room for anything else. Hours, days and weekends fly by. Just as you think you've got your team perfected, a couple of long-term injuries prompt another painstaking search through the lower divisions for a cut-price replacement. Football is a cruel mistress. As was the neglected bride who cited Champ Man in court as grounds for divorce from her addicted husband. No kidding.
It's not what you bought your beloved Xbox for, and it doesn't break any new ground over its predecessor, released earlier this year. But, if you're a big football fan and new to all of this, you might just have found the thing to fill up all that time between matches on the telly. But make no mistake, if you don't know your offsides from your long-ball sides, you can give this a nice, wide berth.

CHAMPIONSHIP MANAGER 5
Mind-bendingly in-depth, with an enormous leagues database, but it's a slow, laborious experience as far as the Xbox port goes
Screenshots - Sports - Issue 43 (June 2005) - 5.9/10

(ES02608E)
ChampMan5.txt
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It's interesting to see how even the most spectacular of sporting festivals can be boiled down to nothing but a few spreadsheets full of financial details and a couple of random number generators. Take the UEFA Champions League final, for instance: all the glitz and glamour of 22 of the richest, most talented footballers in the world, kicking ten bells out of each other for the benefit of an audience of millions. But peer through the grimy, text-based spectacles of Championship Manager 5 and the same event becomes a head-scratching whirlwind of stats, rapidly moving dots on a crudely animated football pitch, and desperate decision-making over whether the 1-1-8 formation really could be a viable alternative to the flat back four.
Both totally different to look at and experience, but the feelings of joy and jubilation and utter, suicidal despair are exactly the same.
And therein lies the mystic charm of the football management sim. Picking your way through a game that's only marginally more attractive than a three-week stay in spreadsheet hell might seem like an abstract way of recreating the sheepskin jacket-wearing thrill of bellowing at overpaid, sexually charged young men as they kick an inflated pig's bladder around the park, but somehow it works. And in the case of the Championship Manager series, rarely has it been done better.
Yeah, right. If you happen to be talking about the PC football management game, maybe, but on the Xbox, Codemasters' LMA Manager series (Issue 35, 8.5) has always been king - and the real trouble here is that Championship Manager 5 knows it. On the one hand you have this massively in-depth, ultra-detailed football management sim, overflowing with every kind of stat your average football fan could ever dream of knowing, but on the other, you have a game that's been designed specifically for play on a high-resolution PC monitor, and therefore features screen after screen of tiny, awkward-to-read text and menus that can only be properly navigated with a mouse. For a console footy management sim that, if you'll forgive the vernacular, is something of an own goal.
On the positive side, Championship Manager 5 manages to pack a hell of a lot of data onto your Xbox. Talking purely stats for a moment (imagine this next bit in a John Motson voice, if you like), Championship Manager 5 features 25 playable national leagues, which equates to nearly 60 playable divisions. Taking into account how many teams that is - plus the hundreds of other non-selectable foreign and non-league teams on offer - with between 20 to 60 players per team (because you've got your reserves and youth academy players to take into consideration as well), and it's clear that Championship Manager 5 reads like a virtual telephone directory of planet Earth's footballing talent.
Equally, CM5 gives you wide-ranging control of almost every important aspect of a fledgling soccer manager's career. And because we're talking FOOTBALL manager here, as opposed to FINANCIAL, or MARKETING manager, that means a game that concentrates purely on tactics and training. Money's still a concern, naturally - transfers don't grow on trees, you know - but CM5 tends to steer clear of areas such as advertising or stadium development (both of which feature in LMA Manager), instead leaving everything but transfer and contract negotiations to the suits.
To this end, you're able to set up detailed training regimes for your whole team as well as each individual; scout out every player in the world to look for that ideal man to bolster your suspect back line (with a particular eye on promising youth talent); promote reserve team players to the first squad and vice versa; renegotiate contracts; swoop for the Bosman's; praise and discipline your squad - via the national press if need be - and tailor your on-pitch tactics down to the smallest details, setting everything from who plays left-footed free kicks to specifying exactly how close the ball has to be to your goal line before your defenders start pressing aggressively.
Even then, from a purely tactical point of view, we're selling CM5 a bit short. It is staggeringly detailed and complex in places, so much so that it's probably a very good thing that some of the more mundane tasks, such as running the reserves and renegotiating existing contracts, can be safely left in the capable hands of your computer-controlled assistant manager.
The real fun, of course, comes from the matches themselves. If tweaking your sweeper's defensive runs to perfection is the foreplay, seeing your tactical genius in action is the messy explosion that follows. Just don't expect matches to unfold in an orgy of LMA Manager-style 3D theatrics. This being Championship Manager we're talking glorious, scrolling text-o-vision, or a simplistic two-dimensional map screen covered in rapidly moving coloured dots - and NOTHING ELSE. Because pretty CM5 ain't.
And yet, in some ways, the 2D view we prefer. It's much easier to keep track of where your team is under-performing this way, making on-the-fly tactical changes instantly more relevant. It's bread-and-butter stuff for straight-talking Sam Allardyce types. But after enjoying the 3D matches in both LMA Manager and EA's Total Club Manager (Issue 35, 8.7), you can't help but feel that this basic presentation style has had its day. Today's flamboyant Jose Mourinho wannabes crave something more elegant. And the more you look at it, the more you realise Championship Manager 5 is simply an ugly PC game desperately trying to pass itself off as an eye-catching console title.
Quite apart from the tiny text - eye-straining in the extreme, might we add - navigating through CM5's menus via the joypad is like trying to thread the tiniest needle in the world with a length of iron piping. While wearing welding gloves. More annoying still is the lack of any option to download updated stats - it's ludicrous, especially so now that the current season is drawing to its close. We could go on (there's no multiplayer support, lack of Xbox power means CM5 can only run one national league at a time, we had to suffer the ignominy of losing to Crewe Alexandra), but you'll have got the gist by now: CM5 promises much, only to deliver frustration in greater measure than entertainment.
Still, at least most of the bugs that blighted the PC version on release have been squashed. Most, but not all. Nothing quite as ruinous as suddenly discovering all your cash has vanished, but stupid glitches such as continually being pestered by other clubs for an obscure reserve squad defender, or having your goalkeeper get a 10 out of 10 rating after having the worst game of his life go to show how unfinished and badly optimised for Xbox CM5 is.
If you're a seriously patient, Statto type - the kind of person who likes juggling figures and working out probabilities - and you've got some spare time between now and your next tax return audit, Championship Manager 5 offers plenty of harder than hardcore gaming. Our advice to the general public? Wait for the next LMA Manager. It might not be quite as detailed, but it'll be a hell of a lot more fun.

CHAMPIONSHIP MANAGER 2006
The former footy giant looks to resurrect its flagging career
Sports - Issue 55 (May 2006) - 7.3/10

(SC25601E)
champman06.txt
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Back in the day, when only Manchester United and Arsenal had the financial clout to contest the Premiership title and Leeds had just started on the slippery slope to near-meltdown, there was only one football management game worth buying to emulate these ups and downs. And, no, it wasn't LMA Manager.
Since then, of course, there's been a power shift of Chelsea-like proportions, with LMA Manager now top dog and Championship Manager dragged through the relegation mire following original developer Sports Interactive's split with Eidos. While SI has gone on to greater things with the Football Manager series, last season's Championship Manager 5 was the biggest letdown since Harry Kewell pulled on a Liverpool shirt.
But like the overpaid Aussie (minus the girlie haircut), there are definite signs of a return to form. It isn't quite back to its best just yet, but a bit of extra work on the training ground between now and next season should see it recapture the sparkling consistency it once showed.
Key to this is a huge reduction in the number of terrible bugs and inconsistencies that plagued the last game. Gone are the ridiculous scorelines that would embarrass even Sunderland's piss-poor defence this season; basic spelling errors on player names have been corrected; players now get tired after returning from international duty; and wages are consistently set at a realistic value, even for the big star strikers. If you played Championship Manager 5, you'll get the general idea. Overall this new version feels like it's had more care and attention lavished on it in the fundamental areas.
If you discount the mid-season downloadable data update for LMA Manager 2006, Championship Manager 2006 is also the most up-to-date footy management game out of the box. Basically, when the transfer window closed on 31 January, that's what made it into the player database. So if you're looking for Samaras to be in the blue of Man City, Ashton to be banging in the goals at West Ham, Walcott to be stuck in the reserves at Arsenal, or Agger to be trying to break up the Hypia/Carragher defensive partnership at Liverpool, you'll find them all present and correct.
Still the most controversial feature, however, is the 2D match engine. It's definitely improved from last year's version, with the new isometric camera giving you a closer view of what's happening on
the pitch. There are also more individual and team instructions to dish out, along with more options for set-pieces. Certainly, you'll never get fidgety from a lack of buttons to click through or stat-filled screens to pore over in order to get the best out of your players.
What's questionable is how far the multitude of options and visible footy action actually goes towards determining the result at the end of 90 minutes. You always like to think that shock 1-0 away win at Old Trafford or Stamford Bridge is purely down to the fact that you're a 'special one', but there's a constant nagging doubt over whether setting a centre midfielder to make defence-splitting passes, time-waste and mainly cross balls to the far post actually has any real impact.
The 3D match engine doesn't really offer much help in this respect - which is why we'd always question favouring it over text-based commentary. In every single one of the Premiership matches we watched, players just didn't behave as you'd expect them to in real life. For instance, while managing Liverpool we instructed John Arne Riise to power down the left wing and throw in high balls for Crouch and Morientes - a pretty sound tactic when you've got two big men up front. Forty-five minutes later and we had to haul off the ginger powerhouse for continually cutting the ball back along the ground to the edge of the 18-yard box, where it was cleared by a defender every time. Likewise Steven Gerrard, who interpreted our simple instruction to run with the ball as kicking it ten yards ahead of himself and chasing after it.
Are we supposed to take Championship Manager 2006's 3D match engine's word as gospel and substitute players for not following instructions or seemingly having a bad game, or just accept that it isn't up to scratch as a realistic portrayal of football, and stick to reading the commentary instead? Chances are you'll already have resigned yourself to doing the latter before the end of pre-season, though even this isn't perfect. On the slowest speed setting matches are mind-numbingly tedious, but speed them up and the commentary simply can't keep up with the action, such as it is.
The rest of the game is a similar mixture of good ideas, well-implemented features and stuff that still needs ironing out in future versions. For example, the six challenge modes, such as avoiding relegation or winning promotion from the Conference are diverting enough, yet the
game fails to include the basic option of managing an international side (apparently it's top of the priorities list for Championship Manager 2007). The new club benefactor feature is a nice touch too, bringing in plenty of money to a cash-strapped club, but also piling on the pressure if you don't start getting results quickly. The menus have also been tightened up and, more importantly, the text is now readable without making your eyes bleed.
Ultimately CM2006 still feels like a game in progress - or to go back to those football analogies, it's a club in transition. Football management titles are traditionally a constantly evolving type of game anyway, but like a promising youth player Championship Manager 2006 is a couple of seasons away from firmly establishing itself among the elite once more.

CHASE
Bare-bones stunt action that makes you want to scream 'Cut!'
Action - Issue 8 (October 2002) - 4.0/10

(BM00102E)
Chase.txt
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Girl power has come on in leaps and bounds in recent years. It's now possible for a lady to juggle a career, a boy and a Topshop clubcard while remaining empowered and equal. And if that career happens to be a potentially leading role in the world of high-risk stunt driving, so be it.
Chase Corrada, a foxy brunette intent on beating out her male rivals, is convinced that she can risk her life with the best of them. All she needs is nerve, an opportunity and a separate changing room from the boy daredevils.
Her big break comes when a director hires her to provide high-octane automobile stuntage for his four pun-tastic action movies - The Unchaseables, Chase Of The Triad IV, Chasing Survival, and The Spy Who Chased Me. She has to perform multiple stunts in each of four scenes from each movie, then wrap the whole thing up within a time limit. But is the game of all this, Bam!'s Chase, as exciting as it sounds?
An occasional cool explosion and some nifty reflective surfaces are all that stand between you and the unavoidable feeling that you're playing a six-year-old video game. Chase is one very bland game indeed.
Add to that the feeling that every vehicle (and there are loads - bikes, buggies, sports cars and tuk-tuks to name a few) handles without any sensation of accuracy or subtlety, and you're left with an extremely limited game with such dull graphics and lumpy gameplay that you're stuck to find anything to commend it for.
Simplicity is one thing, but Chase has no redeeming feature, no flair or style. There are glimpses of creativity, such as the pursuit levels, where you have to get close enough to your target so your passenger can shoot, but they're screaming to be exploited more and expanded into something a bit meatier.
The idea of having several objectives per scene - as in Tony Hawk's Pro Skater 3 (Issue 02, 8.8) - is normally a sure-fire way to encourage repeat play. After all, if you couldn' get them first time, completists will love going back and discovering everything a level has to offer. But in Chase, goals such as performing a set number of backflips or collecting clapperboards strewn around the set are incredibly easy to achieve.
Chase is nothing but a game brain in a jar, a collection of ideas lacking the graphical muscle and gameplay skeleton to impress the player. And it's certainly not a great advert for Microsoft's Incubator Program, the scheme that provides developers with the tools to make games before securing a publishing deal.
We get the feeling that Chase could have grown into something enjoyable if it had been allowed to develop and evolve. As it stands, and this is probably the reason why you're reading, it's just not worth your money, as the amount of game you get for your RRP is almost controversial. Ignore the sexy, enticing dame on the cover. This just isn't the fun ride that it promises to be.

CHICKEN LITTLE
Bargain bucket platforming covered in breadcrumbs
Action - Issue 54 (April 2006) - 6.2/10

(BV00201W)
chicken.txt
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Oh God, you poor kids. Listen, you know when you see a cartoon or movie then buy the videogame? And you know the way sometimes the games all seem a little bit samey - you know, with all that collecting-coins and jumping-from-platforms? Well, don't worry - one day you'll grow up to see other games, with zombies and car chases and explosions! It won't always be this way! Just smile, thank your Mum and Dad or whoever bought this for you, then, when they're not looking, throw it in the bin. After all, you have a million identical jumpy, bouncy, collecty games to plough through before you even turn your attention to this, haven't you?
Actually, if you went to see Chicken Little, you'll no doubt want to play along as Chicken, Fish out of Water and Runt of the Litter, but as fun as you thought the film was, this might seem a little dull. It takes a while for the aliens to even appear, and there's a whole load of swinging about and jumping from ledges to get there in the first place. It's called padding, and when you consider the film itself is a padded-out version of an old morality tale, that's a whole KFC family feast's worth of superfluous fluff to grapple with.
Chicken Little is in fact a collection of mini-games all strung together with a Disney storyline and sprinkled with infuriating game problems like shoddy controls and an awful camera. If a camera can't rotate by a wall, it finds the nearest spot to squeeze into, even if that means you're left trying to navigate a jump off-screen or from behind a piece of scenery. But back to those mini-games eh?
Well, actually, some of them are alright. Punctuating the pedestrian-leaping/bounding/collecting rubbish are softball games to play, dodgeballs to dodge, and cars to steal. Yes, there's a touch of the GTAs in here too, albeit a cute, family-orientated Disney version. You can't rescue Chicken Little until you've delivered Mom's cookies! You can't rescue Chicken Little until you've collected the groceries! Commence trundling...
Once you do find yourself in control of Chicken, the action shifts from sports games and GTA to Prince of Persia. He swings using his yo-yo, lassos with it, climbs pipes with it, even swings it about to knock away enemies, but boy does that conked-out camera get in the way. We had to try, try again on the most rudimentary of jumps, and we're gaming experts! So the little tinkers are going to be throwing down their pads in exhaustion and reaching for something else. And don't get us started on the school corridor section. If anyone can tell us how to keep Chicken running without slowing and being caught by the bullies on his tail, please tell us.
Honestly, the kids are going to be screaming, and as colourful as it is, parents will wonder why Junior has rammed his fists through the TV and is kicking the cat. If you think GTA is responsible for disruptive behaviour, wait till enough kids play this - they'll be burning fried chicken outlets across the land.

CIRCUS MAXIMUS
Sub-standard, gimmick-driven racer lacking in almost every way
Driving - Issue 5 (July 2002) - 3.5/10

(TQ01201E)
Circus.txt
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For Sale: Horse-drawn two-seater; one owner; slightly soiled with blood of infidels. Five hundred denarii, o.n.o. Yes, fans of chariot racing now have their very own game in which the ultimate prize is defending both your and your country's honour in a fight/race combo at the Circus Maximus itself. But even fans wouldn't want to put themsleves through this.
The combat between chariots is a pointless, tacked-on element. It's only ever needed in self-defence, because it's so ungainly and the opposition is constantly chopping away at you. Imagine the Chuckle Brothers jousting with giant crayons, and you'll have some idea of just how haphazard and slapdash things can become when you hack away at the nearest competitor.
It's a brain-mashing chore, too, considering that you scrap it out while attempting to guide your chariot around the beaten track with some semblance of control and speed.
Almost every button and stick on the pad comes into use during a race (there's a multiplayer mode allowing a second player to take control of the weapon-wielding passenger), but dexterity isn't the problem. The biggest problem is just how plasticky everything feels, and how poorly every element has been implemented. Your chariot handles more like a rickety wheelchair as it trundles awkwardly around the place, and there's little sensation of contact with the dirt.
It's also suffering a terminal dose of what we'll call Mad Dash Racing (Issue 01, 6.5) syndrome - races overlong by several minutes where the outcome comes down to a random, chaotic sprint on the final stretch.
No matter how well you perform during the rest of the contest, you can be pipped at the post regardless. Trackside power-ups (turbo, health, etc.) help make the experience feel more like a competition and less like a game of remote-control bingo, but it still doesn't elevate the proceedings into anything close to fun.
The glory of Rome? It's unfazed and untouched by Circus Maximus, which once had the potential to capture some of the grandeur and bloody action that made the Gladiator movie such a spectacle.
As it stands now, it's just a pile of ideas cobbled together like a pikey go-kart made of orange boxes and pram wheels.

CLASSIFIED: THE SENTINEL CRISIS
Half-fat Half-Life for half the price and a fraction of the fun
FPS - Issue 56 (June 2006) - 4.8/10

(TT12501W)
classified.txt
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If Half-Life 2 is a seven-course five-star blow-out at Claridges while Cheryl Tweedy and Sarah Michelle Gellar mud wrestle in front of you for the right to give you a foot rub, Classified: The Sentinel Crisis is a Tesco Value can of beans in comparison. This is budget first-person shooting with a capital B and a first-class honours degree from the University of No Frills Gaming. To be blunt, we were blown away with all the force of a sickly gnat's fart.
Fortunately, one thing Classified isn't is offensively bad. This is by no means another cut-price travesty along the same lines as Conspiracy: Weapons of Mass Destruction (Issue 46, 3.7). If you're prepared to chuck all your preconceptions of what actually makes a decent, professionally polished piece of software out the window, then it's clear at least some effort has been put into making Classified a playable game. The characters, for instance, are surprisingly sharp and well-detailed and once you've battled your way past the depressingly dull concrete streets of the opening few levels, the environments become a vaguely jolly, if rigorously linear, jaunt.
It's not even all that bad technically. The controls work fine, it's all fairly smooth - even if strafing does feel like you've had lead bars sewn into your trousers on occasion - and the futuristic assault rifle you come armed with features a number of satisfyingly chunky add-ons. Okay, so the enemy intelligence won't have Stephen Hawking sweating in a sudoku contest, but at least the poor cannon fodder chumps know to run when you chuck a pineapple their way.
No, the real issue here is one of ambition - or lack of it in this case. That Classified wants to be taken seriously as a Half-Life-style, story-driven shooter is obvious - the futuristic combat suit you're shoved in is basically Gordon Freeman's hazard suit in all but name, with that strangely erotic voice that tells you when you've shattered your leg for the third time that day. But whereas Half-Life 2 is an incredible, Orwellian tale of alien invasion full of imagination, suspense and incredible set-pieces, Classified is a tiresome rummage through Eastern Europe in search of a missing scientist. Dull, grey cityscapes? Check. Predictable, revolutionary sub-plot? Check. A level spent sniping in the snow? Double check. It's enough to make you believe that Tom Clancy is genuinely the most imaginative writer of our time.
And if Classified's mind-numbingly insipid plot and predictable level design isn't enough to put you off, then consider what else you can pick up and play for 20 quid these days. Do we really need to say Halo 2, Ninja Gaiden and Fable? You can probably pick up Half-Life 2 itself for a score these days, so why settle for Classified's frozen chicken nuggets when you could be dining on Valve's gourmet caviar instead? Pass the salt, Cheryl.

CLOSE COMBAT: FIRST TO FIGHT
One of the finest and most accessible tactical shooters on Xbox, slightly marred by clumsy oversights and bugs
Screenshots - Squad-based shooter - Issue 41 (April 2005) - 8.4/10

(TT01801E)
Closecombat.txt
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Slowly the door slides open. Your heart beats faster than a death metal drummer as you edge inside, globules of sweat streaking down your cheeks, sphincter clenched, every sense straining for the smallest sound, the minutest movement. Behind you are the rest of your squad - Corky, Dorky and Ken. Good lads every last one of them. You move further inside, slicing the pie, covering your angles, just like sarge taught you at drill camp all those years ago. Suddenly, a thunder crack breaks the silence and all you can see is the ceiling, and the smirking smug expression on the face of your killer who's been hidden behind the door all along. A one-shot kill, you had no chance. Game over. Reload. Start again.
Sound familiar? Well, if you're a fan of tactical shooters, then it probably will. Sure, we all love a bit of realism, lashings of tension and that warm glow of self-satisfaction that always follows the successful completion of a Rainbow Six level. But let's be honest, at some point or another, we have all felt that biting urge to hurl the controller aside, pick up our Xbox and toss it out of the nearest (and preferably highest) window when we've just been killed with a single shot... for the 36th time in succession.
Close Combat: First to Fight, a squad-based shooter set during a fictional future war in Beirut - in which the US naturally has intervened - is different. While it is a hardcore, fully tactical and realistic squad-based shooter, it's also more forgiving than its Rainbow Six counterparts, and subsequently, considerably more accessible and far less frustrating.
Strangely enough, much of the magic lies in its difficulty settings. Stick it on the easiest level (Recruit) and suddenly you're playing the game that Ghost Recon 2 (Issue 36, 7.4) should have been. It's a superb middle ground of frenetic firefights interspersed with lashing of tense, tactical calculated attacks and topped off with a damage model which lets you make mistakes, but never lets you be gung ho.
Yet ramp it up to Simulation mode, and it becomes a somewhat different game, one that stacks up to the slow-paced tactical sneakathons of the Rainbow Six series in almost every department, without ever being so utterly merciless as its rival loves to be when you make a mistake. So what you're actually getting is two games in one, with a couple of middle-ground difficulty levels thrown in for good measure. Not bad at all.
Of course, the true test for any tactical shooter is its ease of squad control and the intelligence of both your sidekicks and your foes. Thankfully, First to Fight excels in all of these departments.
Let's start off with the control interface, which isn't only straightforward but powerfully intuitive too. Directing your troops simply requires you to point where you want them to go and press A, while the context-sensitive command system automatically offers you other options - such as storming a room or picking up an enemy weapon - as and when they become available.
It's not long before you're directing your squad of highly trained US Marines - who move and cover themselves just like their real-life counterparts - without even having to think about it, hugging walls and flanking the enemy while your men lay down suppressing fire. Perhaps the game's most notable merit is the intelligence displayed by your troopers, who actually follow your orders to the letter, and display a superbly balanced, almost lifelike array of reactions and abilities when under fire. Unlike many other games of this ilk, you'll rarely if ever find yourself screaming obscenities at your television as your men bunch up and crash into one another. Neither will you ever feel as though you can simply send in your three team-mates to do all of the work for you.
And that's just for starters, because Close Combat also gives you the opportunity to call other forces into action, including helicopter gunships, mortars and snipers, all of which must be combined with your ground-based foursome in order to overcome often overwhelming odds. You and your men can also man any enemy weapon, ranging from truck-mounted machine-guns to hulking cannons, adding yet another tactical option to your already bulging bag of strategic tricks.
The enemy AI is almost as impressive, though it does occasionally fail to see you, even when you're standing right in front of it. But more often than not, your adversaries display an acute awareness of their surroundings and utilise them with lifelike intelligence. Enemies duck and weave, seek out cover and fall back when under heavy fire. Aim at their heads and they'll stoop down or jump behind a wall, popping out for a split second to let off a volley or assess their situation, before disappearing behind their makeshift defences. More often than not you'll find yourself looking for an exposed foot or elbow, zooming in with your scope - which gently bobs, just like it would in real life - to execute a precision shot. Hit an adversary in the leg and they'll limp, shoot them enough and they'll pathetically hobble towards safety, virtually prone targets simply begging to be finished off.
First to Fight is also no slouch in the graphics department, perfectly depicting eerie, dilapidated cityscapes that have been bombed to powdery concrete stumps and claustrophobic enclosed confines, replete with subtle lighting and twisting tunnels. The action moves seamlessly from under-ground locales back to ground level, and missions are rarely restricted to just one monotone location. There's also a well-paced soundtrack, which moulds itself perfectly to the action, and some ear-bleedingly realistic explosions and weapon sound effects that suck you right through the screen and into this fictitious yet brutal wartorn world. It's just a shame that the same attention to detail wasn't lavished on your squad's verbal responses, which become teeth-gratingly annoying well before the close of the first level, let alone the game.
Close Combat is a triumph, an action/strategy shooter that will appeal to all lovers of squad-based warfare, whether you like it slow and strategic or more in your face and furious. Sure, there are a few problems too, most notably some cringe-worthy graphical oversights - weapons spinning in mid air for example - and the fact that you can't climb over low walls or fire through higher, thinner ones when enemies are using them for cover, but ultimately, this is a game of huge quality and entertainment, and one which shouldn't be overlooked just because it requires you to think more than the likes of Unreal Championship 2 (Issue 40, 9.2) and Doom 3 (Issue 40, 8.5). Try it, you just might like it. That's an order soldier. Diiiiiiis-missed!

CLUB FOOTBALL
Great four-player multiplayer with pretty good AI. A promising franchise
Sports - Issue 22 (November 2003) - 8.0/10

(CM03202E)
Club.txt
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There are plenty of football games on Xbox, same as there are plenty of football teams in the lower divisions. But in both cases the brutal truth is that the majority just don't belong in the Premiership. Love it or loathe it, FIFA has been pretty much the only Xbox footie title worth playing - complete with its glossy presentation, solo skills and improved gameplay as witnessed in last year's 2003 (Issue 10, 8.4). EA's Ÿber-franchise has dominated the market like Man Utd playing in the Sunday League. But now the football tables are turned. Club Football has dropped out of the sky like a lofted Beckham cross-field ball, and we do declare that FIFA 2004 will have some serious competition.
Codemasters has entered the fray with not one but 17 different versions of the game, each catering to fans with particular team loyalties. So whether you're a supporter of Aston Villa or Ajax, there's a game with your team's name on it. Diehard season ticket holders may consider this tailoring to be a vital purchase, but in truth the specialised content is pretty token. The front end encourages you to play through solely as the team of the game (in our review version it's Man Utd), but thanks to the customisation option you can still play through the competitions as Cardiff City if your heart so desires. Sure, your players look like their real-life counterparts (but we expect that anyway), and you also get assorted memorabilia to unlock and player stats to pore over - but that's pretty much it. The game could actually be better off without this marketing ploy of touting individual versions because football titles don't need gimmicks to succeed, they just need to be an accurate representation of the sport - and CF succeeds in this crucial area.
The on-pitch action is a fluid footballing experience. And thankfully, Club Football hasn't committed the ultimate foul of making each player a star who can win the game as an individual. No gluefoot here, spreading the ball and finding space is the only way to play - the cornerstone of authentic football action.
In fact, there's no real freestyle elements at all - so don't imagine that you'll be dazzling the defence with stepovers, dummies or showboating of any kind. The greatest complexity of control is the basic one-two pass (which isn't as responsive as it should be) and the lofted through ball - which is often a true defence-splitting tactic and works a treat. The downside of this over-simplified control method is that you also lose a sharp turns button option. Turning and trying to shake off a defender seems to be based solely on your pace, with the vital sprint trigger used to decide when you skim your opponent with speed or dribble the ball past him.
The player control is very responsive. There are, however, some grey areas when at times the characters can feel sluggish in a free ball situation, resulting in the inevitable double-button action where you gain possession only to wastefully kick it away. But where CF stakes its claim as a worthy contender is how the game plays - and it plays very well. Computer-controlled team-mates will run into space and make themselves available for the ball and, in the same vein, a defender would rather kick the ball into touch than lose possession to you. But there are erratic abnormalities. The goalkeeper is pretty schizophrenic - one minute he's unstoppable in a one-on-one situation, and the next he's letting the lamest of shots bobble beneath him (especially from corners). Safe hands? Only sometimes...
There are plenty of unresolved issues (more crossing options, better shot and deadball accuracy, the inclusion of basic skills and more visible player attributes would have helped) and as a result CF lacks the sophistication of titles that are years into their franchise lifespan. But football games are notoriously hard to successfully develop, and for a first attempt this immediately places Club Football as a worthy competitor.
With FIFA 2004 looming on the horizon, discerning footie fans may well decide to wait and see what this next EA instalment has to offer before parting with valuable cash. But the good news for all football fans is this: there's a new game in town and it's actually worth playing.

CLUB FOOTBALL 2005
Boasts some cool new tricks, modes and goodies, but it's not quite up there with the big boys yet
Sports - Issue 35 (November 2004) - 7.5/10

(CM04701E)
Club2005.txt
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Assuming you support one of the featured teams, or can find a Continental club edition that doesn't grate against your domestic allegiances, the second season of Codemasters' Club Football continues to pack in plenty of club-specific content and a decent spread of game modes. And some okay football.
The best new addition this year is the Precision Trigger - a useful feature that makes your player keep the ball under close control in order to ghost past a marker or buy an extra yard. When it works it's the business. Well, better than just running straight into defenders and repeatedly losing the ball anyway. Basic passing and shooting controls are easy to pick up, with a second tier of more advanced passes worth learning for the full repertoire. You can also make a number of on-the-fly tactical calls. Passing is generally quite accurate, although receiving players occasionally refuse to move the two yards required in the event of an underweighted pass, allowing opposing players to nip in and steal the ball from considerably further away than that.
Domestic matches are played at an authentically quick English pace, so you need to think and move quickly when in possession. Fluent attacking football is encouraged and, occasionally, rewarded. Opposing teams are hard to break down though, even the supposedly lowly ones, and Xbox-controlled keepers are able to make formidable saves with morale-sapping regularity. Scoring isn't easy then. On the other hand, winning the ball back when you've lost it involves far too much shadow chasing. It doesn't look or feel like your players are getting properly stuck in when ordered to make a standing or block tackle. Since the refs remain pretty harsh, going to ground with a crunching slide tackle is a risky move - however tempting it might be. We found the most effective ball-winning method was to send in two players at once, although this tends to pull your team all out of shape after a while.
There are a couple more inconsistencies that knock the gloss off what is otherwise a fairly decent football game. The worst offender is when AI-controlled players on your side decide to make a late, rash tackle and incur the wrath of the ref - at times like this it's almost like the Xbox has decided to cheat. And when opposing players opt to skew the ball high or wide when stood in front of an empty goal it just looks plain daft.
There are over 250 teams across Europe to play and squads are all up to date with okay - but not startling - player likenesses. Stadiums are accurate enough, but the one-dimensional crowds look terrible. Be aware that when you enter a Domestic League or the Super Cup you'll have to play as the club edition you've bought, which is a bit limiting. Thankfully, you can play as any team you wish in Exhibition mode. Players you make using the Create-A-Player tool can only be played in the colours of the Club Football edition you've bought; they can't play for other teams. Oh, and the new game engine doesn't yet support Xbox Live play, so you'll need another person in the room if you want to play against real opposition. Although a good game in its own right, Club Football is destined to appeal primarily to diehard supporters of clubs in the series, rather than everyday football fans.

CODENAME: KIDS NEXT DOOR
Low-rent platforming nonsense that's probably only suitable for very small children or idiots
Platformer - Issue 50 (XMas 2005) - 6.4/10

(TT13802E)
KND.txt
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Come on then, we dare you to have a pop-shot at precisely how Codename: Kids Next Door plays. Do you, for instance, have to collect gems? Do you do jumping from platforms? Does it star cute, strangely deformed children being a bit cool with gloop guns and laser weapons? Yes, yes, and yes it does.
This is your average kiddy-pleasing bound around the mundane, with purple dragons and bandicoots replaced with Cartoon Network's Kids Next Door squad. It's perfect for little tykes eager to cut their teeth on videogames, and is so entirely inoffensive they'll probably lap it up. After all, it's solidly crafted and simple enough for them to zoom through the bold levels, and with a staggering amount of rainbow monkeys and milkshakes to collect, there's no guessing the amount of time it'll take to 'collect 'em all'. Anyone over the age of seven will find themselves at a complete loss, though, especially when much of the game seems to be about thwarting the dastardly deeds of bad guys such as Gramma Stuffum, The Toiletnator, and erm, Stickybeard. Don't ask. You don't want to know.

COLD FEAR
Very solid if predictable survival horror, marred by slightly awkward combat. Resident Evil fans may get a chill
Screenshots - Survival horror - Issue 40 (March 2005) - 7.4/10

(US07501W)
ColdFear.txt
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There have been plenty of horror films set on boats, but not many videogames. For that reason, Cold Fear is incredibly original. It's got a rocking Russian whaler, a cursed oil rig, plenty of mutated sea life and the kind of stormy, shit-house weather not experienced since last summer's jaunt to Weston-Super-Mare. Dive below the surface though, and what you get is generic survival horror fare. Just one that requires you to stock up on the travel sickness pills before you go wading in.
The whole game smacks of John Carpenter - disturbingly quiet locales conspiring with clichéd shocks that still make you jump, no matter how hard you try to resist. Plus acting dodgy enough to know the perpetrators are destined for a life of C-movie stardom. You play a coastguard with a military background, sent to investigate a deserted Russian vessel in mysterious, shadowy waters. What you become embroiled in is something more sinister - a kind of Dr Moreau plot concerning a dodgy scientist and immoral experimentation on amphibious sea-life. Subsequently, you find yourself taunted by crab-like Exocels, who turn lifeless corpses into sprinter zombies of the 28 Days Later variety, and other weird oddities, such as the giant leech-like monsters who plop off ceilings and scuttle around rooms like Olympic floor gymnasts on steroids.
In between the taut exploration is quite a bit of combat, and this is perhaps where it differs most from the likes of Silent Hill 4 (Issue 34, 7.0) and The Suffering (Issue 29, 8.0). It's got a separate, combat-oriented viewpoint (for more intense fighting), no auto-aim, and requires you to use cover and inflammable barrels to your strategic advantage. Sadly, it would be especially good if it weren't marred by such dodgy implementation. Killing zombie infectants involves destroying their brain, so the fact that the same button is used to stamp on heads as open doors can invariably result in frustration. The camera is also more annoying than it should be. There is no manual control during standard third-person, and the excellent 'over-the-shoulder' perspective (used specifically for the shoot-outs) can be disorienting during the change-over, causing you to end up looking in completely the opposite direction. Not the ideal scenario when you've got a zombie tearing chunks out of your abdomen with objects pointier than Leatherface's very own chainsaw collection.
Cold Fear is a decent, polished survival horror-fest with an effective use of atmosphere and excellent weather effects (it never stops raining - fitting, but how much water do you need in a game?). It's just a bit too flawed in its execution and weak in the storytelling department to make it anything truly terrifying. A reasonable effort, just don't expect it to give you really horrible nightmares. Only very bad sea sickness, and for that we recommend ReliefBand.

COLD WAR
A little stale around the crusts, but on the whole a taut, nasty exercise in patient stealth gaming
Action adventure - Issue 49 (December 2005) - 7.3/10

(DC00402E)
ColdWar.txt
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Okay, so it may be a little late in the offering, especially as the sneak 'em up genre is somewhat monopolised by Mr Clancy these days, but Cold War is a valiant, if somewhat flawed stab at 'the sneak'.
If anything else, it's a solid, pleasingly old-school storyline - it is the 1980s, and you are freelance journalist Matt Carter. Twelve hours after arriving in Moscow on a routine assignment, you get beaten up and chucked in jail - from there, you have to escape and uncover the evil conspiracy to take over the Soviet Union before it's... too late!
The most compelling thing about the game is that you're asked to believe in a character with very little training or skill, a trait that stands Cold War apart from Splinter Cell (Issue 10, 9.0) and its slew of awful wannabes. The fact that your character is pretty useless at the beginning means you've got to rely not only on pure stealth, but on makeshift weapons and environmental props. Rather than falling back on SOCOMS and tranquillisers you have to use a well-aimed catapult shot then rummage through a guard's possessions in the hope of finding a piece of rope or sedative to finish the job. It makes the game fraught with danger (only the patient need apply), but thankfully both visually and control-wise, Cold War copes well. We'd have liked to see a little more speed when darting from cover to cover, and a little less in the way of clich‚s (how many times can you be expected to avoid trip-lasers or hide bodies in bushes?), but the inclusion of the natty X-ray camera makes spotting bad guys a doddle, and seeing concealed weapons on them even easier.
We weren't sure about Cold War at first, and it's fair to say there's spectacularly little that's actually new in the game, but for a different slant on the snooping genre and some well-executed shadow-hopping, you can't go far wrong.

COLIN MCRAE RALLY 3
Great handling, scintillating rallying, and more realistic than RalliSport Challenge
Driving - Issue 10 (December 2002) - 8.9/10

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Colin03.txt
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Colin McRae's rally world is split in two right now. On the one hand are his real-life exploits, which aren't so good. Crashing out of the New Zealand Rally with a sweary, on-camera post-script is not the mark of a champion. But balancing that on the other hand is his fantastic third video game.
Colin McRae Rally has become a video game institution in a remarkably short period of time. The first game on PSone established a benchmark of brilliant handling and edge-of-the-seat rallying. The sequel was fantastic too, and now the series is appearing on a console with as much grunt under the bonnet as a World Rally Championship-spec Ford Focus.
Thankfully, McRae on Xbox delivers the goods. Third time out, the game is as compulsive as ever, drawing you into the muddy, soggy, exhilarating world of rally driving. If off-road turns you on, you need to sit behind McRae's wheel.
But you might not think CMR3 is up to speed at first glance. Graphically, the game isn't top of the Xbox tree, a fact that won't be lost on those with RalliSport Challenge (Issue 01, 8.5) somwhere in their games pile.
Some of the textures are very bland, making some courses look particularly spartan and washed out. There are even some pixelly cardboard cut-out spectators lining the tracks, although they rarely get close enough to the car to look truly bad.
Still, the courses with a bit more going on in them manage to look good despite these visual minus points. The US rally that takes you over mountain tops and alongside huge lakes springs to mind, as do the narrow, heavily wooded roads of snowy Sweden.
There are also some excellent effects to counteract the unimpressive textures. When using the in-car view, the rain effect is very impressive. The wipers struggling to keep the view clear; the droplets reacting to the car's inertia and wind resistance.
The damage model is great, too, with broken bits of your car flapping about before being torn loose by a heavy impact. But more of that later.
Codemasters could perhaps have squeezed a little more out of the Xbox graphics chip, leaving visuals that are good and solid, but unspectacular. It's a real shame that the game wasn't developed primarily for Xbox and ported to PlayStation 2, rather than vice versa.
But that's the big whinge over. Fancy looks would have been nice, of course, but Colin McRae has never really been about stunning visuals. It's all about getting dirty on tortuous rally courses, and becoming one with your car.
And again, weirdly, you might not think the trademark handling is quite right when you first settle down with CMR3.
The car feels a tiny bit too light, and it's hard to judge its reaction to the different surfaces you're asked to throw it across. But, after playing the first few rallies, everything comes together. Before you know it you'll have played for hours. You'll know Colin's Ford Focus almost as intimately as he does. You'll instinctively know how fast to take bends, coaxing the screaming beast around the most awkward of curves at the highest possible speeds.
What's more, the different surfaces you face soon begin to aid you in your quest for good times. After a few rallies, you can deliberately dip your front tyre into the muddy rut at the side of the road, using it to drag the car around at a higher speed. It's incredibly satisfying, and taking bends at insane velocities is about as addictive as video game driving gets.
The authenticity of the driving experience is enhanced by the game's structure. The Championship mode takes you through a Rally season, where each rally consists of several individual stages.
Unfortunately, each rally only has one or two breaks where your car can be repaired, meaning you'll often carry damage through one, two or three further stages. The upshot of this is that you really, really care about your car. It's not unfeasible that you will at some point smash it up so much that you can't get out of first or second gear. If that happens, you will be forced to retire from a rally, which will scupper your chances in the championship, and that's bad.
Another excellent concession to reality is that you don't find out how you're doing in the rally until you're about to begin the next stage. The car's damage modelling plays a key role here. If you take a spectacular tumble, your motor will start to fall apart.
Seeing your bonnet break off and a flapping door wrenched off the car is heartbreaking. But because you don't know how you're doing compared with other cars, you want to push on, risking the car in the process.
Each rally thus demands you drive as aggressively as you dare, balancing the need for speed against a sensible respect for your valuable car. Exciting it most certainly is.
There are a couple of things we really should mention before you go forth and drive like nutters. Firstly, the loading times are a bit on the long side for an Xbox game - perhaps, like the occasionally spartan textures, an echo of the PS2 version. However, each stage of a rally is pretty long, so you're not interrupted too often.
The only other slightly annoying thing is that some of the trackside objects occasionally provide more resistance to your speeding car than they should.
We've no problem with losing our bonnet and windscreen to a nasty brick wall, but we reckon a Ford Focus travelling at 80mph should decimate a weedy little sapling, not the other way around.
But that's as far as it goes with complaints. This delivers exactly what we hoped for - great handling and truly scintillating rallying with a more realistic edge than its rival, the now second-best rally game on Xbox, RalliSport Challenge. Top work, Colin.

COLIN MCRAE RALLY 04
Rallying at its grandest, prettiest and most absorbing. The best rally game ever made
Driving - Issue 21 (October 2003) - 9.1/10

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Colin04.txt
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There has to come a point where we just won't need real rallying. There just has to - if Codies can update its series in nine short months and make it look and feel so much nicer and enjoyable than before, then it's only going to be another year or so until rallying becomes a purely virtual sport.
When it does, co-drivers the world over will flood the unemployment market with their intense route-finding skills becoming defunct in this age of commuters and computers, and daredevil spectators will have to throw themselves in front of buck-wheeled shopping trolleys in the hope of getting a cheap fix of thrills. Mark our words, it will happen.
Okay, so maybe it won't. But on the evidence of this latest game in the renowned Colin McRae Rally series, we're hard pressed to imagine how things can get much better. Really, it's 'just' an update in the same way that Hitler was 'just' a vegetarian. So, please, read on and find out why no other game is fit to grovel in the gravel left in this man's wake.
We've got just one little request, please Codemasters? Can you leave at least a year before the next game in the series, so that we've got a genuine chance at beating the Expert difficulty level this time? Cheers.
It's hard to beat a good rally game. There's not much better you can get in this world. We thought about maybe having deckchairs shaped like a naked lady. Or maybe having a fridge that liked you. Or maybe having a remote-controlled car shaped like a naked lady. You get the picture. But, no - you really can't beat a good rally game. Much like Tiger Woods PGA Tour 2003 (Issue 11, 8.5) and World Championship Snooker 2003 (Issue 18, 8.4), Codemasters has taken the sport and moulded it into a fantastic lump of video game for you to play with. It's taken the skills of a world-class rally driver, mapped them onto an Xbox joypad and handed it over to you to command and fiddle with at your will.
Yep, it's hard to beat a good rally game. But it's even harder to beat the McRae series and its immovable tendency to be all-conquering in terms of quality. Colin McRae 3 (Issue 10, 8.9) growled its way onto Xbox in a tsunami of mud and a veil of choking tyre smoke, to universal acclaim and the occasional accusation of
below-par visuals (upheld).
Now number 04 touches down with all the weight and noise of a Citroen Xsara crashing expensively to the dust track after a 'Caution - Big Jump' in the Greek foothills. It's only been nine months - like Colin McRae 04 is someone's baby or something - since the last one, so how come this could get any better than its predecessor in such a short space of time? Did one of the lead programmers have a soak in the bath before having a manic "EUREKA!" moment where he suddenly thought "Maybe we should make it look tons prettier and make it handle in a far more tangible and frankly brilliant manner?" before running naked through the streets? Well, that would explain it, so we'll happily accept that as the reason for this being the greatest rally game yet.
So, there you have it - CM04's two trump cards are that it looks blinding and handles with an unprecedented degree of weight and momentum. Really, it's so tactile you can almost hug it, and so good looking that you'll happily let your hands wander during said clinch. Sorry if it sounds like we're trying to turn you on. It's all just sub-conscious love, honest. So we'd better justify our praise, or else risk looking like word pervs writing Erotic Official Xbox Magazine...
See these screenshots dotted around the place? Those should be evidence enough (or see Clash Of The Tightens, top left, for more convincing) of Colin's beauty, but it just won't hit home until you see it in the fifth gear of motion. Screenshots are, after all, just postcards from us to you, and to see the good grace of this thing moving is completely lovely. The character and conditions of each country have been captured with a knockout punch of detail, making each rally feel all the more individual. The cracked and scorch-dry roads of Spain are pocked with fine detail, making it all the more tempting for your slick Tarmac tyres to lick along them at the neck-breaking speeds that dust-free roads invite. Japan is dark, dowdy and threatening; the intense downpour of rain and sudden hairpins will grind you down if the gloomy, spooky architecture doesn't. The USA's dust tracks are fat and open, given you a nice introduction to the hardships ahead, and the UK is filled with claustrophobic country lanes and muddy excursions through fields and woodland, coaxing an X-man level of concentration out of the player. And Sweden is home to mounds of driven snow and glimmering roads packed together from solid ice - tricky stuff.
And this all feels like so much joy to play because of the way it handles. Thing is, car handling in video games usually defaults to one of two extremes - either the tight-assed prim 'n' proper realism of Sega GT 2002 (Issue 10, 8.5), or the slapdash slack of arcade abandon that you get in games like Burnout 2 (Issue 17, 9.0). It's hard to get the balance right, but Codemasters has managed it.
Another minor grumble levelled at Colin McRae 3 was that the car handled a bit too much like a flight of fantasy, as if you were simply spinning it around a pole that spiked through the centre of the car like a carousel horse. CM04 addresses this, and in fine fettle - Codies has struck that brilliant chord between fiction and plausibility with a handling model that feels superb. Though it's not precisely realistic (it wouldn't be any fun if it was), there's an incredible feeling of weight, heft, engine power and, well, a super-powerful vehicle in your hands. It's like being a millipede but without having to worry about any of the footwork, as it were.
It's the handling, really, that makes rallying a type of game that's so hard to beat. It's a serious racing game without being too serious, meaning that you can play it for months on end to refine and tweak and nip your scores to world-class levels, but you won't have to spend days at a time learning the basics of cornering and applying the brakes all properly. In fact, you can play CM04 however the hell you like; it's the kind of game where you can throw your arse around the corners with all the gusto of a getaway vehicle and not get punished for it.
The variety of viewpoints (well, three of them) all offer up contrasting driving experiences, too; playing from outside and behind the car makes the game simple enough for anyone to pick up, while the in-car mode is a lonely, intimidating and hardcore experience. Pure and po-faced racing is an acquired taste, but rallying is something open to anyone who enjoys having a joypad melt into their hands and fun things happening on screen that they can throw themselves into with mad gaming recklessness. It's the Zen of freestyle cornering over the mantra of repeated lap racing, and it's great. And nowhere more so than in Colin McRae 04, which is, to date, the greatest rally game ever made.
So, that's it. That's the new improved Colin McRae 04 in a highly recommended nutshell, not forgetting about the Xbox Live scoreboard antics. We reckon it's worth your cash yet again, regardless of whether or not you gobbled up CM3 with all the slobbering gusto of a crocodile in a pizza parlour. Once more - it can't be beaten.

COLIN MCRAE RALLY 2005
Every bit as good as 04 with the added extra of full online play
Driving - Issue 34 (October 2004) - 8.5/10

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Colin05.txt
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Competition in the rally genre is at an all-time high this year, due to two rival rally titles trying to knock McRae off the podium. This year saw the launch of the excellent RalliSport Challenge 2 (Issue 30, 9.0) and the frustratingly difficult Richard Burns Rally (Issue 32, 6.9). And let's not forget 2003's stunning Colin McRae Rally 04 (Issue 21, 9.1) either - it still stands up against today's breed. You've come to the right console if you want to rally with the best of 'em.
After two successful outings on Xbox, what can the third game in as many years bring to the series that we haven't seen or played before? Sure, the visuals look a bit prettier than 04 and the handling has been tinkered around with as you'd expect, but what's going to make you buy this game if you own last year's demon racer? The answer is Xbox Live!
For the first time the muddy gameplay can be savoured online in groups of up to eight. You can also download ghost cars of the fastest racers and upload your own. If you've not yet signed up to Live, the same modes can be played across System Link (again, up to eight players). But as in RalliSport 2, you'll race each other in ghost form, as the tracks are not wide enough to accommodate all the madness.
The handling of the cars has changed a little since 04. We were big fans of the handling system last year, and this year Codies has tinkered around with the chase cam to give the player a better sense of speed. In third-person view, the camera detaches itself when you fly round bends at top speeds. We have to say we preferred 04's handling, though the feeling of throwing the cars around is great fun.
There's also been a major overhaul of the single-player game. The two main modes of play this time round are Championship and Career. There are also modes that allow you to race time trials, rallies and stages, as well as multiplayer options for up to four people, racing alternately. The Championship and Career modes are both massive and will really test your sliding skills to the limit. Championship throws you into a pre-selected car, pats you on the back and sees you off like a good little boy: throwing you into various global stages in a league setup. The rallying here is relentless, as are the enhanced weather effects: heavy rain really does mean heavy rain and the same goes for snow. When you're racing an evening or overcast stage, it's almost impossible to see where the hell you're going thanks to the torrential rain. You practically have to use the Force.
The Career mode, on the other hand, offers an immense challenge along the lines of what we saw in RalliSport Challenge 2. There are around 23 events to plough through and, as you win the cups and shields, you unlock new cars and pick up driver points that allow you to progress. Each event dishes up different challenges by placing you in a wide variety of rally cars and demanding you finish on the podium before you receive rewards. You might be racing the classic Mk 1 Escort one minute and then a Group B monster the next that almost takes off on the straights. Even McRae's Paris Dakar drive, the Nissan Pickup-Dakar 2004, has made the impressive list of over 30 heavyweight models.
There's no denying Colin McRae Rally 2005 is a great rally game - it's every bit as good as 04 with the added extra of full online play. If you're seriously into the rally scene, you won't go wrong with the stable's latest offering. Colin McRae Rally is still the king of the rallying castle.

COMBAT ELITE: WWII PARATROOPERS
Deep shooter that sucks you into the conflict. Instantly accessible with ace two-player co-op mode
Action strategy - Issue 32 (August 2004) - 8.0/10

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Combat.txt
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If you read last month's Brothers In Arms feature, you'll know WWII shooters are very in vogue on Xbox. Not wanting to be left out in the cold, Battleborne has ingeniously made use of the Snowblind engine that powered the ace RPG actioner Baldur's Gate: Dark Alliance (Issue 08, 8.5) for Combat Elite. The top-down perspective works surprisingly well for a shooter, allowing an unfettered 360û view of the environment - great for spotting lurking enemies.
Dig a little deeper and you'll also find that combat is governed by a traditional RPG-style hit points system. Every time you fire your weapon, virtual dice are rolled and the hit point effect on your enemy is calculated before the bullet leaves the barrel. Different weapons will obviously have different capabilities, just as an enemy's rank/positioning/awareness will affect his strength. Sneak up and pop a guard from behind, and chances are he'll go down in one or two shots. However, take on a well-entrenched officer and you'll need tactical thinking to flush him out.
You'll be able to stack the odds in your favour by making use of the brilliant skill points system. Complete all the objectives with minimum health loss or achieve a high shot-accuracy percentage, and you'll be awarded skill points. You can allocate these to beef up various capabilities, and allow characters to specialise in particular weapons. Coupled with three playable characters, this offers tons of replayability and introduces a real strategy element to the shooter.
As we follow our plucky paratrooper along the WWII timeline from Normandy to Operation Market Garden, the game starts to misfire. At first the missions are a nice mix of clearing areas, destroying bridges and rescuing downed pilots. As battles move from open expanses to tight streets and claustrophobic room-to-room fighting, different tactics and weapons capabilities are called for. However, no matter how you dress it up, killing all enemies again and again becomes repetitive and you get the feeling the developer's fuel supplies were cut off towards the end of the game. Level repetition sets in too; when you're on your fourth visit to the sewers, it gets tiresome.
Solace can be found in the great two-player co-op mode. Each player controls a character, and the same skill points system applies. It's great fun, and tactically vital, to build up the two characters with complementing abilities, because in multiplayer the enemies have been tweaked to incorporate tougher abilities and greater AI. And while we're on the subject, taking on the game on the harder difficulty settings requires nerves of titanium and a hardened patience. But give it a chance, and Elite will reward your sweat and tears with a satisfying and involving gaming experience, daring to be first out the plane with an innovative actioner.

COMMANDOS 2: MEN OF COURAGE
Extremely tough but rewarding war game. Some control issues
Tactical action - Issue 5 (July 2002) - 7.9/10

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Commando.txt
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Richard Branson's a bit of a character, isn't he? A self-made multi-millionaire, he's made lorryloads of cash from ventures ranging from music publishing to airlines, from vodka to video games.
You'd think that running all those cash-cows would be enough, but the bloke still finds time to try and circumnavigate the globe in a hot air balloon. And he seems to like Xbox too, since the console was launched at the flagship Virgin Megastore on London's Oxford Street. Hell, he even sold the first Xbox in the UK.
It's fair to say the man likes a challenge. Which is why he may well be interested in purloining a copy of Commandos 2, now that Halo (Issue 01, 9.7) has been beaten on Legendary and Project Gotham Racing (Issue 01, 8.9) has relinquished all of its gold medals. Because this game is harder than a frozen Wham bar, and requires almost as much gnashing of teeth to properly enjoy it.
Commandos 2 is a strategy game set at the height of World War II. The player is put in control of a band of commandos, and can switch between them at any time - which is something of a necessity as the unique skills of each and every operative will be called upon during a variety of specialist combat situations.
For example, the Thief makes up for his shortcomings as a fighting man with speed and stealth abilities, whereas the Sapper can operate all sorts of military equipment his comrades simply can't get their heads around.
Appropriately matching commandos' skills to tasks, silently neutralising the enemy and steadily working your way through 21 missions (including bonus levels) is where the game's appeal lies; only Championship Manager: Season 01/02 (Issue 02, 8.8) requires a similarly large amount of canny tactical thinking.
The emphasis is on weighing up the various threats and obstacles, rather than actually performing them. Planning takes precedence over doing; you decide what your men are going to do before pushing a button and watching them carry out your instructions, almost always to the letter.
There's plenty of variety in the missions, so your strategic killing skills will be stretched to the absolute limit. Each mission takes ages to complete, but when a carefully laid plan falls into place and you finally beat it, you get a great feeling of satisfaction.
Just beating the first training mission - which involves the taking of a border post manned by just two enemies - takes plenty of work. In the game proper there's a hell of a lot to do and it'll certainly be some time before the end screen makes an appearance.
Wearing the general's hat isn't all Pimms and medals. Though an enormous amount of time was clearly spent on the background graphics and character animation for the PC original (which went into battle last year), on a normal TV the backdrops look fuzzy, while the characters look far too basic and blocky.
The resulting loss of detail makes the game hard to play. Blockiness means that it can be hard to see where enemy soldiers are looking - and since being spotted often leads to the death of the spottee, this is a serious flaw. There's a tool (accessed with the Back button) that shows the line of sight of each enemy but by the time you've switched control back to a commando, the foe could well be looking in another direction.
This lack of clarity also means that it can be hard to decipher what certain icons mean, forcing a trial and error approach. When a new item is found, a screen pops up explaining what it does, but items held from the start are never explained. A simple inventory screen that says what each item is, especially as they're ill-defined on their own, is not too much to ask for. Obviously, the developer thinks the icons are clearer than they actually are...
Another black mark against the game is its save system. Thankfully, you can save at any point; you'll have to, because the difficulty of the tasks means that you're forced to save frequently to avoid repeatedly doing the same thing over and over again. It might be argued that this is good, but in practice the repeated saving interrupts the flow of the game.
PC users might be happy with frequently stopping the action to save their game, but - as Max Payne (Issue 02, 7.9) showed - on a console it's an unnecessary intrusion.
In fact, the only serious gripes we have with Commandos 2 stem from the fact that it was originally designed for PC. Hence graphics that deserve a high resolution display. Hence the quick save. Hence the slightly mixed-up control system which unsuccessfully blends the mouse-friendly point-and-click of the PC version with the instant, more direct moves afforded by an Xbox controller.
For example, commandos themselves are directly controlled with the thumbstick, but when attacking a soldier, the controls are more like a PC game. Hitting a foe involves the following: selecting the punch icon, selecting the soldier you want to attack and then watching your commando walk over to the chosen enemy and whacking him.
Once you get the hang of this system (and there are plenty of tutorials to help you), it works fine - most of the time. The only exception is when you're required to act quickly to survive; the indirect method of control makes it hard to keep your plucky commando alive.
So, it's fair to say that the game's journey from PC to Xbox is not entirely successful. But happily, the inherent quality of the original still shines through. Organising your men, resources and equipment effectively and slitting enemy gizzards in an undetected manner is a lot of fun, and the high level of difficulty means that finishing missions results in the kind of smug self-satisfaction usually only demonstrated by sarcastic pop trivia compere Mark Lamarr.
And despite the once-removed nature of the control system, it's great fun lobbing a grenade into a group of chatting soldiers having spent the previous quarter of an hour pretending to be a general and marshalling your men into position.
Commandos 2 is something of an acquired taste, but it's undoubtedly a class act. Those who embrace it wholeheartedly will want to see it through to the end, with the vast array of equipment and skills on offer making for a varied and engaging experience.
Xbox owners looking for a healthy dollop of thought mixed in with their military violence would do well to give this a shot. Oh, and Sir Richard - let us know how you get on, won't you?

COMMANDOS STRIKE FORCE
New-style Commandos kicks three kinds of arse - now in 3D!
Squad Shooter - Issue 53 (March 2006) - 8.6/10

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commandos.txt
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What a surprise. A wargame that starts with an intro movie in which you parachute into enemy territory. It must've been... last Tuesday when we last played a wargame with an intro movie in which you parachute into enemy territory! Then you're dumped in Germany and expected to play some war. It's not a particularly original turn of events for an Xbox game. But once you start playing, it's obvious that Commandos Strike Force is a quality presentation beneath its familiar surface.
This is an all-new Commandos. Not just a new instalment, but an entirely different and vastly better approach. Previous games have been one thing - hard. That insane difficulty has gone, as has the isometric viewpoint - now it's all posh 3D. You can even select Easy, Normal or Hard when starting each mission. It's user-friendly, fun Commandos!
And get this - it's really good. Your gaming chores are in keeping with Commandos history, a mixture of sniping, spying and shooting. The first mission is stealthy, using the usual hidey-game elements - sneaking up behind Germans to kill them, crouching, staying hidden in the shrubbery and working your little radar to figure out which way people are facing so you can stab them in the back. War is dirty like that.
Sniper William Hawkins helms these initial stealthy bits, but his real job is shooting things that are far away. When sniping, the Left trigger holds your breath for more accurate shots, and with massive, open fields to fight in, loads of zoom and clever planning is necessary. It's a bit of a pain the way your sniper scope view 'zooms out' each time you fire a shot and reload, causing you to lose your aim, and the auto-aim option is extremely generous, so you might like to turn that off if you want more of a manly challenge.
But that's just stealth for beginners. You're quickly introduced to the Spy, who isn't just stealthy - he's positively invisible. Now you're infiltrating the French Resistance to try and work out who the Nazi mole is. Spy missions are even more challenging than those of the sniper. Now you're on the ground, among the German menace, eavesdropping on them and stealing their uniforms to blend in. Soldier uniforms won't fool the high-ranking commanders, so you have to have the appropriate uniform for each occasion - like a wedding.
Now you have to start planning and looking ahead even more. Relying on the radar isn't enough - you absolutely have to pay attention to what's happening, where the soldiers are, what rank they are and use your binoculars to see who's moving and who's standing still. The Spy's missions are the game's hardest bits by far, featuring much forward thinking, constant bush-hiding and numerous tough situations. You can chuck a coin to distract guards, spy through keyholes and generally immerse yourself in the world of war.
The second mission kicks everything up a gear. Now you're introduced to the Green Beret, your beefcake man who likes to get involved. Now you control two men at once, switching between the manly Beret and sniper Hawkins by pressing the Black button.
Suddenly you're commanding an entire battlefield, but it doesn't feel technical or like a chore. If one of your men dies he's taken out of action for a minute or so until one of the Allied troops you fight alongside can get to him and heal him, forcing you to switch characters and use your full range of skills. This is awesome stuff. Leading your ground troops and switching to a distant sniper gets you right into the middle of the action, action that'd normally be split into two separate levels in most games.
Commandos is like this all the way through, giving you more play options and never bogging you down with much in the way of organisation. Plus, the usual claim of there being multiple routes through each mission is actually true for once. Levels are more open in Commandos, with wider surrounds, more bushes and many more opportunities for clever play. You can edge around a group of soldiers by hiding in the bushes, spending ages spying on them with your binoculars and working out how to pick off each soldier individually. Or you can gas them, strangle them from behind, snipe them from afar or shoot them in the face from really close up with a big machine-gun. With all three characters working together on several missions, there are options galore.
Each mission is also split into Primary and Secondary objectives. Not a particularly original way of doing things, but you always know what your next task is. Play it on Easy mode and you don't even have to worry about failing mission objectives and can just carry on smashing through. Fail a mission and you get to see your comrades gunned down too. Poor chaps.
Obviously with such a varied cast of characters Strike Force is ideal for Xbox Live play, coming with support for 16 players and much to do. There's teamplay in the online stuff too, with co-operative missions where rival teams set out to infiltrate a base and arm a bomb - but only the Spy has the skills required to interrogate enemies and get their half of the arming code. You've got to work together in multiplayer too, as well as when playing on your own. This isn't a game - it's a morality tale!
The only blotch on the landscape is the duff old flat cardboard bushes. When you spend so much time sneaking through the undergrowth, it's a shame you're always surrounded by pretty terrible 2D shrubs. Apart from that and some ropey cut-scenes, Strike Force looks the business.
Commandos Strike Force achieves the impossible - it's a wargame that's innovative and interesting to play. Switching characters in the middle of a battle keeps the pace high, while the solo chapters use each fighter and their skills to their fullest. It's all good. Well, the story's a bit old and predictable, but hammer A through all the boring talking bits and you're left with one of the finest and most intelligent war games on Xbox.

CONAN
Decent hack 'n' slash. Varied levels and cool use of the licence, but stupid story
Hack 'n' slash - Issue 29 (May 2004) - 7.7/10 - Xbox Live features *

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Conan.txt
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Who wouldn't give up everything they had to become a barbarian? As the 1982 film proclaimed, there's something about the elegance found in violence, the peace of walking without fear and the spirit to look into the face of god before he comes for you.
While Conan's Xbox adventure isn't technically brilliant, it manages to place you firmly in his camel-skin boots through brutal bloodletting, flashy swordplay and entertainingly cheesy dialogue.
You'd have thought the bad guys would have learned not to mess with Conan's family, but this adventure begins with their massacre by a Vulture cult. Vowing revenge, our hero searches for three ancient artefacts that can give the Vultures a magical plucking.
In the hack 'n' slash tradition, you walk from room to room while notching up a body count worthy of a Schwarzenegger flick. What lifts this above fare like Enclave (Issue 06, 5.8) and Gladiator (Issue 23, 6.7) is that the range of killing techniques is impressively high while still fun and engaging to learn.
Experience points are earned for killing enemies, letting you unlock around 60 special moves. Each attack also has three levels of accuracy and damage to attain. Some of the high-level combos are excellent fun. In one sequence, Conan punches his foe in the face before lifting him up and slamming him down on the cold, unforgiving earth. There are even double-takes from the Conan movie, including breaking a foe's helmet with the hilt of your sword and swinging the mighty blade around as a hurricane of steel.
Another incentive to play through is that the levels are graphically varied and often very pretty, albeit they're mostly A to B affairs with few side-routes to explore.
Consistent use of bumpmapping makes the textures look gorgeous and soft-body effects make undergrowth writhe to life as you push through. Sadly, the heroes and villains don't look anywhere near as impressive. The nubile princess's face resembles Bernard Manning while Conan fares only slightly better.
The real-time camera is another unwelcome distraction. While it's often helpful to have a camera that follows you, this one often obscures your view by getting stuck behind walls. There's also the frustrating problem that running into the camera reverses the directions on your movement stick. Jump animations are also slightly glitched.
Overall though, there's more high adventure than abject boredom, making Conan a decent hack 'n' slash. Ask yourself this: what other game lets you punch a camel in the face? By Crom, it's worth it.

CONFLICT: DESERT STORM
Basic but entertaining tactical shooter providing top war stories
Squad-based shooter - Issue 7 (September 2002) - 8.1/10

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When Iraq invaded Kuwait on August 2, 1990, the troops probably had no idea that, one day, they'd crop up as the knock-down bad guys of a video game. And when George Bush Snr. gave the go ahead for Operation Desert Storm on January 17, 1991, he probably didn't say "Hot dog! Bring me four of the best darn soldiers capable of carrying out the fifteen missions needed to bring this conflict to an end." But that's exactly what you get in Conflict: Desert Storm.
Collectively, you and your squad are the stitch-in-time that will prevent the whole dispute turning into a nuclear Warmageddon by performing a crucial series of military operations. Sure, you'll have to use considered teamwork every step of the way, but this isn't one of those games that concerns itself with dozens of menus, reams of blueprints and intensive pre-mission swotting.
Although Desert Storm plays more like a shooter than a pure strategy campaign, progress, especially during later stages, relies heavily on your squad keeping a tight, thoughtful formation. You move team members into an advancing position one-by-one, while the rest of the squad keeps all the angles covered by laying down overlapping fields of fire. Commands are assigned through a handful of controller button shortcuts, making for an accessible control system.
But one thoughtless tactical error won't result in your team getting slaughtered; you have to make a series of concerted fudge-ups in order to be wiped out. Unlike some of the harder-core PC-based military strategy titles, Desert Storm isn't a game that punishes the player with a death sentence for a single schoolboy error.
For example, if one of your characters gets hit, he won't just die there and then on the spot. Instead, you have a chance to rescue and revive him by applying a medikit before he finally gives up his dog tags. Not only does it give you some margin for error, it also encourages you to rescue your boys to get them back into the fight.
The AI of your team is solidly dependable, which isn't such a major achievement considering the simplicity of their assigned orders - follow me, stay here, fire at will, stand there and face that direction. However, it's an easy to use and workable system. When you give your men an area to cover, they do it admirably, often taking down infantry that you have yet to spot yourself. They tell you what's happening too, from gratifying shouts of "Infantry sighted" and "Target down" to the terrifying "Armour ahead" and the dreaded "Meeedddiiiiicccc!"
Along with the command system, everything about Desert Storm is a little basic and threadbare. Each of the 15 missions has at most four objectives and involves nothing more complicated than reaching a certain waypoint or laying waste to a number of enemy forces and resources. But, crucially, what's been included actually works, which makes for something far more entertaining than a game full of ambitious, but poorly executed, ideas.
This is a console game, free from the complicated, convoluted trappings associated with sim-heavy PC titles. Easy to pick up and play, you can while away several hours at a time or just dip into it for a swift gaming session inbetween snacks.
Thankfully, there's no quick save option to make things too easy. Instead, you're given two saves per level to use when you see fit. It may sound like a raw deal, but it's tough love. By monitoring your progress on the maps, you can gauge when best to record your efforts. Two saves is enough to keep the tension up yet still avoid cheap, artificial stress created by a game that forces you back to the start when you die.
Speaking of tension, there are some genuinely fearsome moments in Desert Storm, usually whenever the enemy wheels out its big guns. A tank is a truly frightening sight, especially when it catches you in the open. Spotting a Russian-made tank turret rotating in your direction invokes a sense of panic that can only be matched by accidentally getting into the bed of your girlfriend's parents. Just one shot can wipe out your entire squad along with 30 minutes of considered teamwork. Next time round, you'll learn the value of scouting ahead to insure against such pratfalls.
So, as the bullets are zinging over your head, and an imposing Iraqi whirlybird ("Gunship Ahead!") looms in the distance, what features of Desert Storm (other than sand in your rations) will spoil your enjoyment of the action?
Well, despite the alleged realism, there are lots of places where an infinite number of enemies spawn. Quartets of guards pouring out of barracks every 30 seconds seriously deflates the sense of achievement of locking down and securing an area.
As with GoldenEye on Nintendo 64, you have to 'cancel' the spawn point by entering the area of origin. So instead of craftily taking out guards with some clever teamwork, you may as well risk a man or two by charging into the spawn zone, then rescue them during an after-action mop-up. It's a self-defeating and lazy bit of game design.
Other than that, the enemy AI can be bit duff, although not unfairly so. Sometimes you'll be having an elaborate firefight right next to a bunch of guards who won't react until you wander round a corner to trigger them. Again, it just detracts from the sense of immersion.
A trio of the middle levels are beset by a swirling sandstorm, which is completely plausible but annoying visually. The view is obscured every two seconds or so and it becomes irritating after several minutes. Soldier through these three missions, however, and you'll get access to the later, better, blue sky stages. They're some of the best missions in the game and the final four efforts, including a daring frontal assault on the fortress of General Aziz, are excellent.
With Splinter Cell on the way, Conflict: Desert Storm looks decidedly last-gen by comparison, mostly thanks to the uninspiring visuals and unchanging mission objectives. As an entry point to this style of gaming, however, it's superb - neither too demanding, nor too patronising.
So when you aim your cursor over a patrolling guard in the distance, your bullets
will hit home after the trigger squeeze, and he'll drop. And your squad, despite having occasional numbskull moments, can be left to fend for themselves in a majority of situations, laying down dependable cover fire and healing their own wounds.
In a world of games swamped with rampantly rubbish AI and collision detection, these are the kinds of dependable virtues that help make Desert Storm fun, despite its simplistic exterior. It's a thinking man's shoot-'em-up, ideal for those who don't want their combat too cerebral, or who like their action to have a little breathing space between the graphical va-va-voom. It's solid, enjoyable and accessible, and it's the best game of this type you can get on Xbox.

CONFLICT: DESERT STORM II
A top squad shooter just got better. Great multiplayer, but too short
Squad-based shooter - Issue 21 (October 2003) - 8.3/10

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So, what are you up to tonight?" says the Cockney to the Northerner.
"Well, not a lot really," says the Northerner. "Just planting a little C4 on that fuel dump over there, providing some covering fire while my mate disables a chemical warhead and then legging it to the rendezvous where we expect to see you revved up in an APC waiting to get us to the extraction point in double-quick time."
"Quiet night, then," says the Cockney.
The phrases 'boring job' and 'SAS' are as unlikely bedfellows as our own Ben Talbot and the luscious Angelina Jolie (her loss - Ben). Hereford's finest are the original action heroes - storming embassies and doing the important stuff behind enemy lines has made them the stuff of legends. Game designers couldn't dream up better characters if they ate a mountain of cheese before bedtime.
The combination of special forces and a Gulf War scenario means this game's hotter than a Baghdad summer, which was certainly the case with the first Conflict: Desert Storm (Issue 07, 8.1). It shifted enough copies to make it one of the best sellers of 2002 - which was quite a feat considering it wasn't released until September of that year. And now a Desert Storm has been stirred up again. A true sign of the times...
Those clambering for the moral high ground and wanting to denounce this game as a crass attempt to cash in on the current Iraq conflict should remove their Mary Whitehouse masks and get back to reading the Daily Mail because, like its predecessor, Conflict Desert Storm II focuses solely on the events of the 1991 war - 12 years before Uncle Sam and the British Bulldog went for another stroll in bandit country. So there'll be no storming Baghdad and certainly no tracking down members of a deposed regime, some would say more's the pity...
Instead, the developer has built the sequel on the same timeline as the first offering - an understandable game design considering the brevity of the initial war.
For those who have played the original Conflict: Desert Storm, this follow-up is very familiar territory. We're talking third-person (with a first-person option), four-man squad-based combat, fulfilling similar objectives to the first game - search and destroy, rescue and reconnaissance... the general meat and potatoes of
military operations.
Your original team also returns to the fray (with comical regional English accents) and, just like before, each team member has strengths in certain areas - whether it's sniping, heavy weapons or explosives. As the game progresses, your ability to pick the right man for each task becomes vital if you want to get the job done quickly and, most importantly, effectively.
This is an arcade squad shooter, so any armchair generals out there need not apply. There's no map option, so you can't issue movement commands any further than your line of sight. Think Brute Force (Issue 18, 8.5), without the big lizard or the nifty invisibility option. The control system is identical to the first game - a simple combination of holding the Left trigger and activating one of the four pad buttons will issue basic but functional commands to your troops while you can still engage in real-time combat.
So, you've got the same team, the same controls, and the same plot line. Where's the new stuff? Good question, because in many ways the game plays like a standalone mission disc rather than a real revolution to the C:DS franchise. Not that this is an altogether bad thing, as fans of the first game will feel that this title is a refinement over the last, thanks to many subtle improvements.
For a start, very little of this game actually incorporates desert combat. Rather than the many anonymous sand dunes of the first title, you've now got towns to patrol through, weapons facilities to sabotage and generally a lot more urban warfare to keep you entertained. You'll still travel through sandy wasteland but now your objectives will often involve tarmac and brickwork too. This keeps the combat close and unpredictable, with snipers vectoring in from ledges and dreaded tanks bursting through civilian buildings.
Visually, it's a step in the right direction from the last offering, with more environmental detail, better character modelling and much better character movement. Your soldier doesn't feel as sluggish as he did the first time around and, with the addition of a neat new sniper move, he can now crawl and roll along the dirt whilst dodging enemy gunfire.
Possibly the biggest gameplay development is the new requirement to finish a mission with all four members. There'll be times when an artillery shell wipes out three of your team and badly wounds the fourth member, which means you'll have to cover and heal yourself before running out in the open to try and give first aid to your fallen comrades. It encourages you to be clever with resources - you can't heal if you don't have first aid left, so the need to switch inventory items among your crew is important. It adds a decent twist to the run and gun action and is a worthy addition.
But squad control is only as good as the AI, and this is where Conflict: Desert Storm II, like its predecessor, shines like a beacon for other developers to steer towards. Your boys are smart - very smart. Give them the order to fire at will and they're ruthlessly efficient, even telling you when they're changing magazines. Tell them to follow you and they'll be jogging at your heels faster than a sheepdog. And they'll need to be, because the enemy AI is often of an equal calibre, although there are random moments of inconsistency, such as a machine-gunner staying in position after you've driven past, got out of the vehicle, and stood behind him.
Conflict: Desert Storm II is an evolution rather than a revolution. It's got better graphics, tweaked gameplay, a lot more vehicles to play with, a snazzier front end - including better cinematics - and the lofty promise of downloadable content thanks to Xbox Live. But what it doesn't have is heaps of longevity as there are only a paltry ten missions - none of which are particularly big. Playing on Easy difficulty is a mistake - you'll walk through the game in little more than six or seven hours. Medium and Hard offer considerably more challenge but the difficulty is based on inflicted damage and stricter aiming parameters rather than more, or harder, mission objectives. And whatever way you look at it, you're still playing the same maps.
Solo missions aside, C:DS II has a great multiplayer co-op mode that allows you to play through the whole game with up to three friends and is genuinely fun - especially in two-player vertical split-screen, where you each control a playable character and an NPC. Running to offer first aid to your bullet-ridden mate doesn't get boring and, needless to say, offers great gloating opportunities.
Conflict: Desert Storm II offers an immersive and enjoyable gaming experience. The tweaks, polish and improvements make the sequel a stronger game than the first. However, after the rather abrupt ending, we were left wanting more. But isn't that the same feeling you always get when you reach the end of something you've really enjoyed?

CONFLICT: VIETNAM
Bigger and tougher than its Desert Storm siblings. It'll suck you in and love you long time
Squad-based shooter - Issue 34 (October 2004) - 8.5/10

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Ever seen Platoon? How about The Deer Hunter? Well we have, and we didn't like the look of Vietnam one bit. As fans of the long-since-departed TV miniseries Tour Of Duty would attest, the best thing about 'Nam was definitely the soundtrack of the era. But as grim as the reality must have been, the game is great fun.
Taking the same tack as the previous two Conflict titles (Desert Storms I and II), Conflict: Vietnam incorporates real-life events (like the Tet Offensive) and develops from them a series of hellish scenarios for our fictional foursome of typically gung-ho GIs. Cut off from fellow soldiers and supplies, they must make their way back through inhospitable jungle to, hopefully, the comforting arms of their colleagues.
Whereas the Gulf was dustier than Ghandi's flip-flop, Vietnam was a wretched waterfall of wetness. The lush jungle environment is brimming with vibrant colour and texture, and the dense vegetation actively reacts to wind, gunfire and explosions. Raindrops will keep falling on your head, but you don't mind one bit when, as in Conflict: Vietnam, they look better than any Vietnamese ladyboy we've ever seen. When coupled with fantastic thunder and lightning effects they create a brilliantly moody atmosphere, and it really is terrifying to see a group of Vietcong charging towards your squad out of the mist.
Each of the 14 missions involves challenging objectives, the most important being getting your squad out alive. The combat is pleasingly fast and frantic, with an endless stream of Vietcong to lay waste to. It's brilliant fun blasting through hordes of enemies, although the auto-aim function does sometimes go a bit askew and you will find yourself targeting a tree in the distance, while a VC soldier five feet in front of you pumps you full of lead. Speaking of which, Conflict: Vietnam punishes players for recklessness; several direct hits and you're going home in a body bag.
Your squad is once again indispensable to your efforts; it's not just a case of Rambo-ing through the jungle alone, and patience and careful planning are essential. The intuitive controls make issuing commands a cinch, so players can easily move their fellow fighters around the environment either individually or en masse, as well as perform more complex commands like disarming booby traps or shielding a wounded colleague from enemy gunfire.
Bereft of your own supplies, players must make do with what they can find, namely assorted weapons from fallen Vietcong. Yet here's where your team-mates' AI is called into inconsistent question. As far as following orders is concerned, they're bang on the money, moving to your position and assuming intelligent firing positions. However, when it comes to thinking for themselves, these guys have 'boot camp reject' stamped all over them. If they run out of ammo, they'll intelligently switch to their secondary weapon. Yet when this is dry, what do they do? Pick up replacement ammo? Grab a different gun? No. They'll simply stand there, pointing an empty gun in the vague direction of the enemy, hoping the VC will be scared off by macho posing and foul language.
Although it can be a bit infuriating during intense firefights, on the flipside this does encourage active interaction with all four squad members on an equal level. You won't have a favourite in this litter as, after each successful mission, an overall skill rating (enemies killed, shots fired etc) results in skill points allocated to each team member. You can use these to beef up your bad boys' various attributes, and it adds tons of replayability. However, jacks of all trades are definitely masters of guns, so make sure everyone is au fait with pistols, grenades and, most importantly, medikits. If your star shooter or chief quack cops it during a firefight, you're screwed.
We're pleased to say, however, that the Conflict series looks to be steadily improving. Sure, the odd object collision issue still rears its head (as you must to make that headshot register), but the option to mount assorted heavy weapons, mortars and vehicles, along with the slick overall presentation makes up for this. Admittedly the environments aren't hugely varied, but the dark and gritty jungle makes for a claustrophobic experience.
Multiplayer is as fun as ever, and the four-way split-screen provides some cool co-op capabilities, although we'd love to see some System Linkage next time round. But don't worry about that too much. Instead just sit back and thoroughly enjoy beating Charlie on his own turf. Something the Americans could never do...

CONSPIRACY: WEAPONS OF MASS DESTRUCTION
Abysmal, generic shooting game. So bad it traverses the so-bad-it's-funny part and comes right back round to being bad
Screenshots - FPS - Issue 46 (September 2005) - 3.7/10

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Right then. There's so much to say about this, and we've a lot to get through in just one page. Is Conspiracy bad? Yes. Is it worth buying at all? No. Does the lead character have a suitably stupid porno/action hero name like, say, 'Cole Justice'? Yes, yes he really does.
Even within the generic, thrown-together valu-pak first-person shooter genre, Conspiracy is floundering, substandard piffle. From the moment the game splutters to life, to the moment a scrolling, unskippable, tediously long 'obituary' screen flashes up every single time you die, it's horribly apparent.
You play Mr Justice, a man with a gun, a slightly different gun, a rocket launcher and a mission to unravel some sort of tiresome waffle about gun-running drug-selling terror merchants. This is done by you shooting and punching your way through exotic locales including Aztec ruins and Arctic tundras. We're guessing the 'conspiracy' runs to the heart of Big Government itself, and that the final level involves Cole Justice wasting Secret Service spooks in the corridors of the White House with an experimental alien weapon while the president tries to ready his secret Oval Office escape pod. That's what probably happens - it was difficult to play this without turning it off every five minutes to put on MotoGP 3 instead.
The missions we did play are the usual identikit material: steal this virus, plant these explosives, go into that warehouse and shoot those terrorists hiding behind crates. So it's a relief that Conspiracy's saving grace is Cole Justice's lethal bag of gadgets and trickery. No, wait - that's crap too! The sniper rifle is as effective as a pistol, and doesn't actually zoom, grenades have random blast areas and insane rubber-ball physics, equipment you don't really need anyway magically appears out of thin air, and when you run out of ammo you're treated to a bizarre fist-clenching animation that makes Cole look like a pig-man, as he punches bad guys running on 32K Spectrum-powered AI with his trotters. The scenery is interesting too, consisting of polygonal slabs of colour fixed to one another at jaunty angles (green for trees, grey for rocks).
We've been told to mention that this is a semi-budget title, though - so maybe it's not supposed to be any good. Is that any excuse? It's your call, but OXM recommends using your 30 notes as bottom-wiping paper instead. Next!

CONSTANTINE
Accomplished movie adaptation which won't exactly set the world alight, but is amiable fun to work through
Screenshots - Third-person actioner - Issue 40 (March 2005) - 7.5/10

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God works in pretty mysterious ways, doesn't He? Far be it from us to question the all-knowing One, but choosing Keanu Reeves to save humanity from the imminent arrival of the son of Satan? Well, not Reeves personally, but his on-screen persona John Constantine (himself an original DC comics demigod), in this tie-in of the upcoming blockbuster movie. Like, whooaah, God dude.
It seems every movie tie-in these days has a strict mandate: be an accessible, third-person actioner, with a simple lock-on aim function for firing. Throw in some locations from the movie, add a bit of artistic licence with the weapons and script (something about demons walking the Earth during the eternal battle of good and evil), and job done. Oh, and the original actor's vocal talent. If you can afford it. Which Constantine unfortunately couldn't. But for all its vocal shortcomings, Constantine easily fulfils the rest of this mandate with ease and panache, and still manages to squeeze a fair few neat little touches up its ruffled sleeve.
Hell isn't our preferred destination after this life but we have to admit, according to Constantine it looks pretty damned cool. In an alternate version of downtown LA, fiery winds provide the driving force for a very impressive physics engine that tosses derelict cars around like tin cans. Fireballs rain from the sky, decimating your surroundings, and there's a gleeful sense of chaos about the place. It's a shame then, that the environments of the other half of the game, set in present day Los Angeles, though gritty and noirish, seem drab and uninteresting in comparison.
What these contrasting conditions do provide however, is a fantastic sense of atmosphere. Although not on par with the stylish Max Payne 2 (Issue 25, 9.2), the real world is full of creepy shadows and includes more than a few genuinely jumpy moments. Constantine has the ability to flick back and forth between dimensions, and alter either world to benefit his tasks in the other. Your True Sight ability acts like a twisted thermal vision which, complete with brilliantly disturbing audio, allows players to see demons masquerading as humans and hidden magical items too.
Aside from all the weapon-based combat (which is fun despite a slightly unpredictable camera), Constantine has the ability to cast spells. These are learnt through exploration of the fairly free-roaming environment, along with numerous other health and magic upgrades. These are fun to execute and are varied in nature - our favourite was Hunger, which caused the flesh to be stripped from a possessed human by a swarm of vicious flies. Although ridiculously easy to perform (players must complete a simple button sequence within a time limit), they'll leave your character annoyingly exposed to counter attack during the time it takes to cast. Because of this, they can only be used when enemies are at a safe distance - not ideal when you're in the middle of white-of-the-eyes combat.
However, factor in a healthy helping of puzzles (which again are fun, but hampered by an erratic camera), and Constantine is a fairly tidy little movie tie-in. Not as hallowed-groundbreaking or biblical in goodness that it maybe thinks it is, but 'constantly' enjoyable all the same.

COUNTER-STRIKE
Single-player isn't great but over Xbox Live it's the next level of FPS gaming
FPS - Issue 24 (XMas 2003) - 8.0/10

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It's no secret that Counter-Strike rocked the world of online first-person shooting when the game was released as a free PC mod for Half-Life almost six years ago. And all these years later it's still ahead of the team-based online game and is now eyeing total domination of your time spent on Xbox Live. If you thought Return to Castle Wolfenstein's online element was great then prepare yourself for something extra special.
Before we get into the meat and veg of the game though, let's make one thing crystal clear. Counter-Strike is a dish best served online or across System Link. There's no single-player campaign to mow through or a plot line in sight. There's no split-screen action and the single-player game only acts as practice before you enter the online arena. If you buy this to play on your own you will be disappointed, unless you know you'll be Lived-up in the near-future.
Counter-Strike is played a little differently to the likes of Unreal Championship (Issue 10, 9.2) or RTCW (Issue 16, 9.2) in that once you're dead, you're dead. This is more like a Tom Clancy shooter. There's no spawning and running off to join the closest skirmish. Instead you have to sit and wait until the round ends, which usually takes a few minutes. But you do get to watch the action from a variety of angles rather than just sitting and twiddling your bleeding thumbs.
Once you've selected a map you need to pick which side of the law you're going to represent. Choose from the terrorists or the counter-terrorists. Each map has an objective that you can either choose to complete or ignore. If you choose not to plant the bomb (terrorist)
or rescue the hostages (counter-terrorist), then you need to wipe out every member of the opposition to win the round. Hostage Rescue and Demolition are the only game modes, though, and a bit more variety would have been nice. First to five rounds (or however many you set this option to) wins the game. And in a nutshell that's pretty much it. Counter-Strike is as simple as it is fun.
Before each round begins, you get a few seconds to tool up with money you earn in each round. Do well - complete your goal or clip a few enemies - and you'll get more money. Don't and you won't. You can choose bigger and better guns, different types of armour (including the excellent riot shield), various grenades and ammo. Everything a terrorist needs to kill innocent civilians or everything a counter-terrorist needs to save the world.
Where Counter-Strike excels is in its level design. Rarely will you come across a map that's 'not as good as the rest'. Unfortunately the textures don't look all that, but each map has been built with squad tactics in mind and there's plenty of opportunity to camp, run riot, find ways onto buildings for a better view of the action or move your team up in steps while advancing towards the enemy. There are endless ways in which to play each map, especially when you really do begin to employ tactics in your team play. Never before has the Xbox Communicator been such a vital tool in a multiplayer game.
The AI bots in the game can be set to various difficulty settings depending on how good you are. We'd suggest setting the level quite high, as the bots don't have much of a clue what they're doing on the lower settings. Stand in front of them with a riot shield and they'll be completely lost. Again, we must emphasize this is an online game.
There's no denying that Counter-Strike is an amazing online experience and it should tide any action fan over until the release of Halo 2 early next year. As a single-player game there's nothing to get excited about, but against human opponents it's a different story altogether.

CRASH
Instant, lo-fi, demolition derby fun for the few hours that it lasts
Driving - Issue 3 (May 2002) - 6.6/10

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There's not much to a demolition derby. Take a clapped-out, MOT-liability of a banger and then clap it out even more in the most spectacular fashion possible.
It follows, then, that any game based on such car-nage only needs one thing. Shagged-out rustbuckets ploughing into one another at speed, willing and able to shatter into showers of scrap metal for the sake of visual fireworks and gutsy entertainment. That ought to do it.
And that's exactly what you get with Crash. Pick a vehicle, an arena, an event, go break stuff and that's yer lot. Overly polished cars skid about the place, and it all feels a bit plastic and toyish - more like ramming Hot Wheels into the skirting board than watching a Car Wars video.
The object is to propel your car into the fray - farting nitro as you go - collect some points and cause some serious wreckage, then retreat to a distance and do it all over again.
With such a madly slack handbrake at your disposal (handbrake turns are generous quarter circles turning your car on a penny) only makes things easier when you're lining up for your next drive-by. Everything is simple, but effective.
At the core of the game is a 12-level, 36-challenge Career mode. There's an interesting selection of game types on offer, but you can only play most of the really good ones once. There should be the opportunity to repeat the original and exciting challenges over 12 levels but instead, the tasks that turn up most often are the less interesting standard ones.
An entire game could happily be based around some of the better challenges, such as Bus Jump and Skittles And Crates, but they're used as one-off novelties, and it's a waste.
Just as you're really getting into Crash, finding a favourite muscle car with the least garish paint job and realising that the simple gameplay doesn't have to make for a bland experience, you'll find you've seen most of what's on offer. You can customise the game types, but only with a limited range of options.
It's a bit gutting - kind of like when you realise that, despite the massive advances of science, you'll still be tying your own shoelaces this time next year.
The Career mode is great while it lasts, but also goes to show how underused Crash's best features are. We managed to finish it in around five hours of solid play. No license tasks, no shopping for upgrades, no worries - just unlock a few cars and arenas, finish first and then you're done. Some boy bands have careers longer than that.
The Arcade mode is some compensation, since you can access most of the levels that you've punched through in Career mode and play them on Arcade-mode-only tracks.
There is, however, a slight high-score compulsion that means you'll come back to those events that you like, but it would have been so much more fun if they were longer and bulked up. This is a game in desperate need of a Wonderbra to make best use of its assets.
Crash is loose and occasionally frantic driving fun, but the fleeting appearances of the good bits simply hint at just how great it could have been if more use had been made of that cool stuff. instead of sticking to tasks and events we've seen loads of times in other racing games.
It needs more depth, more geekonomics, whether in terms of vehicle customisation, increased control and combo opportunities or simply more elaborate places to arse about. While you could do worse than buy this, Crash should have been a lot better.

CRASH BANDICOOT: THE WRATH OF CORTEX
One of the best cartoony worlds, but has no new tricks
Platformer - Issue 3 (May 2002) - 7.1/10

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This particular platformer, with its lolloping, jumping around, collecting of apples and boss beating, is more significant than you might think. Before now, Crash Bandicoot and the six games he has starred in were indelibly associated with PlayStation.
The orange critter was Sony's unofficial second mascot, going into battle against Sonic the Hedgehog and Mario the Plumber with only Lara Croft ahead of him. So if nothing else, his appearance on Xbox shows how much of an impact the new console has made, how highly it's regarded on gaming's top table.
But what exactly do you get when you slap The Wrath of Cortex in your Xbox? Well, the concept is pretty much unchanged from previous bandicoot platform games, with plenty of colourful levels through which to guide Crash and sometimes, his sister Coco.
It's very much a natural progression for the series, from the familiar boss levels, 3D chase sections right down to the extremely linear levels. Whisper it quietly, but this is merely an update of the PS2 game of the same name, with only a few tweaks to the successful Crash formula.
Most of the levels look great. The bold, vibrant environments are the game's best feature, and for the most part Crash moves through them very smoothly. Never mind that you've seen several of the locations before in countless platform games (ice, water, lava), just feel the quality.
This quality extends to Crash himself. Although he's not the most appealing character ever designed, he's superbly animated. The incidental animations - like rolling an apple along his shoulders when he's left alone for a few seconds, or the expression on his face when he does a belly flop - show that much love has gone into making this game look sweet.
There are about a dozen great death animations, too. For example, when Crash falls into icy water, he bobs to the surface in an ice block that perfectly refracts the light.
Extra touches like this make the game more engaging than it might have otherwise been, and it makes you determined to progress - and die a few times, because you can always earn loads of extra lives - to see where the game is next taking you to.
As well as the commendable effort with the incidental details, Traveller's Tales has tried hard to inject some variation into the basic platforming action.
Some sections of the game work much better than others. The rollerball levels are great, for example, while the car level is frustratingly poor. But they do stop the game from becoming stale too quickly, and make playing through the entire thing significantly more interesting.
But it's not all good news, sadly. Basically, the gameplay could have done with a fine tune, and a few annoying faults undermine what could have been a really great platformer.
The most annoying misfire is the camera, which sometime struggles to keep Crash on the screen. During the 3D chase sections, the poor marsupial is frequently relegated to the bottom corners of the screen, making it hard to see where he's headed.
More irritating are the sections that require precision jumping into the screen. When performing a jump, the camera follows Crash upwards, and the platform you're aiming to land him on disappears from the bottom of the screen. It makes judging your jumps very tricky. And when the camera changes its position while you are negotiating narrow platforms or performing some precision jumps, the perspective changes. This means you also have to change direction. It doesn't happen that often, but when it does it can be a struggle to execute jumps with any accuracy.
As well as these camera quibbles, the collision detection is occasionally a bit off, and during the course of the game you'll die at the hands of an enemy you swear you didn't touch. It's frustrating, and despite the nifty death scenes as mentioned above, the danger of developing Tourette's syndrome becomes more real with each 'it wasn't me' death.
And if ever a game didn't need niggling faults like this, it's The Wrath of Cortex, where instant deaths are the order of the day. There are places in the game that can decimate a nice stock of 30 lives in the space of a few minutes. But unlike Nintendo's Mario series, here it can feel like it's not your fault that you've died. And that's a very bad thing.
Still, these problems aren't enough to stop you and Crash from bouncing your way through the levels and having plenty of classic platform fun on the way. It's a shame that the polished look isn't quite matched by the gameplay, but in the main this is an enjoyable platform game experience.

CRASH NITRO KART
Easily accessible with basic controls. Short single-player mode but multiplayer is fun
Driving - Issue 24 (XMas 2003) - 6.3/10

(VU03102E)
CrashN.txt
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The English language is a funny old thing. Everybody knows the word 'cart' is spelt with a 'c', but in a motorised mutation of the word, 'kart' is now an equally accepted form. Go-karting is at the forefront of this representative revolution, and whilst paving the way for budding Jenson Buttons to flourish, it has also provided the backdrop for several furiously addictive cartoon racers.
Crash Bandicoot is a pretty established character on several consoles. His last outing on Xbox (Crash Bandicoot: The Wrath of Cortex, Issue 03, 7.1) wasn't a bad attempt at a continuation of the platform franchise, but now he's arrived in a blaze of kool karting action.
Things kick off with a ludicrously generic storyline, something about the evil galactic Emperor Velo who has conveniently kidnapped Crash and his chums, along with Bandicoot's arch nemesis Cortex and his assorted cronies. They must both face off, and also race against Velo's people, in a bid to save the universe.
What this means, in gaming terms, is the way is paved for all manner of krazy (sorry) racing, over four worlds encompassing 17 tracks. Play through the single-player adventure mode, and race for (then unlock) trophies, relics and CNK tokens in exchange for tracks and cutscenes.
The racing itself is reasonably fun; use the jump function to boost speed, collect power-ups and weapons to use against opponents, and hit speed patches on the track for that vital velocity burst. The graphics are shockingly colourful without being garish, and everything runs at a relatively smooth pace. Relatively, because unfortunately there's no real sense of speed conveyed here. Races can feel sluggish, and you'll soon be urging little Crash to get a bloody move on as he chugs along like a Sunday driver.
You can play through the game as either team Crash or Cortex, with each team member supposedly having varying attributes of speed, handling etc, although in reality there's no real discernable difference between cars. The enemy AI makes no sense either. You can build up a decent lead throughout the race, with no nearby blobs on the track map, and be heading for the finish... when suddenly, from out of nowhere, an opponent will come flying past. Very annoying. It's a shame, but shopping cart racing is probably just as much fun.

CRASH TAG TEAM RACING
The bandicoot is back YET AGAIN, even though no one asked him, starring in this cack racing/platform hybrid
Racing/Platformer - Issue 50 (XMas 2005) - 4.9/10

(VU06501E)
Crashttr.txt
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Crash Bandicoot is nine years old this Christmas. Nine years! Or in bandicoot years, 94. Which is ironic, considering we'd rather make out with a 94-year-old than play the red rat-thing's latest console offering.
It's not Crash's fault. Alright, it is - as game characters go Crash and his generic cartoon sidekicks are as charismatic and appealing as facial herpes. But it's also the game that's at fault here. Part platformer, part Mario Kart-style racer, it's a title that combines two underperforming halves into a not-that-convincing whole.
Despite boasting some gloriously inventive and beautiful racetracks, there's nowhere near the depth of control or skill to make this anything other than a five-minute novelty. Even the ability to 'clash' (fuse yourself with an opponent's kart to turn yourself into a kart/giant mobile gun-thing) fails to add anything approaching freshness. It's fast and colourful, but hardly sets your Xbox on fire.
Then there are the platform sections, the multi-tiered hubs that act as the links between each racecourse. Again, they look good, but that's as far as the good stuff gets. Not only is the camera stubbornly uncooperative, but the whole design of the platform-hopping sections is tired, predictable and full of the clich‚d old Crash Bandicoot item-collecting challenges. Okay, so they're just linking sections as opposed to a full-blooded platform game, but where's the polish that was so liberally dumped all over Crash Twinsanity (Issue 36, 8.0)?
Fusing two genres into a single game might have seemed like a good idea at the time, but with neither part offering up anything particularly impressive you have to wonder why they bothered. It's more crash victim than Crash Bandicoot.

CRASH TWINSANITY
A nice, thick wedge of mayhem and quality gaming but nothing groundbreaking. Crash fans will adore it
Platformer - Issue 36 (December 2004) - 8.0/10

(VU05402E)
CrashTwin.txt
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As good as Crash Bandicoot used to be, and as much as he zipped around the screen like a whirling orange dervish, his series was still essentially a side-scrolling platformer. Sure, it was all done in polygons rather than pixels, but you worked your way through levels by following what were essentially rails. But boy, how things have changed.
Crash has gone free-roaming and along for the ride is his nemesis, Dr Cortex. The reasoning behind this bizarre partnership is long, but centres around the invasion of Crash's planet by two extra-terrestrial parrots. They eat fast food and they like obliterating the living, and when Cortex goes head to head with them to stop the attacks, they suck his brains out. Cue an unlikely partnership with Crash, and a quest to save the world.
Great thought has been given to this new dimension of gameplay, and the pairing of Crash and Cortex has had every last drop of invention squeezed from it. If you're not using Cortex as a hammer to smash obstacles, you're fighting with him. In a flurry of fists and feet, the two of you roll around in the path of danger and you have to steer the brawl from one point to another like some kind of organic Marble Madness. Then there are times when he'll be stumbling around with a beehive lodged on his head and you have to demolish traps before he stumbles into them.
There are moments when Crash goes it alone though, namely when traversing the nastier parts of a level, such as stealthily moving through a village of insane spear-chuckers. The last thing you need here is a mad professor screeching around with brains dripping from his ears.
Thankfully Crash loses nothing making the transition from rails to sprawling platformer. If anything, the humour and story have been upped considerably. Very few games can manage genuine laughs, but this is one of them, and it's all the better for it. The relationship between Crash and Cortex is reminiscent of classic Hollywood comedy duos and this, combined with the open-ended mission structure, makes Crash Twinsanity something of a doozy.
There are moments of pure frustration thrown into the pot as well, though. If a level isn't frying your eyes out, you've got to be careful of your step. Some perspectives when block-jumping can be pretty deceptive, forcing you to repeatedly shift the camera to a top-down view so you can see just how far you need to leap. Then there are the levels themselves. We saw glimmering jewels way below us and decided to hurtle down the mountain to fetch them. Only when we reached the bottom did we realise we'd just inadvertently returned to the beginning of the level, and had to replay the whole thing. It allowed us to reap another bunch of wumpa fruit, but it took us an hour. While wumpa fruit mean extra lives if collected in abundance, a measly extra life really isn't compensation enough for the hassle.
The new Cortex weapon (for that's all he really is) adds great variety to play. And whether you're dodging the vicious laser eyes of the giant Mecha-Bandicoot, or being blasted with the vice-versa reverser device from the tenth dimension, you'll forget the orange marsupial ever had dubious dalliances, such as that whole karting craze a few years back. It's not in the same league as the infamous plumber, and the partner/weapon gimmick isn't new (Whiplash - Issue 27, 8.1 - did it before), but it's a sturdy exercise in comic gaming. We'll even forgive the fact it's ginger.


CRASH'N'BURN
You can't deny it's enjoyable, but this is cheap bargain-bin fodder at heart. Good Live options, though
Driving - Issue 37 (XMas 2004) - 6.0/10

(ES02001W)
CrashBurn.txt
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Car games. You gotta invent something pretty original to make yours stand out amongst the high-end competition. It's no good being a shiny Porsche if your racing environment resembles Luton town centre on a wintry afternoon. Eidos's twist is to eschew fast-paced street fun for mental pile-ups. Welcome to the stock car-influenced world of Crash'n'Burn.
Despite its street racing pretensions, the game plays a lot like a simplistic kart racer, with a large scoop of Destruction Derby served up as a side dish. You select your vehicle, ram down the accelerator and weave your way across a multitude of short city tracks. Some circuits are all about winding bends, others are about tricky bumps and obstacles. The most chaotic - Kamikaze showdowns (both team and single) - feature two sets of cars burning rubber in opposite directions, cranking out an experience similar to speeding down the M1 on the wrong side.
With the emphasis on danger, it is inevitable that the game's high point comes courtesy of the smashed debris. As the tension mounts and the number of laps increases per championship, you'll find your reflexes tested by spilt oil, burnt-out metal and raging fires. Survival becomes a big enough test in its own right and, while bonuses are awarded for wasting cars (achieved by smashing into them repeatedly), such an underhand tactic is unwise.
Sadly, on the other side of the lane, the demolition aspect is marred by erratic race design. Hug the outside track in many Kamikaze races and you can avoid the oncoming traffic with reasonable effort. More significantly, any obstacle-inclined races end up with the vast majority of its 16 competitors being transformed into smouldering wreckage before that chequered flag is met so, as long as you drive at a piddly pace, a decent final position in a multi-event series is a near-certainty.
But the real problem is the curse of the bargain-bin name. While Crash'n'Burn's cheap moniker suggests 'budget find', its production values do little to dispel the image. Visually, the unlicensed cars look incredibly basic. The wobbly outlines are low-end PS2, and if you compare its poor lighting effects to Midnight Club 3, the two games are so far apart you could park a lorry between them. The modding section too, with its limited vehicle range, is a shallow afterthought, featuring parts that could barely soup up a Lego model. And speaking of Lego, Crash'n'Burn is definitely a title for younger gamers.
Still, for all its faults, Crash'n'Burn remains a reasonable time-passer - it's pure, finger-on-the-pulse arcade action, with a simplicity so immediate it makes games like Need for Speed Underground 2 seem like uncompromising sims in comparison. Kids might enjoy it, but whether there's enough to warrant the pennies is another matter. Even with 16-man Live play thrown in.

CRAZY TAXI 3
Lots of fun with great mini-games but similar to previous versions
Driving - Issue 8 (October 2002) - 8.0/10

(IG03502E)
Crazy3.txt
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The word 'crazy' features in the title of Sega's hit series for good reason. Not because of the insane power-sliding or cars weighing in excess of a ton jumping at will. Nor is it crazy because of the indestructible vehicles, or the rather silly lack of respect for pedestrians.
No, by far the craziest thing about Crazy Taxi games is the exorbitant price of a taxi ride around the cities where cab-driving charlatans ply their trade.
A trip of only a mile or two can cost hundreds or even thousands of dollars, a frankly ludicrous price to pay for a journey that often contains several crashes, flagrant disregard for the highway code and a stomach-churning degree of swerving and jumping.
But then you, as the driver with all the moves, get to keep the money.
The crazy fares are back in Crazy Taxi 3, and there's a new city in which to earn them - Glitter Oasis. To all intents and purposes, this new area is Las Vegas, an area famed for attracting tourists with lots of spare cash to lose. Heading to the glittering hot spot is quite a shrewd move on the part of the cabbies.
It's high time Sega renamed their game Sensible Taxi, frankly.
For those unfamiliar with Crazy Taxi, the game casts you as a cab driver, ferrying punters against the clock to their preferred destinations. Mad, zany driving (okay, so it is quite crazy, really) makes the suicidal passengers reward you with tips over the standard fare. Get them to their destination intact and on time, and you get to pocket the vastly inflated sum and add it to your score.
It's a successful recipe that has worked twice previously, making for some extremely frantic, adrenaline-rush gameplay. The scoring system also made Crazy Taxi and Crazy Taxi 2 great games to pick up and play in short bursts, as it was always possible to beat your previous best score by a few dollars, especially when you had memorised the city's many routes.
Both games were a lot of fun, which is why Sega has made a third version, and only for Xbox. It's a biggie, too, since the West Coast level from the original Crazy Taxi is here (with new areas) along with the Small Apple from the second game. With the all-new Glitter Oasis to boot, this is the biggest Taxi yet. But whether it's the best... yes, it is. Oh, actually no, it's not. But it is, sort of. It depends.
On paper Crazy Taxi 3 is the best of the bunch, because you get three massive cities full of passengers just waiting to be fleeced. It's also the first time that players have had a chance to employ the Crazy Jump in the San Francisco-themed level from the first game. This opportunity rejuvenates an old favourite level, and makes for great fun.
But the biggest draw is the new city. Thematically, it's a bit of a departure for the game. The blue skies of San Fran and N.Y. have given way to a night sky over Las Vegas. While this makes the neon look nice, it also lends the game a darker look that's slightly at odds with the happy, Sunny Delight-infused berserkness of the gameplay.
It's the dark, brooding goth nephew of the Crazy Taxi family, and your opinion of the night-time look will ultimately be a big factor in whether you clutch the game to your heart, or reject it like a family pet that's just pooed in your Xbox disc tray.
Regardless of opinions over style, though, there are problems in Glitter Oasis. Considering that the game is exclusive to Xbox (and by Sega, to boot), we'd have expected a little more mastery of the hardware than is on show here. While some of the showy casino buildings are impressive, there's little in the way of extra detail compared with the two-year old Dreamcast game.
Even worse, the city is occasionally afflicted by terrible slowdown - just about the worst we've seen on an Xbox game. Bad, naughty Sega.
Another problem with the new city (and also in Small Apple, to a lesser extent) is that there are a lot of wide, open highways. This makes it easier to dodge traffic, especially when other vehicles can be jumped with the Crazy Jump, making the action less frantic in those sections than it was in the cities in CT and CT2.
But please don't think it's all bad, because it's not. For a start, the Glitter Oasis level is huge, and there's great variety in the scenery. In addition to its glitzy city centre, there's a long out-of-town stretch, offering the chance to leap into the Grand Canyon and bomb along the top of a massive dam. As was the case with the two previous cities, repeated play reaps rewards in terms of finding more efficient routes and richer passengers.
Another big plus is the return of the mini-games, which have been fleshed out and expanded upon in the Crazy X mode. This time, there are 25 mini-games to try, with unlockable treats as the prizes for completing them.
In practice, these are rewards for being ultra-rock hard at Crazy Taxi 3, because they get so difficult that you may weep. But you won't stop playing, because the mini-games are perhaps the most addictive challenges yet devised by man. While they stand uncompleted, they are mocking you, laughing at you and talking about you behind your back. And you will not stop replying "yes" to the innocent "try again?" query until each and every challenge has fallen to your superior driving skills. Which they will - eventually.
It's during the Crazy X mode that you realise just how much depth there is to the gameplay in Crazy Taxi 3, and just how much fun the game is. Completing the tougher challenges produces a real sense of satisfaction, since you need to be bloody good to do them. And they also make you use skills that, once employed in the main game, will produce the kind of scores that will make Ben weep with jealousy when you send your Demo Challenge scores into Play:More. You know you want to.
Crazy Taxi 3 is an odd beast. One the one hand, it really doesn't do much that's new, and Glitter Oasis doesn't manage to beat the old West Coast for fun. The slowdown is irritating too.
But the Crazy X mode is an excellent, ultra-tough test of your skills, and completing it will make you feel like a god. The main game retains the fun of the previous Taxi games, despite the lack of innovation, and with the best courses from those games included there's plenty to do. If you're up for more Crazy Taxi, this will sort you out - but don't expect a revolution.

CRIME LIFE: GANG WARS
Boring hood-based urban violence simulation where you beat up a thousand identikit homies 'upside the head'
Beat 'em up - Issue 50 (XMas 2005) - 4.7/10

(KN02802E)
CrimeLife.txt
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And so the horribly ill-conceived 'urban' violence machine continues to spout out rubbish. This month's instalment is Crime Life: Gang Wars. And you don't doubt the street credentials of a game with the words 'crime', 'wars' and 'gang' in its title, innit? The story? Have a guess. Yup, small-time 'homie' (you) gathers a gang of violent buffoons around him in a quest to smash up and rule 'da hood'. Whatevvvaaarrrrrrr...
Putting aside the horribly misjudged shower of racial clich‚s and 'attitude' for just a nanosecond, what does the game actually play like? Is it a sublime piece of programming that transcends all conventions to break new ground in the fighting/combat genre? What do you think?
Although in the press release they try to pretend Crime Life's main theme is that "The player must protect his own people from exploitation and abuse, and defend his crew from the violence and treachery that permeates the society he lives in," it's really about finding any old excuse for smashing people's faces in. It's spectacularly nasty, but in a strangely muted way - the kill moves are filtered, presumably to protect the 'delicate' urban 15-year-olds who'll buy this, but at least in those respects it's a fairly accurate portrayal of life in 'da hood'. You're given loose missions from the neighbourhood barber (??), then it's just a case of following waypoints on your quest to smash things up or stove the head in of a particular gangsta.
You do a lot of walking about, but pedestrian isn't the word. The combat is stupidly easy and as badly designed as MC Hammer's trousers - timing kill moves or complex combos together is rendered fun-free, as you're held by the hand all the way through by giant yellow 'Y' icons that flash over an enemy when he's ripe for a kill move. Welcome to Crime Life, kids - it's more bad gas than badass.

CRIMSON SEA
Satisfies the strongest bloodlust while making sure it never gets boring
Action/Shooter - Issue 15 (April 2003) - 8.0/10

(KO00205E)
Crimson.txt
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Games like Crimson Sea always pique our curiosity. There's no big licence or any particularly glitzy hype, and it's coming out of a stable that's always had one eye firmly fixed on originality and the other on gameplay. Once Gavin had looked at preview code and given his trademark Del Monte man-style nod of approval, we knew we had something worth looking forward to. And although Gavin always thinks he's right, we have to grudgingly admit that this time he wasn't wrong.
Crimson Sea is a third-person action/shooter that puts you in the shoes of the leading man, Sho. Through quite a novel induction sequence (that we won't spoil), Sho quickly becomes the top dog in G-Squad, a division of the rather pompous-sounding Intelligence Agency of the Galaxy. The known universe is under threat from a nasty bunch of aliens called Mutons and, yup, you've guessed it, you've got to do the right thing and kick that Muton ass right back to Mutonsville.
From very early on, the number of enemies you face on screen is reminiscent of Koei's efforts in Dynasty Warriors 3 (Issue 10, 7.9). We're talking about hundreds of nasties resembling oversized cockroaches that will swarm you given the opportunity. But mass numbers aside, this game is a very different animal from the oriental hack 'n' slash of the Dynasty series.
For a start, there's a great deal more depth and diversity. The missions (of which there are approximately 30) are often branched quests, so you don't always have to play them in consecutive order. This means that if you fail in one you can try something else before going back for another attempt. The objectives also have enough variety to keep the action interesting - it's not just a case of hacking your way through the teeming hordes (although this is the main meat of the gameplay). You also have missions where you need to detect aliens disguising themselves as civilians, guide and protect a character from attack, put the brakes on a runaway train and engage in various ticking-clock scenarios, to name but a few.
Plot developments that have significant impact on gameplay also occur throughout the game. For example, although you start with just your trusty sidekick, an early mission involves you having to locate stranded soldiers that later make up your team. They will often follow you through missions and add much-needed firepower. Further still, Sho discovers he's a man of hidden talents, as a meeting with a scientist results in him harnessing neo-psionic powers that act as very visually impressive special moves when the going gets tough.
These powers, along with additional weaponry and items, can be purchased intermittently from your base. Sho has two forms of attack: projectile and melee (with the melee attack based on your primary gun of choice). Koei has added a very smart weaponry system that adds further depth by having three separate components that can effect the power of your weapon. The barrel represents your gun, and you can combine it with multiple 'effectors' that enhance the performance in different ways, such as power, and then further customise it with generators that can change speed, capacity, range... the list goes on. The weapons system adds a strategic twist because you'll need different tools for different jobs and that's especially apparent when faced with one of the brutal level bosses.
The game really looks the business, too. Crimson Sea has a very distinctive style, somewhere between a Japanese anime effect and Final Fantasy, with a shaking of Phantasy Star chucked in for good measure. The only real downside is the camera - it often has a very jagged response that can disrupt play - and when you've got a screen full of stuff that wants to kill your team, then you need to have your wits about you.
But overall Crimson Sea works very well and provides a great-looking, highly playable action romp. Koei has done an excellent job at taking a genre that can quite often suffer from repetition and added enough diversity to keep the gameplay varied and exciting. If you get a kick out of killing monsters by the truckload, then this game is really going to blow your mind.

CRIMSON SKIES
A great package that's been playtested to death - and it looks gorgeous
Action - Issue 23 (December 2003) - 8.9/10 - Xbox Live features *****

(MS03303E)
CrimsonSk.txt
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Storming the fantasy land of Tatooine and the reality of Baghdad are both good options for gamers, but only a few brave games try to create an alternative version of actual history. Microsoft's long-awaited Crimson Skies does just that and to great effect.
The story goes that after the Great War and depression of the 1930s, the US was split into a clutch of regional, estranged fiefdoms. This has caused a state of almost permanent in-land fighting leading to the destruction of the interstate railway systems. With no other effective land-based transport, the people have turned to aircraft for both commerce and travel. And so Crimson Skies introduces the player to a beautifully populated skyscape filled with huge zeppelins and punctuated by gun-mounted fighter planes.
You take on the role of air pirate Nathan Zachary, an entrepreneur who has jumped on the pirating bandwagon in plundering the nouveau rich skies. The game opens with Nathan's pants literally down while a rival pirate steals his beloved plane. In true Bond style, Zachary dumps the girl and heroically manages to retrieve his plane. From here on you're in the sky, and that's mostly where you'll stay as the light-hearted opening tone soon gives way to more sinister dealings with a super-weapon.
Crimson Skies is lush to look at, with shiny good-looking graphics and planes that handle beautifully. The wonderfully implemented visual effects such as exhaust heat, propellers and wreckage augment the joy of the sunset-filled graphical vistas.
The game places its loyalties firmly in the arcade school of handling, eschewing the flight simulator pacing so beloved of bearded PC types. Each of the ten attainable planes has a primary and secondary weapon handled by the Left and Right triggers, and all-important boost and brake buttons allow precision player control. Boosting as well as the host of available aerobatics all use the equivalent of a constantly refilling MP gauge whilst your plane also has a refillable life bar. Collect health packs for your plane by shooting down enemy planes or drop by a hangar for a quick tune-up.
In terms of missions, Crimson Skies' gameplay is very open-ended. Undeniably, there is an over-arching plot that you follow, but in terms of individual missions you can fly around and pick and choose which NPCs you approach and help. Successfully completing missions earns you money and tokens which you can use to upgrade your plane. There's a range of missions to select, varying from protecting a small ship to taking on a fleet of enemy incomings. This variety is simply delightful and the fast-moving action makes the game extremely hard to put down.
Multiplayer options are extensive with six different types of game, and the ever-welcome promise of Xbox Live bodes extremely well. Crimson Skies is a quality package and a very important title in Microsoft's pre-Christmas campaign. It will hit all the right buttons for pretty much every type of gamer, and you should reserve a space on your shelf for what will certainly become an enduring and endearing title.

CROUCHING TIGER, HIDDEN DRAGON
Looks great. Shame it plays horribly with unresponsive characters and an abysmal camera
Beat 'em up - Issue 27 (March 2004) - 5.4/10

(US03202E)
Crouching.txt
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Crouching Tiger, Hidden Dragon won four Oscars back in 2001. That, by all accounts, suggests rather heavily it was good. Simple.
If you've yet to see it, then buy a copy, you won't be disappointed. It soars with a grace and beauty rarely found in movie making these days, and is rich with action, romance, and exquisite cinematography. And then this thing arrives on our desks. It's not that bad, in fact, it manages to be quite inventive at times, but we're not sure whether it was even finished properly.
The game is broken into four episodes, each of which stars one of the characters and sees their personal take on the struggle for the Green Destiny sword. Then, once the first episode is over, you return to the beginning of the story to play it from a different perspective. Good idea? Not if you believe in the art of storytelling.
The action, which was almost balletic in the movie, is integral to the feel of the story, and although the developer has certainly tried to encapsulate it, it falls woefully flat. The wire work, impossible acrobatics, and fluidity of the movie has been squished into some truly bizarre button combinations. The Right trigger makes you jump, while the Black button makes you run. Clicking the Left stick acts as the 'action' button, while all the coloured buttons form punch and kick moves.
You can't kick someone while holding a sword either, so to move between kicking and slashing you have to sheathe and draw your sword repeatedly. You look like some martial arts jumping bean at times, as you sh-sh-sh-shudder your weapon in and out of its sheath, all the while being attacked from every side. Hardly Chow Yun Fat.
The other stunningly beautiful thing about the movie was the use of defensive moves. These are also referred to in the game, but are a pre-animated set of moves that kick in if you hit the defence button (Left trigger) in tempo with a flashing icon. Valiant effort, so points there, but seriously, where's the skill?
The fact that the movie was released four years prior to the game should have sounded the alarm bells way before you even began reading this, but if you are still unconvinced, go buy the DVD and watch the movie again. There is a timeless, aching romance between the leads, compelling treetop duels, sweeping desert vistas, and some of the most imaginatively conceived fight scenes in recent memory. Anything released on a console that would hope to recapture all that is dead long before it even starts. We almost feel sorry for this game, because despite looking every bit as pretty as it should, it didn't stand a chance from the beginning.

CSI: CRIME SCENE INVESTIGATION
Premise is unique and full of potential, but the execution is lazy and ham-fisted. Rubbish
Screenshots - Adventure - Issue 39 (February 2005) - 4.0/10

(US06302W)
CSI.txt
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Ah, the joys of homicide. What one person loses in life, another gains in entertainment, so who said death was fruitless, eh? CSI: Crime Scene Investigation, based on the show, should by rights be a rollercoaster of forensic snoopery and Clarice Starling-style dirt digging. Not so, we're afraid. If you're looking for static screen adventuring where the only moving things are flapping, badly synchronised mouth movements, you're in luck.
The crushing flaw of CSI is the complete lack of actual investigation. There's no skill involved in finding clues, simply the ability to comb over a screen with the cursor until it blinks green. Cursor goes green, evidence is in the bag. Then it's off to the lab where you run all the items that caused your cursor to go green under the 'scope, and after a drawn-out process of dragging icons over icons, you bag your man. Nothing at a crime scene is interactive other than the items that need investigating, so though an upturned bin may hint at a clue, or a mattress looks like it needs sniffing, if your cursor doesn't blink green, it means they're little more than pre-rendered scenery.
In its defence, the voice acting comes from the actual cast (although the CG cast might have suffered rigor mortis for all the movements they make), and you do get the sense you're learning something (who'd have thought you could detect deep tissue bruising with UV light, eh?). That's about it, though, when it comes to the plus points. The premise is certainly unique and brimming over with potential, but the execution is so lazy and ham-fisted if it were a killer it would have shot itself in the foot. Shame really.

CT SPECIAL FORCES: FIRE FOR EFFECT
For what it is, Special Forces excels. It's daft and never surprises, but at least everything it rips off, it does well
Screenshots - Third-person actioner - Issue 41 (April 2005) - 7.3/10

(HP00202W)
CTspesh.txt
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This is dumb, astoundingly so in fact. The plot is cobbled together from MacGyver scripts, the game dynamics are a rehash of just about every game ever conceived, and the voice acting is atrocious, yet despite this, or perhaps because of this, CT Special Forces is a game that manages to become more than the sum of its recycled parts. Against all the odds, and against our better judgement, we can't help but like this lesser MGS, Splinter Cell, Mercenaries and Syphon Filter rip-off. The blatancy with which it 'borrows' is part of its appeal, really.
Alternating between heroes Raptor (think Arnie's Raw Deal days) and Owl (Sam Fisher's little wannabe brother), we're sent on various lunatic missions across the globe to stop a bunch of clichŽ-akovs from unleashing all manner of preposterous nonsense on the globe. Raptor does big guns, Owl does shadows, so interchanging the two characters effectively allows us both a shooter and stealth game experience, and the two styles complement each another. Owl ultimately makes for better gaming though, thanks to his stealth suit, and various vision modes. One of these modes includes a nod to Batfink, in the form of supersonic sonar radar - a glowing pink spherical grid that emanates from him to illuminate enemies behind walls. Pointless? You bet, but it sure looks good.
Both characters respond perfectly adequately to commands, with the targeting seemingly pixel accurate, and general commands standing up to the onslaught of enemies. Riding in jeeps, hovercraft and speedboats is also fine, but nothing like as accomplished as GTA (Issue 25, 8.9) or Mercenaries (Issue 39, 8.5). The range of weapons is excellent though, the best of which propel large explosives at an enemy with speed. Superb ragdoll physics have corpses exploding with ferocious frequency, which means it never becomes a chore to click the trigger. The enemy AI is also impressive, but never as good as it should be. It's not particularly intelligent, for example, to continue a conversation with someone ten seconds after a sniper has taken their head off.
And so it goes on, the broad range of gameplay styles and demands made of the game are always rounded and solid, but only on a few occasions does it exceed itself. Considering the £20 price tag though, Special Forces continues to do considerably more things well than you'd expect it to be capable of. Sure, the entire game isn't great, especially the use of abysmal looped enemy sound bites. Dead enemies scream "There he is!" and "Group up, fire on command!" but you can learn to live with it.
Regardless of chattering corpses, there's a real effort that shines through. It's unforced fun that pays homage to greater games and seems not to give a rat's ass about finer details such as a plot. There's enough to drive the action, and that's that. By rights this should make the game a hummer, a real stinker, but it ends up standing up to serious scrutiny as a well made, thoughtfully developed title, that while lacking any kind of innovation and finesse, more than compensates for its stupidity with a whole heap of guns and gusto.

CURSE: THE EYE OF ISIS
Fun, in a camp, old-fashioned way, but not clever enough to touch Resident Evil, which it tries to be
Survival horror - Issue 27 (March 2004) - 6.6/10

(WE00505E)
Curse.txt
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We love a good ripping yarn. Riding boots, afternoon tea, cor-blimey workmen being offed by the undead, Egyptian curses, and bustle-wearing, shotgun-toting ladies with an attitude. It's like Hammer Horror never went away.
Curse is the nearest thing we're going to get to Resident Evil on Xbox. There's Silent Hill 2 (Issue 08, 8.4) of course, but that's a strong enough brand to stand on its own merits. Curse, however, is Resident Evil. Mansion? Check. Puzzle solving? Check? Weird plague turning everyone into drooling brain munchers? Check. Every familiar aspect, from the distinctly Resi control system to the inventory, has been sandblasted, stuck in a sarcophagus, and given a plummy accent. It's a wonder the word 'litigation' didn't come up during development.
The plot revolves around a dangerous artefact called the Eye Of Isis (G-virus) which is unleashed on the unsuspecting public (Raccoon City), turning everyone into zombies. Two heroes Darien Dane (Leon Kennedy) and Victoria Sutton (Claire Redfield) must then try to bring it under control and recover the Eye before any more damage is done. Sound familiar?
The four levels are vast, sprawling areas that, for a lack of carefully thought-out design, are labyrinthine at times. The museum at the beginning of the game is so lacking in detail you may well find yourself backtracking and taking shortcuts to nowhere. It can be excruciating, especially when the map neither hints at nor illustrates any landmarks. Still, learn to traverse the hurdles and the straights can be fun.
The superb music adds a palpable tension, and there are some genuine shocks (look out for the iron maiden with the unpredictable hinges). The voice acting is good, and the lighting is great, but there is something markedly soulless about the game. There's no real sense of dread or panic evoked while playing, the crux of what makes a good survival horror game. The pacing is also too slow, and tends to fizzle rather than spark. Even the first guardian you encounter is a bit weak. A Tyrant or Nemesis is far more intimidating than a stuffed bear, believe us.
Despite this, Curse gives its all, and has been made with passion if not originality. If you're hankering after Resi for Xbox, then this might be an acceptable alternative if you can forgive the blatancy with which it rips off Capcom's franchise. Peter Cushing would only fidget in his grave, not do a full 180.

DAKAR 2
If you've got no qualms about realism while off-roading, this is fun
Driving - Issue 18 (July 2003) - 7.8/10

(AC02301E)
Dakar2.txt
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What is it about the French and endurance motor races? Not content with the absurdly long Le Mans 24 Hours, they're also responsible for the Paris to Dakar rally, an insane 17-day race more than 10,000km long and set mostly in the offroad wilds of northern Africa. Over 400 drivers enter the race, which is essentially a bit like the Grand National - the important thing is not speed but hanging in there.
While ostensibly a twist on the off-road formula, Dakar 2 is an arcade rally racer. You can fiddle with the gears, tyre pressure and other greasy shenanigans, but this is no Colin McRae (Issue 10, 8.9). In Dakar 2, cars swing around hairpins without braking and pick-up trucks flip 360û forwards and keep going.
The main attraction is the campaign, where you've not only got to qualify through the stages, but also have to stay top of the long-distance pack by the time you reach Dakar. To do so, you've got a selection of trucks, bikes and cars. Trucks are slow and poor at cornering but are virtually impossible to flip; bikes have superb acceleration but are easy to fall off. Cars, predictably, are the solid jack-of-all-trades.
Though the first stage of Dakar 2 is a tad dull, the races soon spice up. Before you know it, you're hurtling down deep gullies in Moroccan mountains or jumping off sand drifts in a sprint across the Sahara. The speed is exhilarating, the handling intuitive, and the different surfaces - Tarmac, mud and sand - all force you to adjust your driving accordingly. So far, so Rallisport Challenge (Issue 01, 8.5). But try to look after your vehicle - bash it about too much and your speed and steering are impaired accordingly.
If you've got no qualms about realism while off-roading, Dakar 2 is a lot of fun, with plenty of replay value. The damage aspect adds a neat counterbalance to the urge to handbrake turn round every corner, and the courses are varied. Graphically, it's not quite up to the premium rally racers, but - be it the sunrise in Algerian canyon roads or the African-infused dance soundtrack - this is a game with more than enough nice touches to hold its own.

DANCE:UK
Great party title. Loads of up-to-date tracks and the multiplayer is ace. Bundled with a mat for £40
Party - Issue 32 (August 2004) - 8.0/10 - Xbox Live features ***

(BB00202E)
DanceUK.txt
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If you've ever found yourself drawing the curtains, turning off the lights and shedding your utmost inhibitions, chances are you're one of the 'crowd'. No, not a member of a secret suburban swingers' society, but a gamer who enjoys the joys of jigging around in front of the TV on a mat controller. Dancing games have been all the rage in arcades over the last few years, and partnering Konami's Dancing Stage Unleashed (Issue 27, 7.2) on Xbox comes Bigben's Dance:UK.
A patriotic title aside, Dance:UK features a wealth of British talent for grooving gamers to get their rocks off to. The Sugarbabes, Liberty X, Mis-Teeq and, erm, 5ive (apparently grateful for all the royalties they can get) all line up against classics from the Sugarhill Gang and Chic. This dancing malarkey is a lot tougher than it looks so, after a Pop Idol-style intro, Training mode familiarises players with a few basic steps. The main game mode takes the form of a determined diva dancing her way through several auditions to fame. Achieve a high enough score in one round, and you'll receive recalls, second auditions, and so forth.
Snap once said rhythm is a dancer, and you'll need it in spades here if you're to hit each step in time. It's also vital to successfully nail the combo arrows whenever they appear to achieve the big points totals, and this is not an easy task. As far as the sounds go, there's a distinct pop/R&B flavour running through Dance:UK, though this is in no way a bad thing; we would much rather shake our thang to camp disco classics like Murder on the Dancefloor than obscure techno tracks that act as filler on other dance titles out there.
If the single-player game all seems a bit too much like hard work, then the ace Jukebox mode allows gamers to wiggle their way through any available track in the game, without the pressure of making the grade. However, everybody knows only losers take to the dancefloor alone, and lucky for us Dance:UK features a great head-to-head multiplayer mode. Square up with two mats, or take it in turns to out-dance a mate, and if you're feeling really egotistical, post your top scores on the multitude of Xbox Live Leaderboards to see who's top of the toe-tapping tree.
We really liked Dance:UK. Sure, the dance mat may have been a bit on the small side for adults and players will always yearn for tracks that are more suited to their particular tastes. That said, the selection of tunes on offer was more than adequate to get this snake-hipped Southender in the mood for dancing more than the Nolan Sisters ever could. Dig out your dad's old platforms and see what the fuss was all about...

DANCING STAGE UNLEASHED
Great party piece and keeps you fit. Ace dance step editor. New songs will soon be available on Live
Party - Issue 27 (March 2004) - 7.2/10

(KN02901E)
Dancing.txt
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They should have released this straight after Christmas. With all that turkey and pudding languishing in our bellies, this musical take on Twister would have done us good. We're all familiar with the Dance Dance Revolution games - they've been around for 14 years after all - which started off as something obscure we could use to laugh at our Japanese cousins, but now this comes along on Xbox and, we admit it, we're hooked. One word of advice, first: make sure you play this with a dance mat. It's a car without wheels otherwise. Make sure you get a good one too, otherwise you'll look like a Saturday Night Fever train crash as you thump your feet down on unresponsive pads.
Okay, where do we start? If you like Hi-Nrg disco, you'll like it. If you like cheesy '90s techno pop, you'll like it. And if you enjoy the new wave punk of '70s Blondie, you'll love it. There are 40 tracks to choose from (with more promised in the future via Xbox Live), some of which are indescribably bad and need alcohol to tackle, while others are more contemporary chart tunes such as Big Brothaz's Nu Flu, or, erm, Ebeneezer Goode or Wonderstuff's Size Of A Cow. Maybe not in the same league as Dance Dance Revolution, but fun nonetheless. And that's it. You take to the mat and dance until you drown in a pool of sweat. The better you keep in step, the higher your points tally and grade.
It used to make little sense playing this on your own, for it is the ultimate two-player party game, something to whip out when too many Stellas have gone to your head and people have polished off the mini sausage rolls. But, despite its obvious party appeal, single-player still has enough to keep you entertained. Four single-player modes are included - the Training mode, pick-up-and-play Game mode, Challenge mode where the Xbox sets you a goal (perfect combos for example), plus Workout mode. Yes, if you're lardy and bob in the bath, you can enter the number of calories you wish to burn off and then set about dancing them away. Beats a workout with Jade Goody any day. And did you know, dancing to Blondie's Call Me for one minute burns more than eight and a half calories? Well, you do now.
You can also select a track and, with the edit suite, design your own dance moves for it, then challenge a friend to boogie on down to your choice of footwork. This adds further appeal to something that could potentially find itself shoved under your bed after a week. But don't shove it under your bed, make sure it's out on show whenever people come over. Hell, throw a party if you must, because although it's a bit of an obscurity, it's a wonderful piece of kit to accompany the Xbox.

DANCING STAGE UNLEASHED 2
Excellent soundtrack and some top new Live modes, but it's not quite enough to merit the asking price
Screenshots - Party - Issue 41 (April 2005) - 7.5/10

(KN03303E)
DUnleash2.txt
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These days we only lace up our raving shoes twice a year: once at the Future Publishing Christmas party and again when the annual edition of DDR (known as Dancing Stage Unleashed here in Europe) comes out.
Just in case you don't know the drill, this is a ruthlessly addictive dancing game where you tread along with the on-screen dance steps using a big plastic floor mat (you can also use a pad, but who'd want to?). The concept is uniquely astute. It's one of the few games where your real-life actions are just as much fun as what's going on on-screen.
Another great thing about the series is that Europe always gets a better deal when it comes to the music. This year, only we will be getting hot licensed tracks like Where's Your Head At? by Basement Jaxx, Love Machine by Girls Aloud, Step On by the Happy Mondays, Alright by Supergrass, Hot Stuff by Donna Summer and A Town Called Malice by The Jam. All have their promo videos playing in the background, which is great as long as you don't mind being put off by Rachel Stevens' gorgeousness. Complementing this solid set of toe-tappers are global hits like Fatboy Slim's Wonderful Night plus his radio edit of Groove Armada's booty-shakin' I See You Baby. And if you like your music really cheesy, there's an astoundingly shameless trance remix of Flashdance, What a Feeling.
Fresh new tracks are essential to keeping the DDR series going, because the basic gameplay is always identical. There are more than 60 in Dancing Stage Unleashed 2, with just a few repeats (like Dam Dariram and Moonlight Shadow) to satisfy DDR veterans. Samba and D'n'B fans might feel a little left out this time, but overall the selection is eclectic. There's a healthy dose of reggae, trance, rave, pop and disco, and thankfully, like a good album, it never loses cohesion.
Edit mode now allows you and a friend to swap your custom dance routines over Xbox Live. Also, you'll now be able to play selected songs (ones that are common to both DDR Ultramix 2 and DSU2) against Americans, something that wasn't possible in last year's game (Issue 27, 7.2).
All the old game modes are back. Training mode, Edit mode, Battle mode and Workout mode plus four all-new Party mode variants that can also be played online. Our favourite is Quad, where one player uses four dance mats simultaneously! Sync, where four players have to play co-operatively to complete a routine, is another great new addition.
The four new game types add value, especially if you're playing on Live, but that doesn't really raise it above the level of a fairly expensive update disc. Just as with every other edition of DDR, whether you are willing to part with £40 for this will depend on whether you like the music selection. We love it and we're going to boogie until we're sick.

DANCING STAGE UNLEASHED 3
Killer steps and more Rachel videos. Get in!
Dancing - Issue 54 (April 2006) - 7.6/10

(KN04102E)
ds3.txt
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Dancing Stage games are awesome for parties. It's all about stomping your way through the on-screen arrows on a dance mat in time to the cheesy pop tunes that blare from the speakers, with an idiotic grin plastered over your face.
The idea is so simple even your gran will have a go - but crank up the difficulty level and the sheer number and insane speed of the arrows would exhaust a marathon runner. Dancing Stage Unleashed 3 boasts a selection of new licensed tunes from the likes of Girls Aloud, Rachel Stevens and Jamiroquai. Videos play in the background while the lyrics appear on-screen - it's perfectparty paraphernalia.
Unleashed 3 comes with a couple of gameplay features that are new to the series, though. The biggest is the Quest mode, which sends you on a mission across the US to become a recognised dancing master. It's just you stamping your way through some tunes until you win over the target fan base, though, before moving on to the next pretty much identical city. It's repetitive and pointless, a poor excuse for an adventure mode that doesn't enhance the experience at all.
On the plus side, the Party mode is great, pitting multiple players against each other in many variations on the gameplay. One game has you earning points to throw bombs at the other player's screen, disrupting the rhythm of their arrows. Another game allows you to lower the height of your opponent's arrow panel - which indicates when they should stamp on a direction. The panel usually sits at the top of the screen, but when lowered it forces them to press the arrows almost as soon as they appear. It's crazy stuff alright.
But if you're just a good old-fashioned Dancing Stage fan you'll find all the stamping action you'll need in the standard Arcade mode. The new selection of nutty J-Pop songs features some of the best in the series, with tracks from RevenG, Naoki J-Style, Be For U and more. There are a total of 60 tracks open at the start, with more original Konami tracks to unlock by getting high grades for your performances.
Getting the high scores means mastering the step patterns. You'll start off stumbling around hitting one arrow in three, but stick at it and you'll soon improve. Harder modes throw arrows at you so fast you'll have to move your feet in certain patterns to hit them all. That's where the real fun is. And if you're a power-dancing lunatic who likes to learn the fast tracks and power-stamp yourself into a coma, you'll find the most challenging arrow patterns in the Unleashed series. Build up your skills and you can take them onto Xbox Live, in insane head-to-head eight-player dance-offs.
Unleashed 3 is a quality party game, so it's a real shame that the biggest new feature - the Quest mode - is so poor. And good though it is, it's only worth getting if you missed the previous one (Issue 41, 7.5) or you're an obsessive completist.

DARK ANGEL
Repetitive gameplay. Dull, uninspiring levels. You won't play for long
Action - Issue 15 (April 2003) - 4.5/10

(VV01601E)
DarkAngel.txt
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Two words make our tough-as-nails editor go weak at the knees: Jessica Alba. Mention her name and Max raises his eyes to the heavens and thanks the creator for the finer things in life. It's a useful method of distracting him from giving us a telling-off, so by default we all think she's great too. Or at least, we did until we saw the game she stars in.
Jessica plays the lead role in Dark Angel, a TV show based around the adventures of a gorgeous young lady who happens to be a bionic super soldier borne from hybrid DNA (consisting of cat genes?!). The game of the series is a very ordinary 3D scrolling beat-'em-up and that's being generous. There's nothing here that you won't have seen and played many times before - in games that are far better executed.
The gameplay is almost all combat with a token hint of stealth. But, sadly, the fighting is of the ultra-boring 'push-X-four-times-for-punch-sequence' tedium, while being constantly faced with the standard conveyor belt of generic villains. Allowances could be made if the combat were enjoyable. It isn't.
The camera is quite removed from the action and it's often hard to tell whether you're making contact with your aggressor. Even when you do, the lack of proper rag-doll animation means it never really feels as if you're giving someone a proper kicking. This is an area where other games of this genre, such as the mediocre Minority Report (Issue 12, 5.5), were able to score points. If you're going to make a routine beat-'em-up scroller, then the beatings at the very least need to be entertaining!
The stealth element is also frustrating. Get rumbled by the thugs and you receive a countdown clock for you to exit the level. Fail and you face a restart because the enemy calls in 'reinforcements' that you never actually see - yet another example of how this game has been sloppily put together.
There's absolutely nothing in this game that makes you want to carry on playing, and the result is similar to an amateur's first attempt at making a cake: half baked. The Dark Angel television show was cancelled after series two. Let's just hope we don't have to deal with a sequel before the same rule applies to the game.

DARK SUMMIT
Half-hearted gameplay fleshed out with a storybook aspect
Extreme sports - Issue 2 (April 2002) - 3.5/10

(TQ00402E)
Dark.txt
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Many great ideas have followed from the marriage of two seemingly disparate things - a toothpaste that cleans as it whitens, alarm clocks that brew up a cuppa. You get the idea. And often, the coupling works.
But for every successful cross-pollination there are several hideous mutants confined to distant memory, never to be mentioned again - like the vacuum cleaner that fires bullets. See, you'd forgotten about that one.
Dark Summit is likely to go the way of the Hoover 9mm. A snowboarding game boasting something extra, it's supposedly a genre-busting story-based title with a plot. There's a sinister mystery on Mt Garrick, and to get to the bottom of it all you'll have to work your way to the top - of the mountain. The storyline unravels in cut-scenes shown after you complete slope-based challenges, earning respect and points that unlock prohibited areas further up the mountain.
When welding together two separate concepts, each one needs to stand on its own two feet before bringing the pair together. Unfortunately, Dark Summit ends up as a trashy video game held together by the misguided hope that the whole will somehow, magically, be more than the sum of its two lacklustre parts.
Even though its not a stand-alone snowboarding game, the very least you'd expect from a game set entirely on slopes is a decent control system and physics. Both are absent.
Genre-busting or not, it's useless staging a game on snowed-up hills that are as authentic as Kelvin Klein underpants - they don't look or feel the slightest bit genuine. Tricks lack any momentum, and feel way too disjointed and cardboard to contain any enjoyment.
But this isn't an extreme sports sim; it's about boarding plus the solving of a spooky mystery. But as that element is a sub-Scooby Doo detective adventure that you'll crack in no time, the overall package is made doubly weak. Ambitious on two very different levels, Dark Summit fails on both.

DARKWATCH
Zombies vs werewolves vs vampires! A robust blaster that's loads of fun, with an excellent multiplayer mode
FPS - Issue 48 (November 2005) - 8.0/10

(US09201E)
Darkwatch.txt
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Zombies and cowboys. They're cool aren't they? While we certainly didn't flay our faces off and munch on a packed lunch of brains when we were kids, we did on occasion strut around with cap gun and stetson, reliving the not-so-wild west. It's only when you get older that you truly appreciate the comic appeal of stumbling, mumbling, animated corpses, so we're amazed no other developer has recently crossed these genres. Because when done well, as is the case with this game the end result is awesome.
Darkwatch, the debut title from the suitably named High Moon Studios, doesn't bring anything especially new to the FPS genre, and although we loved the dark and dingy environments, it doesn't look anywhere near as nice as a lot of other shooters out there either.
No, what really did it for us was the sheer accessibility and playability of the game. The cool back story does it no harm either. Jericho Cross is a wayward gunslinger who accidentally unleashes Lazarus, leader of the vampires and all-round nasty guy. After being bitten by Lazarus, Cross starts to display distinctly unnatural traits, which is where the game starts getting interesting.
Blood Powers are gained when Cross sufficiently builds up his blood meter. You're frequently given moral choices throughout the game, the outcome of which governs which kind of Blood Powers you'll learn. There's no real discernable advantage to either moral path and their associated powers, but it at least provides plenty of replayability value. The powers are very satisfying to unleash too; just hit the White button when your meter is full and you'll become temporarily immune to damage, develop seriously tough melee skills, or be able to make an entire screen of lost souls do your bidding.
The Havok physics add to the already frenetic gameplay; it's fun enough as it is to blast your way through waves of zombie cowboys, scything skeletons and wailing banshees, but shooting individual limbs off, before sniping their head clean from their torso as the body sways, then crumples under its own weight, is just brilliant. Certain scenery is destructible, and an enemy's body will comically tumble from a high vantage point when sniped. The game engine runs smooth and fast, and there are no dodgy collision issues at all.
Breaking up the on-foot action is some fun third-person horse-mounted gunplay, which again is done surprisingly well. Your character is a bit slow to rotate in the saddle, which slows up the otherwise breakneck pace, but it's a nice change nonetheless. Multiplayer features some great deathmatch maps, and Live is catered for well, boasting up to 16 players.
It may come across as rough and ready, but what Darkwatch tries to do - providing plenty of gory laughs and thrills - it does well. The best zombie/cowboy action game out there!

DAVE MIRRA FREESTYLE BMX 2
Pulling tricks is fun, but poor controls spoil the experience
Extreme sports - Issue 2 (April 2002) - 6.9/10

(AC00102E)
Dave.txt
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After the success of the Tony Hawk's Pro Skater games, it's unsurprising to find other extreme sport stuntmeisters lending their names to video games of their gnarly pastimes. Dave Mirra, brandishing a BMX with which to bash the sk8 kidz, is one of them.
His Freestyle BMX 2 isn't too bad, although the Hawkman won't be needing anything stronger than his usual Horlicks to sleep easy in his bed at night.
The basic game structure is solid, incorporating a variety of large levels set in areas like rail yards and water parks. Within each one, various tasks are set. These range from beating scores and performing stunts over certain parts of scenery, to simply finding and bumping into/tricking on various objects within the three minutes you are given for each run.
Unfortunately, these tasks highlight Dave Mirra's flaws. The game's niggles, not those of the man; he's probably a very nice guy.
The challenges you need to meet to progress through the game vary greatly in their quality. Some ask you to amass a certain amount of points over one trick, combo or run, and they're fine.
Others are much less fun. For example, one tedious task requires you to trek around the level in order to knock down four ladders.
Since remembering the position of the objects (other levels have similar 'find this' tasks) is tricky within such a large level, you just end up randomly pootling about until you happen to bump into them. It's not challenging, it's dull, and there are a few other tasks like this one.
Tricking isn't as polished as it might be, and the controls just don't feel fluid enough. Stringing combos together sometimes feels stilted. It's a shame, because if it felt more natural to trick all over the levels, linking together dozens of stunts, the game would have been far more enjoyable. As it is, it's difficult to keep any momentum for more than two or three tricks. And that's a real missed opportunity.
But despite the niggles, it's hard to really dislike Dave Mirra 2. Fans of Tony Hawk's Pro Skater might, though, and the third game in that series is out on Xbox.
But pulling off outlandish spins on the big ramps is fun despite the flaws, and if you're hankering for some solid BMX action, you won't be disappointed.

DAVID BECKHAM SOCCER
Outdated footy that should be left alone, even by fans of Becks
Sports - Issue 4 (June 2002) - 4.2/10

(RA00301E)
David.txt
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David Beckham isn't just a pretty face... he's also a part-time videogame designer. He programmed this game all by himself. On an Atari ST. In his loft, between matches.
No, of course he didn't. Thing is though, if he had actually made this game on his own, we might be a little more impressed with it. As it is, produced by an experienced team of full-time game developers, it's simply not good enough. Last issue we had the two biggest franchises in football videogaming arrive on Xbox in the form of 2002 FIFA World Cup (8.0) and ISS 2 (5.1). And although neither of them is the killer footie game we were hoping for, they're both considerably smarter than Beckham.
The first major downer is the way it looks. This is clearly a game made for sub-Xbox consoles. The players and grounds are basic, the animation's weak, the ball movement is unrealistic. It's all just so... well, so-so. The first training stage doesn't help things either, since one of the first things in the game you'll see is what looks like a cardboard cutout of a child's crayon drawing of a car being dragged across the background. It's a laugh-out-loud terrible throwback to the era of 16-bit video gaming.
The free kick system is the one good thing about the game - it's easy to bend it like Beckham and score fun goals, but other than that doesn't do anything at all well. Being based on various earlier games by developer Rage (such as the UEFA Striker series), the action lacks any sparkle and is noticeably years old.
Scoring is way too hit-and-miss, with the keepers able to glance many perfectly good shots away for corners. In one match we played, we got seven consecutive corners - the ball was lobbed into the box and volleyed hard at goal, but the keeper knocked every attempt off. The eighth time we got bored and stopped shooting.
It's things like this that stop David Beckham Soccer feeling like a real game of football. Try as hard as you like, but it's impossible to have a game that generates the fun, flowing play of a real game of footy.
Combine this with graphics and presentation that seem at least three years out of date, and what you're left with is a pretty poor soccer title.

DEAD MAN'S HAND
Great mission variety and fresh gameplay. Fun, but the pacing is inconsistent
Shooter - Issue 28 (April 2004) - 7.1/10

(IG06401E)
DeadMans.txt
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This is not The Good, The Bad and The Ugly. In fact Dead Man's Hand is neither good, bad, nor ugly. It's a middling theme shooter with frequent sparks of potential that always splutter and die before the stick of dynamism can blow.
The premise is great and it's a constant surprise that there haven't been more attempts to make shooters set in the Wild West. Of course there are a few coming up, with Red Dead Revolver up for review next month and Darkwatch: Curse of the West later in the year. But Dead Man's Hand is the first on Xbox and as such it's a bit of a half-hearted pioneer that wanders rather than forges the frontier.
It's certainly got a sense of fun. The (hopefully ironic) voice acting sounds like some Welsh/Mexican hybrid and consists entirely of classic one-liners thrown at you by pistoleros before the gun hammers fall. "Hey, your veellage ees meesing an eediot!" is a favourite, along with the pitiful moan of a cowardly gunslinger, "Why can't we all just get along?" But there's precious little 'getting along' in the revenge plot of this game. Apart from some Mexican revolutionary mates who you help out on occasion, it's all about tracking down the outlaw party you once belonged to and who left you for dead after you refused to kill women and children on raids. It's a plot that Clint Eastwood would be proud of, and just a shame that its execution is at times rough as his stubble come five o'clock.
The powerful Unreal engine delivers fantastic physics, breathing life into an environment full of crates that move, signs that swing when shot, collapsing balconies, smashing furniture, falling trees and rolling boulders. However, terrible lip synching (while unintentionally spaghetti western authentic), abrupt ends to boss fights (without death animations) and some pretty dismal AI, regularly knock the breath of life right back out again. Not to mention the fact that while maps are complex, large and often very beautifully worked, the negative effect on framerate is sometimes enough to turn Dead Man's Hand into the jerky robotics of Westworld.
Still, there's plenty of entertainment on this hilly wagon train of highs and lows. There's a conscious effort to keep gameplay fresh with great mission variety as you pursue your old gang members (who have dispersed all over the States). One minute you're cleaning out a shanty town, the next you're riding a horse across the savannah, firing at other riders. From riding a mine cart Indiana Jones-style and smashing through planking barriers, you'll be thrown next into a fortress infiltration via the sewers before ringing bells to raise the revolutionary army (shades of Two Mules for Sister Sara) and seizing a cannon to breach the outer walls.
Never a dull moment, you may think. But there is. And it's the high differential between the exciting bits and the interminable pedestrian shoot-outs that causes such a grinding gear change in Dead Man's Hand. For example, after battling a fat and ageing shotgun whore (whose two outlaw sons you've recently killed) for a gruelling and bizarre five minutes, she simply freezes the moment her health bar reaches zero and you're pulled rudely back to a stats screen for the level before beginning in a totally new location. After going through an unsettling experience such as that hussy-fight, let me tell you, you want proper closure. But anti-climax prevails and the ride through Dead Man's Hand is as jerky in framerate and pace as a horse with three legs.
Multiplayer support for System Link and Xbox Live is a great addition and shames bigger, better games that claim development time issues as an excuse. The addition of a unique fighting arena to Live is definitely worth your fistful of dollars while we wait for the next batch of super-shooters in Doom 3, Halo 2 and Half-Life 2. It's just frustrating that Dead Man's Hand couldn't have achieved a little more consistency throughout. Oh, for a few dollars more...

DEAD OR ALIVE 3
Accessible, slick and as satisfying as any beat 'em up. This is a visual benchmark
Beat 'em up - Issue 1 (March 2002) - 8.5/10

(MS04501E)
DOA3.txt
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Ten years from now, when video games have finally emerged from their uncertain puberty, things could be really different. Nintendo could have the monopoly on everything that goes beep. Sega may have invented a driving game operated by your eyelashes, or Russell Hobbs may have cornered the handheld market. Your Xbox could be making your morning cuppa. No-one knows.
One thing is assured - whatever the format, we'll still be playing beat-'em-ups. There's the timeless appeal of two well-sculpted athletes going at it as Mother Nature intended, bare-handed and clad in tight, gaudy clothing. One-on-one beat-'em-ups are the most attractive statement of the multiplayer urge.
What better way to prove your superiority than piloting a revenge-agenda ninja-assassin whose approach to conflict resolution is to hit until the yelping stops?
At the current time, the best way to do that hitting is on Dead Or Alive 3, the latest instalment of Tecmo's franchise and a flagship Xbox title. The Dead Or Alive series has a reputation for being the tabloid of beat-'em-ups, preferring pretty faces and heaving chests over content to pull in the punters.
But this is misleading: while it does contain a bevy of Ÿber-chested honeys and soap opera stereotypes, it also has a deep and complex fighting system that gives loads of scope for skilful - and stupidly fun - play.
There are two things said about every beat-'em-up, statements bandied around even when a fighting game is gestating inside Mrs Developer's tummy, but which almost never stand up in the final analysis. The first is this: that the fighting arenas will be detailed enough to have a significant effect on the outcome of the match. That your choice of stage is as important as your choice of character.
Well, in Dead Or Alive 3, this is actually true - more so than ever before, honest. Anyone familiar with DOA2 will be well acquainted with fights that often spill over the edge of a cliff or crash through a plate glass window, only to continue after the dust has settled. There's a similar thing going on here, but its contribution to match result is so much greater.
The scenery in DOA3 is fragile and a lot of it shatters to accommodate the bone-crunching matches. The game is also filled with naturally uneven arenas. The forest level, for example, is littered with ditches, clumps of autumnal leaves, a trickling stream and several tree trunks, the latter of which make for excellent turnbuckles and provide cover when you want to hide from the nasty man with the big hands.
The interaction between player and environment is unprecedented. It's more of an evolution than a revolution from previous DOA titles, but it's the most beautiful and detailed example to date.
The realistic and multi-layered battlegrounds make for really pleasurable and interesting scraps. Never again will a beat-'em-up be allowed to get away with drab, featureless backdrops.
Just where the fights are staged really does ask for differing strategies. Slamming the enemy into a slab of rock or flinging them off a roof to the courtyard below does a hefty amount of bonus damage, adding extra sting to a combo.
Fighting in a tight corridor can be deadly - button-bashing beginners can pin you up against the wall and slap a whole energy bar away with two well placed PunchPunchKick flurries.
It's patently clear that this game is running on a bleeding-edge games machine; the beach features a lapping tide, flocks of baying seagulls circling overhead, palm trees bending in that funny way that real palm trees do.
Detail, detail and more detail - if DOA3 can be said to advance the genre of fighting games, it's in the visual impact and the quality of the on-screen content.
Drop-kick an opponent kidney-first into the side of a giant fish tank and watch the marine life dart about in panic. Paving slabs crumble, leaves tumble, asses wiggle, boobies jiggle, and puddles splish. It's not incidental detail or tech-demo cosmetic fluff - it's important.
Equally important to DOA3's winning mix is that it can rightly claim to contain the second, rarely-fulfilled boast of fighting games - that the control method is tangible enough to prevent newbies from kicking the arse of a seasoned pro just by hammering away at the face buttons.
DOA3 really does allow good players some defence against the threatening lottery of fists, feet and jammy defeat that an underdog beginner can inflict. Honest.
The game features a brilliant counter system that's implemented with the push of a button in conjunction with the directional pad. Most counter moves in beat-'em-ups are awkward techniques that make tying your shoelaces one-handed look easy.
But the simplicity of the counters in DOA3 means that it's easy to include them in your bouts. Of course, with countering so straightforward, some pad-mashing flailers may swiftly get the hang of them, but your superior combos of high-kicks and low blows should soon see them horizontal.
Expect your games-illiterate opponents to sometimes crush you, though - there's no defence against that kind of random madness in any video game design document, ever.
So, you might be wondering with all these positive vibes in the air, what's the problem? If DOA3 is wonderful enough to redefine beat-'em-up gameplay clich?s, why isn't it getting full marks from the judges?
Well, the biggest complaint is not with the actual game - it's with the Xbox controller. As is the case with a beat-'em-up, your character is moved with the directional pad. Unfortunately, we've yet to use an Xbox pad of any make which is as precise as those on other consoles' pads.
While it's functional, finding those all-important diagonals in the heat of a showdown can be tricky; at times, fiddling with the directional pad feels like trying to push a half-chewed toffee down the plughole.
And though it's possible to swap the function of the face buttons to whatever configuration you feel relaxed with, they aren't perfectly suited to the level of button-switching dexterity required in a one-on-one beat-'em-up.
However, when you're wrapped up in the act of stoving in a friend's head with the business end of your onscreen legs, gleefully pounding away at the buttons like a lab monkey earning his daily cigarettes, cosmetic detail is all you need.
Hurl someone against the wall, and they'll make a jaw-splitting impact before flopping to the ground like a sack of defeated meat. Punch them in the head, and they'll stagger back clutching at their face. Give someone a nasty kick in the shins, they'll begin to lose their balance; give them another one and they'll tumble to the mat every single time.
Never before have combatants and environments felt so solid and real, and interacted so well with one another. It's one of the main reasons why we can safely say that Dead Or Alive 3 is worthy of your hard-earned time and money.
Here are more: impressive fights are easy to achieve, combos and counters are simple to perform and a joy to pull off. This is loud, brash and supremely showy entertainment. You can't ask for more than that from a beat-'em-up.
There's a chance that grizzled veterans of DOA, Tekken and Virtua Fighter won't find anything more significant here than an audio-visual boost and some entertaining subtleties. But they are grizzled. And veteran.
It's like this - for proving that you are the best, that you are the guv'nor, that you are the alpha male, that any receptive females in the vicinity are yours, DOA3 is king. It's at the pinnacle of perhaps the most-loved and most-played genre in video games.

DEAD OR ALIVE ULTIMATE
A beautiful, balanced fighter, and a wealth of multiplayer options earns DOA the ultimate respect
Screenshots - Beat 'em up - Issue 39 (February 2005) - 8.8/10

(TC00609E)
DOAUlt.txt
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Those good old 3D fighters hold a place dear to the hearts of the majority of gamers today. We might be wimps who leg it at the first sign of real trouble, but we revel in commanding pixellated pugilists to perform all manner of bone-crunching moves on screen.
But let's get this straight from the outset: DOAU isn't a new game. Comprising the first two Dead or Alive titles, both games have been given a Trinny and Susanna-style makeover for the 21st century. On the one hand, the original DOA is something of a history lesson. Riding high on the wave of the 3D fighter frenzy caused by pioneering scrappers like Tekken and Virtua Fighter, the title was a smash on its release on the Sega Saturn console.
In its new incarnation however, the original title seems to have been neglected. Unfortunately no amount of graphical tweaking can bring this first game up to current day expectations. Each character looks blocky and very rough around the edges, whilst the garish environments are so undetailed and uninteresting we were soon crying out like toddlers in a tantrum for visual stimulation. Along with the regular Arcade mode (fight each opponent in turn) and Time Attack (the same thing only with points scored for a low amassed time total), comes the somewhat entertaining Kumite. Players can choose to fight opponents rated at 30, 50 or 100 Kumite levels. Fight your way through each of the other characters indefinitely, though you'll only gain whatever percentage of fights you win. Not massively different from the main game we know, but a variation all the same, and the higher the stakes, the harder the opponents. The online mode does obviously account for the original game's presence, yet this really is one for die-hard fans of the series. That, or purists still wearing baggy combat pants and listening to All Saints circa 1997.
What we're far more interested in is the superior sequel, DOA2. This smashed its way to the fore of 3D fighters, and when presented here, looks absolutely gorgeous. Tecmo has gone to town, and an impressive graphical overhaul means the game easily rivals stablemates DOA3 or Ninja Gaiden in the looks department. Or Natalie Portman, but various court orders prevent us from going into too much detail about that. Spectacular lighting effects match incredibly detailed textures, be it lens flare illuminating a rooftop duel at sunset or dramatic lightning flashes during a night-time bout.
The environments play a big part in DOA2, and not just as a mindful distraction whilst a cocky ten-year-old from Texas repeatedly pummels your head into the ground. Beautifully textured and gorgeously coloured, they factor into the gameplay in a valuable and enjoyable way. Most feature some form of destructible scenery, that when obliterated with, say, an unsuspecting opponent, cause massive damage to said. The ramifications of this are twofold. On the one hand, it's immensely satisfying to propel your opposite number into a wall, electric sign or randomly placed tree, and the consequences are a bigger bite from their energy bar than Sir Ranulph Fiennes losing his chocolate before an Antarctic marathon. Conversely, you'll also be screaming in frustration as an AI opponent does their best to manoeuvre you into a compromising position before punting you over a huge drop, sapping up to half your energy bar at a time. This does upset the otherwise finely balanced fighting engine, and above all else, is massively annoying.
And so onto the fighting. If there's one thing DOA can be proud of, it's accessibility. Controls consist of two punch buttons, two kick, a block and a throw. Standard one- and two-button combos are both easy to perform and damagingly effective, though the various throws are more health-draining than a Supersize Me-style diet and just as harsh. Getting in close to your foe is the key, so swoop in right after they've performed (and mistimed) a lumbering, slow attack. You can also perform devastating one-hit blows and throws, as denoted by the Black and White buttons. Comprising in strength of a throw and punch or punch and kick combined, your opponent may see these coming a mile off, but time it right and they'll be on their backs quicker than Gavin at the Playboy Mansion.
Obviously there are more moves on offer than a Flashdance/Footloose box set, and it'll take some serious time and effort to get the most out of them. Yet this again is a something of a double-edged sword. This open door approach to combat favours newcomers to the series, and allows them instant gratification and progress. As a result, button-bashers with the digital dexterity of Fingermouse would give any DOA vet a run for their money, simply by choosing one of the quicker characters and repeatedly hammering the fast kick button until victorious.
What does really separate the men from the boys however, is the Counter System. Very tricky to tame, once mastered you can end a fight in a simple couple of moves. Just wait for an opponent to strike, then push away and block to grab a particular appendage and reverse them into a Counter Throw. More damaging than regular throws, they do feel rewarding to execute, yet it's incredibly disheartening when an AI opponent punishes you with one time and time again, every time you commit a clumsy lunge. These add much more significance to tactical fighting techniques; witness a match between two DOA experts and it'll be a measured, thoughtful bout rather than a frenzied whirlwind of flying limbs.
Of course, fighting titles are all about the multiplayer, and this is what all the fanfare around DOAU is about. Two players can obviously fight it out in Versus mode, and it's infinitely more fun pummelling your best mate rather than an AI opponent. Online is a different story, with tons of brilliant game modes available, like Winner/Loser Stays On, Tournament, Team Battle and Survival. To have a 3D fighter that looks this gorgeous is one thing, but to have it play as silky smooth online as DOAU does is something entirely different. We only got to battle it out against the Yanks on Live at the time of writing, but look out next month for a full Live review, once you've all got your grubby mitts on it.
The offline modes don't suffer as a result however, and are just as captivating. Tag battle allows players to pair two complementing characters (as helpfully hinted at by Tecmo) who can both swap in and out of battles intermittently and temporarily perform combined attacks on a single opponent. Story mode allows players to discover more of each character's intertwined histories, following on from the beautiful, heart-wrenching opener detailing the saga of Kasumi and Ayane. Repeated completion of this mode, culminating in a face-off with Tengu after a standard six-bout process, unlocks a new costume for that particular character. There are loads of costumes available including some titillating numbers for Tina and Kasumi, though the What Not To Wear girls would have a field day with Zack's camp get-ups.
There's not too much else to grumble about. It may be an update of a five-year-old game, but what an update it is - stunning to look at and intuitive to play. What DOAU lacks in technical ability over rivals like Mortal Kombat: Deception (Issue 33, 8.9) or Soul Calibur II (Issue 21, 9.1) it more than compensates for in visual quality and style. The fact that all of this is online too is the icing on the cake. For a history lesson in the evolution of 3D fighters, check out the original. For an online brawler that looks the absolute nuts (before they're crushed by a vicious knee to the groin), DOAU is literally the ultimate game of its kind. Class.

DEAD OR ALIVE XTREME BEACH VOLLEYBALL
Great to look at and fun to play, but it's an acquired taste
Sports - Issue 14 (March 2003) - 8.0/10

(TC00710E)
DOAXBV.txt
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Not since the days of a certain sci-fi FPS (Issue 01, 9.2, clue: angelic headwear) has a game caused such commotion in OXM towers. When the title arrived the tip-tapping of keyboards ground to a halt, phones went to voicemail, chairs were rushed towards the television and the general wide-eyed look of expectation was a reminder of what kids look like when tearing into presents under the tree.
Rarely has a game courted such eager anticipation, but then rarely has a game promised so much. Gorgeous women in bikinis frolicking on a tropical island and indulging in a spot of volleyball. Now that's not a bad way to spend a cold Sunday afternoon.
DOAX Beach Volleyball is an original proposition, but with innovation comes controversy and the title has certainly had its fair share of that. Regardless of favoured console, every gamer has an opinion on this game and one way or another everyone has been getting hot and bothered at the prospect. Some cry "Sexist!" while even more shout "Yeah, baby!" So is it just a case of gratuitous flesh to sate the carnal appetite of frustrated young men, or does the title have a dash of brains to add to the obvious mix of beauty? And does it even matter? It is only a game after all...
Can you remember a game that had sex appeal? Not in a sleazy BMX XXX (Issue 11, 3.0) way, nor in isolated incidents like a stolen glimpse of a barmaid's cleavage found in the terminally late Baldurs Gate: Dark Alliance (Issue 08, 8.5). We're talking about a game that tried to be sexy in its entirety. We certainly can't remember any, and that's one of the many ways that DOAX Volleyball breaks the mould.
It's a testament to technology that Team Ninja has been able to make a bunch of mathematical calculations (polygons) look this alluring. But as the old saying goes, beauty is only skin deep and not everything is as it seems.
Like most skin flicks, the story is only a token gesture. Veteran DOA character Zack has won a truckload of cash at a casino and naturally decides to buy his own island and dupe a bevvy of beauties into arriving in the hope of fighting in a tournament. You get to pick one of eight ladies from the Dead or Alive cast and play through a 14-day vacation on the aptly titled Zack Island. It soon becomes clear that slugging it out in a ring is as about likely as a snowstorm on the paradise isle. Therefore, as the ladies are naturally competitive (considering they're rock-hard brawlers), a spot of volleyball is required to help pass the time.
Volleyball can only be played in pairs, so it's necessary to team up with a partner to take on the other players. It won't be an immediate requirement in the beginning, as you'll have Lisa (the new girl to the series who's obviously looking to make friends) to show you around.
To win friends and influence people you need to bribe them with gifts that suit their tastes. This is where the relationship management side of the game comes into play, and it's of equal importance to the sporting aspect because if you don't pay attention to making new friends you won't be playing any volleyball.
Every girl has a selection of favourite hobbies, foods and colours and it's your job to trawl through three shops to find items that you can offer as presents. If you don't pay attention to the initial biography screen (where you decide which character you wish to play) you'll be stuffed, because there are very few clues to the popularity of items with each character and this is a considerable gameplay oversight. Trial and error may work if you have the patience to face continual rejection, but you're limited by the strategic element of time pressure (you've only got 14 days and each day is split into slots when you have limited shopping access to buy your gifts). For example, how are you supposed to guess that Christie loves tomato juice or that Tina's favourite colour is sapphire blue?
As we played through the game we had to physically write down the characters' favourite tastes from the start to succeed in building relationships and subsequently play some volleyball. But then maybe that's because we still assumed that this game was about achieving a set goal or succeeding in some typical gaming fashion, and frankly it's not. This title sits firmly on the Japanese side of the fence with gameplay that's more about experiencing and enjoying the vacation and collecting random items rather than winning anything more than a volleyball match.
The game is actually a little misleading, because you're lured into playing it by the obvious male attraction of being able to watch graphical benchmark-quality characters bounce around in various states of undress (depending on the swimsuits you buy them). But then you also have the decidedly feminine task of considering which type of nail varnish, outfit or hair accessory that will most suit your intended squeeze. And when this is combined with girly squeals, a girly soundtrack and girly dialogue you start to feel that perhaps this game may indeed be more appreciated by the fairer sex.
The sports aspect is where competitive spirit comes back into play. Volleyball is really an exercise in spotting opportunities and weaknesses in your opponents' play and the essence of this is captured very well. The difficulty level has been tweaked since we last saw playable code and the result is an experience that's incredibly easy to pick up and play but considerably more difficult to master.
You only use two buttons while playing - bumping and setting up the shot with the receive button, and blocking and spiking with the attack button. The variation of action is limited to five different manoeuvres but this game is all about timing, positioning and getting the best out of your computer-controlled team-mate. It plays incredibly fluidly, helped by the top-notch AI of your partner. Rallies between two teams (especially as the game progresses) can last for ages. You're going to love this sport almost as much as Tom Hanks's character in Castaway, whose only friend was a volleyball called Wilson.
But without the volleyball aspect the game feels quite hollow. There are mini-games such as pool-hopping and the quite sophisticated evening pursuits in the casino but apart from that there really isn't very much to do. As soon as you start getting good at volleyball or get lucky in the casino you'll have plenty of cash to buy whatever items you choose. Unless you're really into collecting everything, or you don't get tired of seeing different characters in different swimsuits, you'll have little incentive to replay.
There is nothing to unlock, and quite a scarce number of locations, although to the game's credit the different beach and jungle locales are nearly as gorgeous to look at as the models - who incidentally begin to lose their sex appeal once you get used to seeing them, kind of like Page Three photographer syndrome.
The relationship between you and your partner is also not as sophisticated as it could be. There is little interaction between the two of you outside of playing volleyball - this is an overlooked opportunity considering the time spent in courting a prospective candidate.
DOAX Beach Volleyball is a game that you will either love or loathe. On one level it succeeds in creating some of the best Xbox graphics seen so far and combining stunning visuals with a very original scenario. It also creates an atmospheric summery vibe and is ideal for escaping the winter blues. However, with the exception of a two-player exhibition mode there isn't enough to keep a typical European gameplayer returning to it. Zooming in on cleavage will only take you so far and ultimately many gamers may end up thinking, "Is that all you've got?"

DEAD TO RIGHTS
Some fun gunfights but too much dull, unarmed combat
Action adventure - Issue 12 (January 2003) - 7.0/10

(EA04401E)
DeadTR.txt
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People act strangely when they're angry. Jack Nicholson, for example, gets his golf clubs out and smashes up people's cars. David Banner grows twice the size, turns green and becomes the Incredible Hulk - you wouldn't want to make him angry.
Jack Slate, star of Dead to Rights, is different. He's a copper in Grant City - "people aren't born here, they're forged out of broken bones and blood money" - where Jack has just found his dad. Fine, you might think, except that Jack's old man is lying on the floor with the crimson stuff pouring from a hole in his head. Jack's angry.
Jack's solution to the problem is to go on a gun rampage of epic proportions, laying waste to every crook in Grant City as he determines to get his dad's killer. And so begins Dead to Rights, although the plot will take you off your gun spree and into the clink as the game progresses.
Come to think of it, it's a nice premise for a game, all this avenging-your-father's-murder business. It worked very well in Sega's Shenmue series, and here it works in a more balls-out action kind of way. The game combines elements from another cop-gone-mad title, Max Payne (Issue 02, 7.9) and another Namco one, the lightgun shooter Time Crisis, to create some blistering third-person blasting.
In fact, there are loads of things that work well in Dead to Rights, lots of nice ideas crammed into the battles. There's a variety of techniques, like the slow-motion dive, or the ability to grab an enemy to use as a shield, or the way you can send your dog into the battle, that give the action a very distinctive flavour.
Rather than having to aim your guns manually, as with Max Payne, you lock on to targets with the R trigger, and can cycle through the on-screen opponents by pressing the trigger again. This gives the action a very fast-paced arcade feel that differentiates it from the earlier game, as you lock on to one enemy - blam! - then another - kapow! - until they're all dead. There's far less emphasis on the slow-mo dives here, so it feels like a different game to play.
There are some other nice ideas thrown in, in the form of mini-games that are dotted about your adventure. While none of these are going to set the world alight, they do offer a few diverting moments, and it's nice to see that they've been well integrated into the action and have a good reason for being there. They're not all compulsory, either.
Not all is rosy with DtR though, because there are plenty of times when gun battles become... just battles. You see, Jack doesn't always have access to a pile of firearms - more's the pity - and when that's the case it's fisticuffs time. And that's where the game falls down, as bare-fist fighting isn't the man's strong point.
It's not that he's a weed or anything, far from it, as Jack is hard as nails. It's just that fighting in the game requires nothing more than repeatedly bashing the buttons to repeatedly bash out combos. It gets very tedious, very quickly, and the problem's compounded by the fact that the fighting sections tend to go on for ages. These parts effectively strip the game bare of all the things that make it fun - not a good idea in our book.
The game is definitely one to avoid if you're not overly keen on repetition. Even the gun battles go on for ages, and you wipe out seemingly hundreds of bad guys on each level, making it all a bit monotonous at times.
However, Dead to Rights pretty much manages to get away with it. There's something very likeable about the solid gunplay. There are reminders of the classic lobby scene in The Matrix at times, with bullets producing showers of dust and splinters as they miss your head by inches. Quickly dodging in and out of cover and emptying guns of ammo in seconds is visceral, entertaining stuff.
The thing is, this arcade gun combat somehow fails to sit comfortably with the weighty, po-faced plot the game takes you through. But the heart of the game - shooting, shooting, and shooting some more - has some great moments and several very good ideas. Just at times, it feels like a great arcade title that has been shoehorned into a stodgy action/adventure.

DEADLY SKIES
Not fast or exciting enough to fulfil that fighter pilot dream
Flight sim - Issue 3 (May 2002) - 5.2/10

(KN00204E)
DeadlySK.txt
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"Daddy, I want to be a fighter pilot." A familiar refrain, usually heard coming from the chocolate-smeared gobs of the under-fives, when they're not whining about how little pocket money they get. But secretly, thanks to Tom 'Maverick' Cruise and his perfect teeth, sunglasses and volleyball serve in Top Gun everyone wants to fly a jet.
There's good jet-flying stuff in Deadly Skies, chief among it being the overall look. It may not be spectacular, but it's full of incidental moments like the low-lying sun lighting up the jet with orange, and the dispersion of smoke when you're banking through a missile trail.
The jets themselves look nice and solid, and the explosions they cause when exploding are spectacular enough - although they often have "Bingo!" or "Shot Down" stamped across them.
The only problem with the graphics is the land surface, much of which is made up of flat, drab textures. It doesn't interfere with the gameplay, of course, but it should have been much better, because many missions have ground-based targets to destroy.
When you're higher up, though, the view is much better - emerging from cloud into crystal clear blue sky is a memorable experience, as is the battle that takes place above a brilliant blue sea, with the sunshine glinting across it.
Also shining bright is the sound. The music is of the dreadful Japanese rawk variety - so turn that off before you put on your flying goggles - but the sound effects pump out in real-time surround sound. Missiles scream past your ears, jet planes roar behind you - it's brilliant, and really puts you in the thick of the action.
Unfortunately, the game these sensual delights are bolted onto is a bit of a letdown. The main problem is the pace of the action, which is far too pedestrian for the subject matter. From the speed the ground passes by, you'd think you were on a Sunday afternoon jaunt rather than a dangerous mission. It always feels like the planes are plodding along at 30mph.
This lack of speed is compounded by the control of the jets, which aren't the most manoeuvrable beasts. The turning circle is very wide, so instead of dogfights being hectic and exciting, they're turgid and drawn-out.
The ability to upgrade your jet improves things slightly, but flying simply isn't as enjoyable as it might be. Switching to one of the more complex control methods fails to add depth.
Also annoying is the game's structure. Missions are selected from an overhead map, which is a neat idea, but the more eventful missions - the sea battle, for instance, or the battle that takes place in the gorge - are few and far between.
Much of the game is taken up with tedious dogfights that you take part in en route to the interesting missions. It would have been much better to cut back on the dogfights and make every mission worthwhile.
Ultimately, it's the lack of speed and over-simple combat that bring Deadly Skies down to earth. The missions do become more interesting as the game progresses, and feature better planes and more enemies, but you always have to put up with the tedious, repetitive dogfights before you get to do anything interesting.
It's an awkward half-stab at being both an action title and a more serious simulation, and the resulting game won't satisfy fans of either game type. Sadly, Deadly Skies isn't the game you're hoping for if fast-paced flying and shooting is your bag.

DEATHROW
Average. Tries (and fails) to hide shortcomings with naughty words
Sports - Issue 9 (November 2002) - 5.5/10

(US00402E)
Deathrow.txt
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Anyone familiar with Sunday league footy or Leeds United will know how violent and foulmouthed sport can get. The future's no different, if Deathrow's vision of things to come is anything to go on.
We'd always assumed that the future would be like that in Bill and Ted's Excellent Adventure, with everyone jamming away on electric guitars, but it seems not. Instead, everyone plays a brew of ultimate Frisbee, basketball and punch-ups, where the winning team is the one with the most discs thrown through the goal and, inevitably, the most punch-ups. We're doomed.
The arenas look good, with reflecting, transparent floors and metallic moodiness in abundance. Varying camera angles mean different ways of viewing the action. Sports view offers a traditional, camera-in-the-stands vantage point, while Hardcore view puts the camera right behind your player. The latter makes for neat visuals but a game that's harder to play. It's nice to have the choice, though.
Deathrow also makes use of System Link, which is good to see. Eight-player matches are hectic and quite good fun for a while. But sadly, the game just doesn't get under your skin; the concept is the best thing about it.
The main problem is that the camera follows your player, rather than the disc, and lags behind the action. It's especially annoying as there's so much space in the arenas. A sports game should make you feel like the star player, but Deathrow can make you feel out of it, like the wheezy kid that gets picked last.
Also not particularly entertaining is the constant swearing of the participants. Anyone who ventures near our games room of a lunchtime will learn that certain members of the team aren't averse to the odd cuss word (why, straight-talking Gavin even called Ben a 'plonker' the other day). But filling a game with swearing is a lame attempt to make it 'edgy' and 'cool'.
Deathrow lacks the spark that makes you want to play, play, play. With so many good games coming out this autumn, titles need to be a bit special to get gamers' attention, and this just isn't. So we're still left waiting for a worthy successor to the now-ancient Speedball 2. Shame.

DEF JAM FIGHT FOR NEW YORK
Well-constructed brawler that isn't scared to offend. As fun as it is violent, and it's rated 18
Beat 'em up - Issue 35 (November 2004) - 8.9/10

(EA07302E)
DefJam.txt
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Here we are, standing in front of a mirror in our pants. We're looking fine. We've got enough bling wrapped round our neck to make a novelty skipping rope, and just beyond our crib Ghostface, Ice T, Joe Budden, Lil' Kim, Ludacris, Method Man, Redman, Sean Paul, Slick Rick, Snoop Dogg, Xzibit, Elephant Man, Busta Rhymes, Carmen Electra and just about all the other live and kicking R&B stars are queuing up to crack our skulls open with a lead pipe. Hell, we wouldn't be surprised to see Tupac and Biggie kicking up a Thriller vibe and shuffling down the street waving about a detached limb or two.
Def Jam Fight For New York is one badass sonofabitch game, a wrestling title melded with the best bare-knuckle action and all-out fat-tongued trainer action you can squeeze on a disc. It's a fully customisable scrap, and once you enter the various arenas there's every chance you'll either come out ruler of the NYC underground or in easy to manage, bite-size pieces.
Once you've designed your fighter (the range is near limitless, with thousands of goodies, jeans, trainers, tops and haircuts to unlock), you unleash his kicky-punchy-headbutty fury on the stars. Henry Rollins (your personal trainer) teaches you up to three combat disciplines from street fighting, kick boxing, martial arts, wrestling and submission fighting, which you can then blend together to form your own hybrid moves and styles. Build up enough wins, using enough variety in your attack, and you'll be rewarded even further with new killer moves and a greater array of cloth to stick on your already weighed-down hangers.
You can tell Def Jam stems from the world of WWE thanks to the co-operation between EA Canada and wrestling specialists AKI, as the fighting (especially the four-man brawls) feels more Hulk Hogan than Soul Calibur - but it's the slower, more deliberate pace that gives Def Jam its appeal. You can feel every rib crack, every bone splinter, and see every expression as smashed bottles work their way into facial tissue. It's nasty, but it's beautiful too, having taken the concept of the wrestling genre and mashed it up in such a way so as to be accessible to us heathens who don't know a clothes line from a handshake.
Stylistically, Def Jam is a crippling blow to lesser contenders. Lighting, motion capture, fabric textures, facial mapping - the whole shebang is frighteningly intimidating, and sucks you in like a backstreet harlot. You'll feel real ripples of dread when the likes of Ghostface step into the fray, especially since you don't know what fighting style you're up against. It's all about improvising with the scenery (heads through jukeboxes do the trick), thinking quickly about laying the best moves on your enemy, and working through a surprisingly thorough and involving campaign mode.
The fact that every R&B star has lent their voice talent to the game only serves to highlight the obvious; Def Jam Fight For New York has been lavished with attention and is all the better for it. Sure, it will have the Daily Mail-reading masses up in arms, inciting the usual reactionary scare-mongering about how bad videogames are for you, but when they're this bad who the hell wants them to be good? Brutal, brilliant fun. Word!

DEFENDER
Prompts a bit of nostalgia, but it doesn't have that vital spark
Shooter - Issue 14 (March 2003) - 6.6/10

(MW00602E)
Defender.txt
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Loads of our readers aren't old enough to remember the appearance of the original Defender back in the late 70s. I'm not, that's for sure, although I did while away more than a few hours on Archer Maclean's Dropzone, a 'coincidentally' similar shooter on ye olde Commodore 64.
But even if you're not misty-eyed at the mere mention of the name, if you're well into your games you've probably heard of Defender. It's one of the defining moments of video gaming's rise; lightning fast, insanely difficult, all iconic blip-blip explosions. And now it's back.
Like an old mate you haven't seen for years, some things about it have changed, and some things haven't. It might have fancy 3D graphics now, but Defender is still very much about rescuing your little blokes and ferrying them to safety while under attack. Just performing this action does give the game a dash of the old, authentic Defender flavour - trying to reach the drop-off point while under heavy attack can be a hair-raising experience, especially when your ship is low on health, bless it.
In fact, it's clear that a lot of thought has gone into how to make the game a genuine update of Defender, rather than a shame-faced, bog-standard blaster. When people think of the original Defender, they think of frenetic action - and there are some moments in this update that live up to that. On harder difficulties in particular, there are times when the swarms of enemies are almost overwhelming - the outer space missions are a good example of this.
This hectic feeling makes the game feel rather old skool to play, a sensation that's only made stronger by the fact you must repeatedly hammer the fire button for a regular stream of laser fire. The sound effects also make this feel very much related to games of years gone by.
It's all well and good to reference the past, of course, but thankfully there's the odd feature that helps to make Defender feel nice and swish on occasion. The problem the game's designers had was the fact that, as a 2D game, the original allowed the player to see enemies all around their ship. So, to compensate for the fact that a 3D view restricts the player's view to what's in front, there's a handy radar. Nothing too amazing about that, but thanks to the nifty little Right stick moves you can zip about as quickly as you could ever hope for with a shoot-'em-up of this ilk. It certainly makes it more entertaining than the likes of Deadly Skies (Issue 03, 5.2) or Fireblade (Issue 12, 2.8), where turning to face an enemy behind you can take an uncomfortably long amount of time.
Being able to turn on a sixpence or barrel roll out of the way of an incoming missile makes this a far quicker, entertaining game than it might at first appear, and far more in keeping with the spirit of the original. During the busier missions you end up scurrying about the map like a hyperactive Sloane in the Harrods sale, zipping off to pick up a colonist before turning on yourself to protect an allied dropship under fire over the other side of the level.
There are problems, though. Your ship bounces off the floor, buildings and walls like a helium-filled ping-pong ball, completely diminishing the impression of piloting a fighter ship by the skin of your teeth. It's a shame, because the sense of danger is reduced significantly - and so is the excitement.
The visuals fail to capitalise on the game's potential, too. The title screen could easily be from an ancient Mega Drive game, with all its low-res browns and reds, which isn't the most promising start. And once in the game proper, underachievement is rife; clich?d ship designs and unimaginative enemies fail to excite. To be fair, the enemies do recall the enemies from the original game, but a lot more could have been done on Xbox to make this shine. As it is, it all looks decidedly average, which is disheartening when you're paying £40 to play it.
The final blemish on Defender's once-revered face is the gameplay itself, which is, as mentioned earlier, very old skool. It's decent, playable stuff, that's for sure, but it suffers from the same problem that many old games do - it gets mightily repetitive after only a short while.
Games have evolved over the last 20 years. We might still like to shoot things to smithereens, but a little more sophistication and subtlety is needed to grip players for a long time. Defender may prompt a fair bit of nostalgia, but it doesn't have that vital spark that's needed to lift it above being merely a competent shooter.

DELTA FORCE: BLACK HAWK DOWN
Superb use of online features makes this the biggest, ballsiest Live game. Pity the single-player campaign is atrocious.
Screenshots - FPS - Issue 43 (June 2005) - 7.0/10 - Xbox Live features ****

(NL00201W)
BlackHawk.txt
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You want stupid in a sesame bun? Come hither and feast. Black Hawk Down, the first Xbox incarnation of the famous Delta Force series is stoopid with extra "Oooo", a game unsure of its audience, firing off bullets every which way, hoping some of them at least hit their target. But you know what? Embrace part of this mucky pup, and as perverse as it may seem, it can be strangely enjoyable.
Artistic licence has been set high on the agenda for Black Hawk Down, namely because the hawk in question doesn't feature until a hefty swathe of the game has been beaten. If you're looking for the desperate, panicked atmosphere conjured by Ridley Scott in the movie, then go and rummage in a packet of Crunchy Nut Cornflakes, for you've more chance of finding it there as a free gift. The majority of BHD is gung-ho to the hilt, a procession of shouting Americans blasting the shit out of Somalis in sticky situations that aren't half as sticky as they like to think they are. This, in part, is due to the AI. It's a wonder either side actually managed to load their weapons in the first place.
Your team often, but not always, consists of three other US Marines, all of whom, were it possible to do so, deserve a bullet between the eyes. Such a bunch of hapless Frank Spencers we have never clapped eyes on. If they're not standing in front of you wincing as they take bullets meant for an enemy, they're running randomly about the map, one minute charging a foe, an instant later spinning on their heels and firing into the air. You'd do well to ignore the presence of your idiotic assistants completely - it won't set you back much as the enemies are no better in this gaming world populated by stupids. However - and this is where the game see-saws seemingly at random - if a bullet does find its mark, you're as good as dead in an instant. The enemies are too daft for this to be an even remotely strategic experience, yet the hit-to-kill ratio is so off the scale it's certainly no arcade shooter either. We're truly puzzled. Other random factors also come into play to stir up the mix a little further. It's fine to shoot an explosive barrel at your feet and survive, for instance, but stick a bullet in a radio transmitter and it's curtains. Radio killed the videogame star, if you will.
The campaign mode also suffers because it's just so damned dull-looking. Washed out environments, and badly detailed screen furniture do not an exciting war environment make. Sure, there seem to be plenty of cars and vehicles littered around which can be destroyed to add a little spice to an otherwise knuckle-chewing experience, but when a truck blows up in a ball of billowing flame after taking just one or two shots, the thrill soon wilts. Car explosions are just another example of baffling gameplay. Is this a strategy game or a Rambo movie? It sort of looks like a strategy game on the surface at any rate - the team orders, and various vision modes that come as standard with strategy games are here, but they're about as much use as the switches and buttons on a Fisher-Price toy steering wheel. Team orders are accessed and given by pausing out of the game, then continuing, rather than via a quick menu system, and even when orders are given the squad react as if we'd just asked them to perform sex acts on monkeys. All running about, guns aloft, barking inappropriate nonsense to one another. Sigh.
And the night-vision goggles? We use to think these were meant to aid vision at night. Perhaps, once these were equipped, we'd be able to see people more clearly? Nope. Everything just turns green. We thought the tube in our TV had gone.
But, before withdrawing altogether and sending those dratted Somalis a box of napalm done up with a fat ribbon, here comes the cavalry. It's called Xbox Live. It's called being able to have 50 people online at once, and it's called having the foresight to give you maps and arenas so large and sprawling you could buy a farm on one and settle down. Black Hawk Down is a winner online. We'd normally reserve this bit for the Live review, but the inclusion of Live is so pivotal to BHD's success it has to be mentioned. Almost all of those seven points over the next page are attributed to it.
Twenty-five-a-side is no small achievement for any Xbox game, and thanks to dedicated servers whirring and fizzing somewhere in deepest, darkest Novalogic HQ, the whole shebang runs like a dream. EA, pay attention please. Maps are vast, but there's never a core gaming area surrounded by dead space. If someone riding a minigun in the back of a Black Hawk isn't peppering the ground with spent shells, sniper teams (yes, whole bastard bunches of them) are co-ordinating attacks from numerous rooftops. Meanwhile, medics are frantically patching wounded troops, units of gunners are holding down suppressing fire, and lone wolves are creeping through the shadows, slashing throats from behind. If you don't want to attack an abandoned stadium face-on, jump in a jeep, have it drive around the perimeter, then attack from behind.
Like no other Xbox game before it, Live matches feel fleshed out and populated to an extent that it sometimes rains sniper bodies. It's manic, and it's brilliant and you'll be astonished. But, (and there had to be a 'but', didn't there?), is Black Hawk Down worth your attention when the single-player campaign is so full of gaffes and pratfalls? Its as though the Live game and campaign are two entirely separate games, and the more you play either, the more obvious the gap between them becomes. On one hand there's a game sparsely populated by trigger-happy idiots posing the kind of random danger only found by poking a sleeping dog in the eye, and on the other there's an accomplished, far more detailed Live shooter that begs to be played. The Blu-Tac and bits of chewing gum gluing together these two hideously opposed pieces barely do the job, and it's left to the Live mode to hold everything in place. But, hold it together it does. There is so much scope for any type of player, so many variables that can take place within a match, and so much promise for clans to truly prove their worth, it's impossible not to like. Armouries scattered through maps enable you to change character type at an instant by equipping you with different weapons sets, and the whole crazy exercise feels as though Battlefield: Modern Combat has come early to Xbox.
If you have Live then we can't recommend Black Hawk Down enough. Sure, it's no Halo 2 (something it thankfully never even tries to be), but when you fire a screaming RPG into a chopper carrying a dozen or so enemies, you momentarily forget all about the terrible, stunted single-player experience. If, however, you're still not signed up to Live, stay as far away from this as you would from real-life war-torn Somalia. Because offline, Black Hawk Down is an absolute stinker of a game.

DEUS EX: INVISIBLE WAR
Mind-blowing, expertly crafted experience. Don't miss it
First-person shooter - Issue 26 (February 2004) - 9.0/10

(ES00502E)
DeusEX.txt
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When developers decide to create a game set far off in the distant and often bleak future, a plethora of options instantly become available to the creative minds behind the scenes. But more often than not these developers miss the opportunity to construct a truly believable world. Thankfully, this hasn't happened with Ion Storm and mastermind Warren Spector, as the long-awaited Invisible War stands head and shoulders above the rest of the pack.
The original Deus Ex turned many heads and as a result landed several awards for its innovation and superbly crafted story. It would have been dangerous for Ion Storm to drastically change the formula that made Deus Ex such a critical hit, but at the same time the follow-up has shaved off some of the RPG-inspired depth. Things are a little more accessible to gamers who have yet to plunge into a first-person action game where shooting everything that moves is not necessarily the way forward.
Many publishers harp on about how making decisions in a game really does affect the outcome. In Invisible War though, this is more than just marketing spiel, it's what makes it something very special indeed.
The story revolves around various warring factions (some good, some bad, some very mysterious) vying to take control of the city of Seattle's main interests. Along the way members of these factions contact you with information about these other parties as well as offering you advice on what you should do next. Within 30 minutes your head will be spinning with all the possibilities that have already been presented to you. But how you do - or don't do - things is entirely up to you, and this is what separates the Deus Ex series from the rest of the action adventure gaming world.
Life begins in the Tarsus Academies, which Ion Storm describes as a global chain of schools that provides education and training for a select few. Courses include academic as well as physical, technological, weapons and psychological training. Each student is matched with a sponsoring corporation, revealed on graduation, when the trainee joins that company's covert operations. And it's all about covert operations.
Played through a first-person perspective, you make your way through the city meeting the local inhabitants. These include everyone from government guards and scientists to underworld hoods and cult-like warlords. Some have a story to tell while others will get straight to the point and ask you to carry out specific objectives for rewards. As you pick and choose your way through the opening levels of the city, you're subconsciously choosing the side you're going to fight for. But if at some point down the line you decide you've been conned, you can switch teams when good times go bad. The word 'open-ended' doesn't do this game justice.
After a lightning-quick character creation sequence, the story begins right from the word go. There's no wandering around aimlessly waiting for the first key setpiece to take place. You're in your nice futuristic-looking apartment throwing a basketball around admiring the incredibly realistic physics as a terrorist attack kicks off all around you. From there you're thrown headfirst into the story.
A hologram turns itself on and begins to tell a little bit of backstory for those who are unfamiliar with events of the original. You're given your first objective and from then on you're plunged into a story that wriggles with more twists and turns than a worm that's been chopped in half. And seeing as one of the game's main features is its story, it only seems fair that we keep quiet. You'll thank us later.
Another important feature is the head-up display (HUD) system, and this plays a vital role in keeping things simple. As you can imagine with a game littered with literally hundreds of little objects to acquire, things could become a little difficult to manage without a well-thought-out inventory system. The last thing you want to be doing is pausing the game every time you come across something new. A quick press of a button brings up a unique HUD, and making room and ditching unwanted gifts or spent ammo clips is easy.
The left side of the HUD displays items such as your weapons, ammo clips, bars of food and cans of drink (providing a little energy boost), while the right side displays your current biomods. The red bar on the top left of the HUD is your energy and the blue one on the top right lets you keep tabs on your biomod energy. All of which is very helpful.
Biomods are another major feature brought back from the original. After receiving your initial briefing at the opening of the game, you're given a couple of biomod canisters to get you on your way. Essentially these are improvements to your body that enhance certain abilities. The areas of the body enhanced are truly down to you.
You can become invisible to machinery such as security cameras, robotic guards and lasers that sweep the floor looking for intruders. If becoming invisible to enemy robots and security systems doesn't float your boat, then you can enhance your body so you can run faster and take more damage. So rather than creeping
past the enemy you can just make a mad dash for it and chances are, you'll make it to the other side in one piece. This degree of freedom also means that should you play the game through again, it'll be different from the first time you saved the day if you choose to enhance different areas of the body.
Not all canisters are easy to come by, though. Sure, you might be given the odd one from time to time and find another lying in the corner of a dark room, but for those gamers among us who can't help themselves but search out every little secret, there'll be a few surprises in store. Without giving too much away, scattered around the game you'll find a few black-market biomod canisters, which do illegal things to parts of the body other legal canisters cannot reach. The secret mysterious race known as The Omar will sell the odd one to you, but you'll have to save your credits like the bailiffs are coming round for a visit. Of course, as we all know, items on the black market don't come cheap at all.
Controlling your character and manoeuvring him or her through the world is easy. The only problems we encountered in this area were when all hell broke loose and a savage firefight caused us to look around quickly while making a run for it. Ion Storm describes the game as a first-person shooter, but it doesn't feel like one to us in this area. Being able to adjust the sensitivity of both sticks does help, though.
Invisible War is a huge game with many different endings to uncover depending on how you play it through. And if you played the original then you'll find out a few things about what really went on there, too. Again, it's very story-driven but lengthy cutscenes are few and far between, thankfully. The story is told in conversation as you meet people and make your choices about which path to follow. If you've had enough of driving and sports games over the festive period, you could do a lot worse than losing yourself in the deep, dark and disturbing world of Deus Ex. Just make sure you tell everyone that you won't be right back, as this'll eat into your life, leaving you lying awake at night wondering who to trust - even your mum.

DIE HARD: VENDETTA
If you persist, you'll catch brief glimpses of decency amongst the mess
Shooter - Issue 19 (August 2003) - 3.5/10

(VV04105E)
DieHard.txt
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We like to think of OXM as one big happy family. We open our doors and welcome games into our arms without fear of prejudice or prejudgement. No cynicism under our roof - just the love of quality games. But as all good families go, we can't help but have reservations about titles that come to our door harbouring reputations of previous misdemeanours. We'll still let them in, spend time with them and treat them in a fair and equal manner, but these black sheep nearly always let us down. We end up having to ask them to leave and if they won't go we get Gav to give them a hammering before getting chucked off the roof. All families have limits, and disappointing games test ours to the full.
So when Die Hard: Vendetta turned up at the gates of OXM towers, we dutifully invited it to spend some time with us. We knew it came out on the GameCube last year and we also knew that it was hard to find anyone who had a kind word to say about it. And after playing this game for longer than we wanted we understand their point of view.
But before we tell you why Die Hard: Vendetta is possibly the shoddiest FPS that's made its way to Xbox, we should at least give you the background info on this real piece of work. The story takes place years after the last Die Hard escapade. You play an ageing John McClane who now has a grown-up daughter following in daddy's footsteps as a police officer. John starts his day involved in a siege that results in a team of art thieves on the loose and ends up with his daughter getting kidnapped. The story unravels as you progress through levels, much of which is relayed to you via 'interaction' with the characters.
The interaction boils down to hopping between various characters while repeatedly pressing the action button in the vain hope they'll spit out wooden chunks of poorly lip-synched dialogue. You often need to sit through random character chit-chat until they give you an essential item (like a key - what a surprise) that makes sense of why you've been trudging around a bland map for the past half an hour. In one section you have to rescue a bunch of actors, but you need to engage each one in conversation before one finally offers up an item that helps you progress. And you need to do this every time you play through the stage.
But it's not just the scripts that suck. When it comes to the visuals, prepare for a step back in time. On the whole, the game looks like a retro PC shooter that's running on Xbox via an emulator. On the grounds of graphical presentation, Die Hard: Vendetta simply doesn't deserve to be on a next-gen console. Character models just look plain wrong - flat, almost two-dimensional with worse rag doll animation than your kid sister playing with her favourite cuddly toy. And the textures? Flatter than a dirty joke at a funeral. There's no AI to speak of - they spot you, they run at you, they duck and lean in the middle of open spaces... it's truly dire.
Each level is littered with civilians and if any catch a bullet that's it - game over. What this means is you'll need to repeatedly play through stages (including the inane dialogue) in the hope of shooting the idiotic villains before they drop the hammer on Joe Public. Vendetta even manages to take the fun out of the typical rolling style of shooters and makes it a stop/start exercise in frustration.
Then there's McClane himself. He must quite literally be the strong arm of the law, as he walks around maps with his arms outstretched like he's suffering from advanced rigor mortis. And, in the same undead fashion, his limbs look like they've been coated with embalming fluid - a nasty varnish effect that would look more appropriate on your dad's shed than the colouring of the lead character.
But the most frustrating element is that if you persist long enough you'll start to see brief glimpses of decency amongst the general mess. The grab technique is a nice touch and you do occasionally take part in puzzle scenarios that would be interesting if they weren't so damn obscure. Because most of the scenic objects aren't interactive you don't spend your time trying to open desk drawers or lockers. So looking for a solution only to accidentally open a tool box offering you the vital generator key is actually more disconcerting than rewarding.
Die Hard: Vendetta has more holes in it than McClane's trademark white vest. It looks rubbish and doesn't play much better. Xbox owners are currently blessed with the best FPS games on the market and sadly this sure ain't one of them. Avoid it like it's the scene of a particularly nasty crime.

DIGIMON RUMBLE ARENA 2
Fun and frantic beat 'em up that translates a favourite franchise into a reasonable kiddies' title
Beat 'em up - Issue 36 (December 2004) - 6.5/10

(BA00103E)
Digimon.txt
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Remember how captivated you were by He-Man and Transformers in your youth? Twenty years later, we know they were a marketing masterstroke, aired to sell huge quantities of merchandise. So we've a touch of trepidation when we see the Bandai logo appear during the loading screens. Merchandising alert!
Fresh from wowing wide-eyed kids on prime TV spots, the Digimon have evolved onto Xbox for another round of digitised beastie-bashing. But first let us reassure you - you have not had something slipped in your drink; the banging trance music and psychedelic visuals are just the menu screen...
First, pick a fluffy character and get stuck into the single-player Career mode. Facing off with one, two or three opponents, players must fight to the death over tons of environments, or Rumble arenas. These multi-tiered environments are highly detailed and filled with platforms, pitfalls and power-ups. Use these to your advantage and knock opponents into the lava/water/steam hazard to reduce their health.
Characters have a limited repertoire of moves, and there's not much scope for impressive combos, but this simplified gameplay is instantly accessible for younger gamers. By landing enough hits and collecting DigiUp tokens, players fill their Digimeters and can then Digivolve. Your cute creature metamorphoses into a not-quite-so-cute monster with more powerful attacks. Fill it again, and you'll Digivolve into a Digimon - a robotic version of the beast, with an array of meatier, satisfying moves.
Add a wealth of more unlockable characters, engaging visuals and in particular the riotous four-way multiplayer, and Digimon is actually a reasonably entertaining kids' scrapper. The action is frenetic and there's an immensely satisfying feeling of fun battering the hell out of a cute little creature. Catering solely for younger gamers, but definitely a shift in the right direction for a more universal Xbox appeal, Digimon will finally give your little brother good reason to hog the controller for a while.

DINO CRISIS 3
Cool dinos, huge ship to explore, but bad camera and it gets repetitive
Action/Shooter - Issue 22 (November 2003) - 6.4/10

(CC00302E)
DinoCrisis3.txt
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We would love to have been a fly on the wall for Capcom's Dino Crisis 3 concept meeting. Dinosaurs may well be sexy in a 'Mother Nature's best ever killing machine' style, but one thing they're not is versatile. There are only so many scenarios that'll work with 30 tons of muscle and teeth.
A secret research lab on a tropical island was covered in the first game. And through clever time-travel tactics allowing for more lush jungle environments and a switch in gameplay styles from flight to fight, it was also addressed in the more successful sequel.
So for the third (and Xbox-exclusive) instalment there must have been a fair bit of head scratching over at Capcom's HQ. Hatching another Dino clone just wouldn't do - not for the more demanding Xbox audience. Something new needed to happen. Something that would add a new level of depth to the franchise, something to make this game stand head and shoulders above what's gone before and cement Dino Crisis 3 as the benchmark in arcade adventure. Something big. "No worries!" cries Capcom's top head-scratcher. "We'll put the whole thing in space - like Aliens crossed with Godzilla! Just think of the fun we can have amongst the stars!" Alrighty then...
So with space travel in mind, the Dino Crisis saga fast-forwards to the distant future. The year is 2548 and after taking a 300-year wrong turn, a colony ship mysteriously re-emerges without any trace of inhabitants. Hardly surprising considering that centuries of decomposition would result in flesh and bone resembling little more than a Salt 'n' Shake sachet. You play Patrick, a Marine heading up a salvage mission to investigate the mysterious goings-on aboard the Ozymandius. But just as your boarding party prepares to go and explore the abandoned ship, a self-defence mechanism kicks into life and promptly destroys your vessel, colleagues and ticket home.
Through the handy use of a jetpack (an item that features strongly throughout the game), our hero manages to escape the stricken shuttle and navigate his way to the ship's hangar where the adventure proper begins. This entails a bloody big dinosaur chomping one of the few survivors in half before itself becoming prey to an army of slugs with teeth. Seeing is believing, and fortunately thanks to some of the very best cutscenes ever to grace a game, we believed again and again and again. The opening cinematics are everything they should be for this genre: brutal, frightening and jaw-droppingly spectacular. It's just a shame the game doesn't follow suit. Yes you've read it right, we're giving the lead review a critical dig in the ribs by paragraph four - all does not bode well for our dino friends.
The gameplay is almost entirely ship-based - a humongous floating complex that, just to make life easier, can change its shape (and subsequent access points) through activating various engineering consoles. So yup, you've guessed it - we're back in familiar survival horror gameplay mode and the songsheet goes like this. Discover you need to go to location A, but you can't get there because it lies behind a locked door that requires a security pass. The room that holds the security pass (location B) can't be accessed without changing the ship formation. Find the room with the console to change the formation (invariably miles from where you need to go). Make your way to location B to find security pass, before being locked in and faced with destroying a wave of respawning dinosaurs. Pick up keycard, go back to the start of the map to unlock the original door to get you to location A. Get treated to a cutscene to reward you for your efforts, before going through the whole process again. Only this time it takes even longer because as you unlock further sections of the ship, you'll continually need to backtrack to make progress. One step forward, two steps back - the gameplay in a nutshell and excuse us while we curl up in the corner because it's the same tired old formula that we've seen countless times before.
If we sound cynical we make no apologies. We're at the point of pad-chucking frustration that the promise of what could have been a potential classic is overshadowed by design flaws that put the 'slop' in 'sloppy'. It's not the run-of-the-mill gameplay that's the biggest offender in this title - that's a forgivable by-product of the genre. What's really got our blood boiling is the camera which does everything it possibly can to ruin the experience. Dino Crisis 3 camerawork is on the Raspberry award shortlist for all-time worst camera in a 3D game. It's up there with Batman: Dark Tomorrow (Issue 17, 2.0). It's. That. Bad.
You continually find yourself shooting directly into the camera, meaning you're looking at your character rather than whatever he's shooting at. This is of absolutely no discernable use when trying to fight dinosaurs who can clobber you with a flick of their tails, or when you need to make an acrobatic leap onto a ledge you can hardly see. You do get a first-person viewpoint by clicking the Right thumbstick, but the developer in its infinite wisdom has made this view static so you can shoot but you can't move. Nice one, Capcom. Other camera cardinal sins include a fixed-position view where your character will change direction as he runs across the screen. Just what you need when you're having a hard enough time running around a ship that for the large part looks all too similar.
But if you can put the formulaic gameplay and disastrous camera to one side then perhaps, just perhaps, there's a decent enough game to play. And if you dig deep enough there is. The dinosaurs look good, albeit somewhat skinless - no doubt pushing the point that these are extraterrestrial dinos and not the common or garden Jurassic types. The beasties benefit from some great animation and some surprisingly good AI where they'll follow you up platforms and over boxes to keep you on your toes; and the tense minimalist soundtrack has been learnt from the Silent Hill School of Music - meaning a little can go a long way.
Character control is also pretty slick - especially with the added jetpack. You can now navigate the vertical as well as the traditional horizontal, so much more of the map is open for exploration. But combat is largely a hit and hope affair. Auto-aim is the name of the game, which is probably all for the best considering most of the time you can't see the enemy - even if they are two feet from your face. You can actually aim in first-person but, as we said earlier, you can't move, so we guess you won't be doing it very often.
As it stands, Dino Crisis 3 just doesn't make the grade of premium arcade adventures. Good-looking visuals and big-budget cutscenes are all well and good, but when combined with amateur camerawork and wrapped up inside repetitive gameplay, the overall review score starts to sink quicker than a T-Rex in a tar pit. There's a half-decent title in there somewhere, but it'll need to be excavated from its fossil by gamers that don't want to see this franchise face extinction.

DINOTOPIA: THE SUNSTONE ODYSSEY
You'll have dino-flavoured déjà vu followed by an inevitable meander into the land of nod
Adventure - Issue 30 (June 2004) - 5.8/10

(TM01501E)
Dinotopia.txt
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The premise (as far as we can gather) of Dinotopia is that humans and dinosaurs live in peaceful co-existence. Kept as pets, or used ˆ la Fred Flintstone in the workplace, dinos are an alternate cow: docile, useful, great eatin'. Some are even smart enough to hold conversations and dress in bodices. The whole 'dinosaurs and humans sharing living quarters making for an orgy of explosive gameplay' thing looks a little unlikely. Don't worry, BC seems to be coming along nicely. Not so with Dinotopia though. It's a bit flaccid to say the least, and although clearly taking cues from the likes of Star Wars: Knights of the Old Republic (Issue 20, 9.5), it has very little to warrant buying it.
As Drake Gemini (yeah, that's really his name), you must complete various tasks for various dinosaurs, with the promise of various rewards which you will then need in order to complete the next task. The problem though, is the task structure, which seems to range from collecting fruits (snore) to following an agonisingly linear path swinging a club at a sparse and stupid enemy. The combat is weak, especially when complicated combos earned through experience don't actually enhance your attacks, and the collision detection is transparent, especially when flying Skybax through canyons - you can hit rocks that are at least five feet away.
Ironically, one of the major faults with Dinotopia also happens to be one of the reasons why you should buy it. You'll never hear funnier, more atrocious voice acting in your whole gaming career. It's appalling, but so funny - a cross between Irish, Scottish, Cockney and Hindi.
An intentional plus point though, is the look of the game. It's certainly not the hokiest design we've seen and comes across in parts as rather quaint and appealing. The lighting effects are "ooo, aahhh"-inducing, and the appearance of a grazing diplodocus here and there will have you thinking you're in Jurassic Park. For all the incidental decoration though, Dinotopia still suffers by having all the substance of meringue.
It may be going for a snip at £20, but regardless of whether you pay that or double it, you're essentially paying good money to be bored. It's not that Dinotopia does things badly, but you'll feel like you've played it so many times before. There was never a moment during play that we felt surprised or enthralled by what was happening on screen - a bad sign for a title that is packed with such potential. It's dinosaurs by numbers, and dinosaurs should never be by numbers. They should be walloping great meat-chewing monsters, not bonnet-wearing party hosts who go to great lengths to impart on you their recipe for apple pie.

DISNEY'S EXTREME SKATE ADVENTURE
Best kids' game on Xbox; loved by adults too! Looks good, plays great
Extreme sports - Issue 21 (October 2003) - 8.3/10

(AV03902E)
Disney.txt
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There are many unwritten rules in video games. Platform titles will always have secret areas, beat 'em ups must feature scantily clad ladies and kids' titles are nearly always crap. The younger end of the market has long been patronised by games that fail to make the grade and offer scarcely more than the little uns' favourite characters locked inside hollow gameplay and shoddy presentation. But they're kids, what do they know about production values? Well, we're about to find out because Disney's Extreme Skate Adventure turns the rulebook on its head and grinds all over it like a staircase handrail.
The idea is simple. Grab the Tony Hawk's Pro Skater 4 engine and replace the likes of Hawk and co with Buzz Lightyear, Simba, Tarzan and friends from Toy Story 2, The Lion King and Tarzan. But rather than just being a blatant marketing cash-in, this game shines thanks to great attention to detail combined with a brilliant gameplay balancing act that makes the experience highly playable, yet not technically difficult, for younger gamers.
The animation is superb. Each character can perform many of the same tricks but the movement is very different - with soundbites and mannerisms to match. Grind a wall using Pumbaa the warthog, and his little meerkat pal Timon will hang off his tail. Do the same with Lightyear and he'll stand smugly with his hands on his hips, wearing a cheesy grin. Woody acts as disjointed as a puppet should, Simba the lion cub claws and fidgets away on his board and Tantor the elephant (our fave) executes a grind by jumping up on his back legs while waggling his trunk victoriously. The characterisation brings the action to life and you'll often find yourself watching the player movement rather than making sure you land that 1080û perfectly.
The objectives have also had a generous spoonful of imagination poured over them. Alongside the typical Hawk fodder of finding letters like S-K-A-T-E, there's also a diverse array of things to do, from rescuing Army Men to delivering fast food in a Crazy Taxi style or performing a destructive supermarket sweep. Many of these objectives are offered by characters dotted around the maps that need to be interacted with (similar in style to Freestyle MetalX) which is better than simply having a checklist of tasks to tick your way through.
The maps are equally varied, with everything from oversized bedrooms to jungle levels and futuristic pizza restaurants. And with two-player options that offer three different games, including King of The Hill providing a split-screen version of tag, the action never gets dull.
The difficulty has been scaled down from the Hawk games, with the balance requirements for manoeuvres, such as hand plants and manuals, relaxed. Hardcore skater fans will be able to keep their feet until the cows come home, while little Johnny will be happy to land his first combo. But that's not to say there's isn't any depth - a huge array of challenges and the ability to still string high-scoring combos together makes sure you'll always have something to aim for, and the huge number of unlockables means your efforts will always be rewarded.
There are occasional collision detection issues where your character may suddenly go face-first into what should be a solid background, and the camera sometimes gets stuck behind objects, but it's infrequent and forgivable because, like a classic Disney movie, this game truly represents fun for all ages - and, most importantly, the kids finally get a game they deserve. Good work, Walt!

DOOM 3
Perhaps not the genre-defining FPS that many people were expecting but still extremely polished and entertaining
Screenshots - FPS - Issue 40 (March 2005) - 8.5/10

(AV03202E)
Doom3.txt
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A distant flickering light is your only company through the void of darkness. Through squinting eyes you can barely make out the walls and floors, a prison of stainless steel. It's been just seconds since you called for the elevator, but it seems more like hours as you count through your last remaining shotgun shells in the hallway.
Suddenly, a torch beam cuts through the darkness with the brutal efficiency of a plasma rifle, and the elevator hums into action like the buzzing of a chainsaw in your ears. Your fellow space marine rushes up, puffing and panting into his Xbox communicator. He's trying to warn you but it's too late. As the elevator doors open, a zombie pounces out and smashes a monkey wrench into your skull.
Back in the real world, if you could pause time at that exact moment, you'd actually be able to reach down and feel a few centimetres of air between your backside and the chair you were sitting on. There's no shame in admitting that you will jump out of your seat when playing Doom 3, it's simply unavoidable.
A franchise as legendary as Doom carries a huge but burgeoning legacy. Millions of fans would have been outraged if Doom 3 didn't continue several important traits. Firstly and most importantly, it needed to be scary as hell. Second, it needed cool monsters and weapons. Third, it must have a compelling deathmatch and co-operative mode, and finally, simple, balls-to-the-wall gameplay.
Everything the fans wanted, Doom 3 offers in spades. It's a big silver lining with a small grey cloud on the side though, because id Software and Vicarious Visions' faithfulness to the traditions of the series occasionally leaves the game feeling a little behind the times.
For the first few hours of Campaign mode, you'll be absolutely bricking it. You'll be tenser than Vanessa on deadline day, and take it from me, that's no small achievement. The nervous anticipation as you wander through Mars's creepiest corridors is cruelly unrelenting. There's simply no let-up as you expect a demonic fiend to pounce from every shadow, nook and cranny. You won't find any light relief or even a proper story to take away the strain!
An atmosphere this draining doesn't come cheap or every shooter would have it. Doom 3 is a cut above everything else in this respect, built confidently upon a stupidly impressive custom-built game engine.
id Software doesn't use other companies' game engines and neither does it ever turn its back on quality. Before Doom 3 started development, there was a huge internal debate about whether current technology could deliver Hollywood-quality graphics and sound in a game. John Carmack's programming genius was, in our eyes, the balance that tipped the scales. His wizardry has produced a bespoke FPS engine with striking real-time lighting, per-pixel shading, animated wall textures, ragdoll physics and a totally unique user interface. You often see these individual qualities in other FPS games, but rarely ever working together with such efficiency and cohesion.
But what does this mean for the actual gameplay? The most obvious quality is realism. Exploring Mars's UAC base in Doom 3 seems only a fraction away from walking around an actual movie set (it's particularly reminiscent of Aliens). The maintenance tunnels, medical stations and control stations are saturated in detail. If you thought The Chronicles of Riddick (Issue 33, 9.0) looked amazing, this is going to kill you! Pipes hiss with startling releases of steam, lights cut out just when you're reaching boiling point and the walls and floors glisten with startling metallic realism. The wall textures are even rendered in 3D so that they all cast individual shadows in real time. It's incredible, for a while at least.
However, about four hours into Campaign mode, you start to wonder if there's a little over-reliance on the same type of environment. Yes it looks great, but as predictability slowly starts to sap away the initial excitement, that inevitable trip to hell seems all the more desirable. Sadly, it doesn't come nearly as soon as you think. When you finally get to hell it comes as a welcome relief, and the graphics here are even more nerve-shattering. But after only three levels in the infernal pits, you're straight back to Mars for another two hours of corridor shooting!
There's certainly no lack of spontaneity in the monster stakes, though. Hell's finest have been tactfully re-imagined so they're still recognisable from the original Doom games, but are now way more hideous than ever.
Let's face it, being scared of the pixellated hellions in classic Doom doesn't come naturally anymore. Back in those days, you had to make up for basic graphics by using your own imagination and relying on instinct to know just how much damage an imp or cacodemon could cause.
In Doom 3 you're treated to the 'worst' of both worlds. A bull demon can still tear you to shreds, but now it moves, runs and leaps with matching savage intent. Zombies have been revamped brilliantly too. They're the staple enemy but still come in six or seven different varieties, each with the look of frenzied horror in their eyes. A lot of flair has gone into redesigning the classic creatures and even the few new ones are shockingly gruesome.
They even sound more horrible than ever. Remember the formidable roar of the Hell Knights in classic Doom? Imagine a noise twice as vehement blasting into your eardrums in surround sound! Doom 3's brilliant sound effects are another way that the game builds tension. Sometimes, the only clue that a monster lurks around the next corner is the tapping of its many-limbed (or tentacled) movements.
Doom 3's trick of keeping you permanently scared slightly backfires when it comes to combat though, which doesn't quite live up to expectations. There's no denying the satisfaction of blowing a zombie to pieces with a shotgun, or even blasting a Hell Knight in the face using your BFG 9000. However, the over-reliance on strafing, returning fire and then repeating the process over and over again becomes a little too old-skool at times.
With the exception of those damned Revenants and their pesky homing rockets, almost every enemy attacks with fireballs that travel in a straight line and are fairly easy to avoid. Unless you're caught completely by surprise, you'll usually be able to stop an enemy before it gets in your face.
Doom 3's combat is also very traditional because of the weapons. There's nothing particularly inventive, just no-nonsense hardware like the shotgun, mini-gun and rocket launcher. Inevitably, not having a gun like the sniper rifle or needler limits the way you can take on enemies, and combat is invariably head-to-head.
There's a slight auto-aim that can be switched off, and a smart-looking crosshair that flashes red when an enemy is in view. This is extremely helpful because some levels are so dark that you'll often lose enemies as they rush into the shadows. Occasionally, there's no option but to holster your weapon completely and bring out the hand-held flashlight. This requires just one button press and is extremely quick to switch, but not holding a gun for a few seconds can be extremely unnerving.
There's one thing you can be sure of. Shoot any monster enough times and it'll burn up spectacularly like a vampire from the Blade movies. Before that though, you'll get to see some really impressive ragdoll effects that look much more convincing than the average FPS.
Over the course of the 40 Campaign missions, you'll vanquish literally hundreds of demons - possibly even more if you choose a higher difficulty setting. We completed the game in around 12 hours on the medium Marine setting, although it would take much longer on Veteran or if you manage to unlock Nightmare.
Another way Doom 3 increases replay value is by hiding hundreds of PDA systems around the game. Most of these contain lengthy text files that offer background information about the strange happenings on Mars, and these can take quite a while to read through. While only the most patient gamer will read them all, more people are likely to watch the occasional PDA video file or audio recordings. The audio logs are particularly creepy, and you can have them playing in the background while you continue exploring.
As an extra incentive to collect PDA files, many of them contain key codes to weapons lockers and hidden areas. Some even contain Easter eggs that only the most hardcore id fans will appreciate.
The PDA concept is important because it gives you the only real glimpse of storyline in the game. Not much actually happens in the few in-game cutscenes, although they're still damn impressive to look at. In fact, just watching these animated sequences gives you a full appreciation of just how much has been squeezed into the Xbox. Vicarious Visions has pulled more va-va-voom out of our favourite console than any other developer. It's an achievement bordering on the miraculous and arguably the most authentic FPS console port we've ever played.
For the first time we can remember, the console version is actually better than the PC original. That's mainly thanks to the Xbox-exclusive Co-operative mode that works over System Link and Xbox Live. It's a spine-jingling treat! Two players can join forces and play through 16 missions taken from the best of Campaign mode. The missions have been tweaked slightly, and every monster is twice as tough to put down. Teamwork really is essential and you'll often find yourself with your backs turned to each other, laying down covering fire as monsters rush in from all angles. Levels that work particularly well are the darkest ones. Here, you'll have to use your torch to sweep for enemies while your friend carries a big gun to pick them off. Even if you're playing with a particularly selfish companion, Vicarious Visions has cleverly divided all the ammo so that players can only pick up what they're entitled to. There is always specific ammo and health for each player.
Despite only taking two to three hours to complete, Co-operative mode is easily the most satisfying way to play Doom 3. Thoughtfully, a level select option has also been included so you can hop in at any point, something that's great for Xbox Live play. Deathmatch is also included. Despite being fun for a few hours, it lacks overall depth and winds up feeling like a bit of an afterthought.
After years of waiting, Doom 3 undeniably stays true to all the qualities that made the original great; cutting-edge technology, entertaining multiplayer modes, genuinely frightening monsters and a great story (just kidding about that last bit). Ironically, in staying so faithful to what the fans wanted, id has somehow got caught in a strange timewarp. That's certainly not from a technological point of view - Doom 3 is groundbreaking in graphical and audio terms. It's just that the combat and the mission pacing come across as slightly dated and they're two very important factors.
This by no means spoils the experience - Doom 3 is still an awesome shooter that you'll enjoy playing. Certainly very few games have ever come close to the emotional intensity of this one. As technically brilliant as it is terrifying, Doom 3 takes both the FPS and survival horror genres into new levels of realism. You won't be disappointed.

DR MUTO
Enjoyable if you've not played loads of other cartoony platformers
Platformer - Issue 14 (March 2003) - 7.0/10

(MW01702E)
DrMuto.txt
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It's hard not to feel like a jump chump in most modern-day platforming games. Developers seem to have trouble coping with the very idea of 3D, of getting the camera and control spot-on, before they can even begin to plump their game out with cool toys and snazzy ideas.
Dr Muto, thankfully, isn't too much of a victim of the usual bandwagon-jumping that afflicts platformers, and manages to offer up a slightly fresh take on proceedings. But when we say fresh, we're talking more a hint of lemon than a complete rubdown in Colgate.
While Dr Muto doesn't put the 'ming' into platforming, it's not going to convert anyone to the cause. For a start, there's a checklist of clich?s to put up with - pools of lava that need to be traversed with multi-jumps, sections of slidey ice to be navigated carefully, rocket boots propel you over the larger gaps... In fact, each of the four themed worlds, while sizeable, is like a museum of derivative locations that read like episodes of Friends - the one with the water, the one with the fire, the one with the technology, and the one with the final boss. Still, there's a variety of gadgets to be tinkered with, and by zapping certain creatures with your suitably mad genius gun (it's called a splizz) you can sample their DNA to morph yourself into a variety of mutations to help you overcome certain tasks.
But while Dr Muto does seem to rely on the derivative, it's all put together surprisingly well. It's easy enough to play, camera problems are thin on the ground, and jumps are simple enough skips to perform. There's no ultra-frustrating unfair death syndrome here but, then again, there's nothing that inspired either. The dozens of tasks on each level are simple enough to fathom, but the execution of them feels a little bland. It's all tidy, decent stuff, but more functional than fun.
The visuals follow the same template: there's nothing prominently bad about the look of Dr Muto, with large arenas, occasional polka dots of imaginative enemy design and no eyesores of note. But it does feel a tad drab and pale, wearing its multi-format roots a bit too clearly. It's a decent enough game, and there are no major flaws bar the sensation that you're just going through the motions. Collect that, pull this shoot that, ferry those things from here to there. What happened to platformers of old where tests of dexterity and exploration weren't equivalent to anodyne jaunts through themed worlds?
If you've played any recent platformers, you'll probably find Dr Muto pleasant, but just not engaging. Imagine going back to Normal Halo difficulty after mastering Legendary mode; it's still a solid game, but one that offers little to immerse yourself in as you've already wrung out the majority of the goodness to be had. Then again, Xbox owners haven't got much choice when it comes to platformers of worthy note. You've got this mad scientist, a crazy bandicoot or a Tasmanian Tiger. Not forgetting, of course, the slightly superior funk-a-bout ToeJam and
Earl III (Issue 13, 7.9). So, it's just a question of "Why have cotton when you can have a slightly different bit of cotton?"

DRAGON'S LAIR 3D: RETURN TO THE LAIR
Looks good and is quietly addictive, but too dated to really hold your attention. One for patient kids
Adventure - Issue 29 (May 2004) - 5.3/10

(US01804E)
DragonsLair.txt
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If you're approaching retirement age with your memory still in full working order, chances are you'll recall the 'revolutionary' (yet undeniably crap) '80s arcade machine that was Dragon's Lair with misty eyes. Now back, revamped, redesigned and ready to entertain impressionable new audiences, the imaginatively titled Return to the Lair sees you once again battling a hotchpotch of absurdities all in the name of lurrrve.
You play Dirk the Daring, a heroic Indiana Jones type for the medieval generation. His quest is to rescue the sultry Princess Daphne (old age has made the lovely lady even leggier) from a big scaly dragon called Singe, who is holding her hostage in a gloomy tower belonging to - gulp! - an evil wizard.
Each part of this enormous structure is split into its own unique little puzzle or platforming challenge. These can include activating hidden door levers, functioning buttons with crossbows, acrobatically reaching perilous ledges, running between checkpoints, pummelling evil boss monsters or placing objects on magical posts. While much of the jumping and rope-swinging can be pretty yawnsome, there are some well-designed head-scratchers too. Floor puzzles, where you have to leap across moving tiles, can have you unsuspectingly hooked until you've cracked them, while various spells and abilities offer you new ways of combating adversity. There's a reasonable degree of variety throughout, for which developer Dragonstone deserves credit.
However, despite the inevitable influence of time, the notorious trial-and-error gameplay of the original title is not entirely absent. Sure, the button memorising sequences have long since vanished into a bottomless abyss, but you can still be zonked on the head by a moving wall, impaled by a fallen stalactite, or spiked by a booby-trapped cupboard with little warning. More than any other game in the world ever, Dragon's Lair 3D will probably see you dying more deaths than a Peter Andre comeback tour. Thankfully, while this sounds frustrating, generous restart points virtually return you to within inches of your point of death, and it can become a fun process learning exactly where you can and can't move, and what hazards you need to avoid.
Yet while Dragon's Lair 3D does have its merits, it is also riddled with downfalls. The sword slashing is so basic it makes passing wind after cabbage soup seem troublesome in comparison, and the atrocious collision detection is both frustrating and laughable in equal measure. But above all else, Dragon's Lair 3D is just too remarkably simple and retro in concept to offer anything more than a passing bit of fun. Only extreme nostalgics and the young need apply.

DREAMFALL: THE LONGEST JOURNEY
Long, yes. But time just slips by when you're playing this absorbing adventure game
Puzzle/Adventure - Issue 57 (July 2006) - 7.8/10

(MX00101E)
dreamfall.txt
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Ole Gunnar Solskjaer, A-ha and vikings. As cultural hotspots go, the permanently injured baby-faced footballer, cheesy 80s pop band and an army of pillaging rapists don't exactly put Norway on the map. But that could be about to change if Dreamfall is any indication. Norwegian developer Funcom has crafted an extraordinary and memorable adventure game, which may even single-handedly revive the fortunes of the ailing genre.
But first a word of warning: it's also actually a sequel to a 1999 point-and-click adventure that was only released on the PC. While it never enjoyed the popularity and iconic status of, say, the Monkey Island games, The Longest Journey built up enough of a cult following and ended on such a cliffhanger that an even longer journey was inevitable.
And so this game somewhat confusingly begins a decade later, with characters casually dropping references to the first game's events. In a nutshell, then: the year is 2219, the world is called Stark (essentially a slightly more futuristic version of Earth), and you initially play as 20-year-old girl-next-door Zoe Castillo, who has started receiving Ring-style cryptic visions on video screens of a young girl, a black house and a message asking her to "save April Ryan" - the heroine of the original game.
Fortunately, Zoe is as much in the dark as you are about what the hell it all means, which is the main reason why the game works. Dreamfall is big on plot, dialogue and character development, but not too bothered about player interaction or giving easy answers to the questions and themes it raises. You'll buy this game because you want to get lost in the story and watch large chunks of cut-scenes - sometimes as much of ten or 15 minutes of dialogue will unfold before you get a chance to resume control of whoever you're playing as. If you aren't prepared to sit back, listen and get swept up in it all then avoid and go back to playing Halo 2 for your quick action fix.
In the first five minutes alone you learn that Zoe lives with her dad in the small town of Casablanca, has recently broken up with her boyfriend but they remain on good terms, has dropped out of her bioengineering studies at college, is jobless and generally feels aimless and directionless, like many twentysomethings. Within these five minutes she comes across as 'real' and instantly likeable rather than whiny, and through a few simple button presses you've found out more about her than you would about most lead characters over the space of a ten-hour game.
The means by which you do this couldn't be any simpler. Zoe automatically turns her head to look at anything of interest, with one button icon for what she can see and another if there's an interaction available. Usually in adventure games you end up scouring the screen for an object you can either pick up or interact with in some way, but there's no such fussiness here. You don't even have to be near an object to find out more about it thanks to a Focus Field feature that lets you scan items of interest from afar.
Everything is kept as straightforward as possible, occasionally to the point where you may feel a bit too passive. Moving your character from location to location to trigger the next burst of dialogue or cut-scene isn't exactly taxing or particularly interactive. Fahrenheit got around this potential problem with mini-interactions using the analogue sticks as well as the multiple dialogue and action choices, having a real bearing on future events and the other characters that you controlled. In Dreamfall, the infrequent and limited choice of responses all lead to the same conclusion, though once or twice you can talk your way out of trouble. Ultimately it's as linear as all those old point-and-click adventure games from when the genre was in its prime.
Like we say, though, this won't matter to those who love their adventures and like their games slower and a little old fashioned. So it's unfortunate that Funcom felt the need to include more modern gameplay trappings in the form of beat 'em up and stealth segments. Quite simply, they don't work and almost ruin the entire game. The stealth-based objectives consist of sneaking past security robots and guards, or more accurately holding the Left trigger so your character adopts a hunched posture and keeps a fair distance from the enemy. There are no shadows to hide in, no noise meter to keep an eye on, and no Sam Fisher-style acrobatic moves. It's just too damn simple for its own good.
But the stealth sections seem masterful compared to the awful fighting bits that punctuate the game. You have a standard attack, a stronger attack that can be used to break an opponent's defences, a block and, well, that's it. Regardless of whether you're using your fists, your sword or a staff, these one-on-one battles always boil down to how fast you can bash the two attack buttons, and once again it's difficult not to bemoan the absence of combos or special moves. There's also a noticeable time delay between you pressing a button and the character performing the move, which is just unforgivable considering how frequently fights crop up in Dreamfall.
What's worse is that the action side of the game seems to have been given priority over the puzzles, which are - yes, you've guessed it - way too simplistic. While it's good that the game doesn't get bogged down in combining seemingly unrelated items from your inventory, illogical puzzles or running back and forth between a handful of locations, there's a distinct lack of grey matter required to solve what few puzzles there are. Solutions are signposted so obviously that your character may as well have 'idiot' tattooed on their forehead, and at the first sign of a challenging brainteaser you often have another character helping you every step of the way. Some of the timed lockpicking and mobile phone hacking puzzles are tricky, but these are mini-games and so don't really count. It's roughly a ten-hour game, which is 95 per cent down to the lengthy dialogue rather than you getting stuck.
Take nothing away from Dreamfall, though: this is one of the best adventure games of recent times. It presents a credible vision of a futuristic world, features two strong, feisty female leads, and allows its gripping story plenty of room and time to breathe. The ambiguous and downright frustrating ending is difficult to swallow after investing so much time in the plot and characters, but at least there's plenty of potential for a third game to wrap things up. Do us a favour by buying this to help ensure it gets made.

DRIV3R
Beautifully rendered cars and very violent, but most stupid AI ever and there's pop-up! On Xbox!
Action - Issue 32 (August 2004) - 6.9/10

(IG05602W)
Driv3r.txt
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Tanner is a cop, a cop who knows how to get results. Tanner shoots first, asks questions later. Tanner knows the streets; this is his neighbourhood. Tanner sleeps with a gun by his side, and likes his woman like his liquor: cheap, Russian, and made from potatoes. Tanner is all cop... apart from those crustacean genes that make him walk like a crab. Tanner, Tanner, he's our man, if he can't do it, no one can.
Driv3r (pronounced Driv-three-r presumably) is here, and it's trying to scrape its keys down the side of action gaming and steal its fluffy dice.
Tanner, undercover cop and star of previous games such as Dr1ver and D2iver (sic), has returned, having, it seems, not learned a thing from the GTA games that have since so deftly swiped the crown from his bonce. Don't worry, we won't repeatedly reference GTA throughout this review. Such comparisons would be wholly unfair, and won't paint a true picture of Driv3r's nature, but it has to be said, with GTA setting such a high new benchmark, you'd at least try and aim for somewhere near it, wouldn't you?
The game begins on dubious ground, with Tanner racing alongside his companions to the scene of a siege. It seems radio communication is down because - and get this - if you don't manage to keep up with the pack of pedestrian-harvesting cop cars, you lose the first mission. Why? Is it police policy to try and shake off their colleagues in the hope of losing them on the way to a crime scene? We wouldn't usually pay so much attention to something so trifling so early on in the game, but in this case it acts as a perfect indication of what Driv3r is made of. The game, for all the fun you may or may not have, is a bundle of inconsistencies, illogical missions, dopey AI and irrelevancies.
The actual driving physics, car models, collision detection and vehicle handling are second to none. They really are superb. Like previous Driver games, you can Take A Drive before embarking on a mission, which is a little like taking a sightseeing tour without plastic cagoules and disposable cameras. You can choose your vehicle and destination, then take to the streets. Pull 180s, smash through stacks of boxes, demolish what you will, because it's deeply satisfying. Try out your weapons by blowing a traffic jam to smithereens or just have a browse around, because once you embark on the missions proper, you'll question virtually everything you're asked to do. As a side note, the Take A Drive option begs the question why such vast cities have been created. Pop-up is rife, and seeing as this is the only free-roaming element of the game you'll encounter, you'll wish smaller, tighter gaming areas had been implemented to cut down on the hideous 'an-18-wheeler-has-popped-up-five-feet-in-front-of-me-and-it's-going-to-squash-me-like-a-bug' scenarios.
Many of Driv3r's missions are now on foot (guess is wouldn't have had so much impact had it been called Stroll3r), and it is in these that Driv3r suffers the most. As we mentioned, Tanner scuttles about like a crab, unable to jump the most meagre ledges, yet perfectly at home sliding to-and-fro. He doesn't truly understand your commands either, opting sometimes to merely stand and admire a car, rather than jump in and drive it. But maybe it's best to not get in a car at all, because the strolling Tanner seems invisible at points. The AI is set firmly on attacking you, for the most part, when you're behind a wheel. Step out to stretch your legs and the game seems to lose you. One example is the Trapped mission, where you're being chased through a shopping mall complex by a frenzied cop car. If you don't drive like a devil you're as good as smashed to pieces, but there's a simple flaw you can manipulate to your own ends. Get out the car, shoot the policeman who's driving, and then go about your business. So many of these potentially difficult missions rely on nothing more than you stepping out, shooting, then driving off. Hardly 'Driver' is it?
The missions themselves are also too much to believe. You are an undercover cop, yet you have the wholesale slaughter of entire police divisions on your hands. You have to smash, burn, blow up and maim hundreds of policemen throughout your batty missions, but never suffer the consequences of killing them, besides being greeted with another wave arriving for a similar fate. Their presence is also dubious. Go a nudge over the speed limit and you're set upon with all the hellish force of the law, yet spend minutes at a time blowing up cars and killing people in a very nasty manner and not a single siren will be heard. The level at which you obtain a wanted status isn't incremental. You're either hunted to extinction until they eventually kill you or, simply, you're not.
One of the fundamental rules of a game is that, should you die, it is through your own doing, not because the game is flawed. However, such is the randomness and unpredictability of Driv3r's enemy AI, you could die because the game doesn't know in what measure it should react to your actions. And don't get us started on the CPU drivers in the cities. They'd as happily cross the central reservation to pull into a non-existent road as they would drive off a cliff.
Driv3r is a big metal box of contradictions. On one hand it is programming perfection. The cars have been designed and implemented to almost anal detail. They are a joy to drive. It's just a shame that what you are then asked to do with your dream cars, and the constraints the game places on you, render the fun pretty much void. If only the AI, mission structure and level design had as much attention lavished on them, we could be looking at a classic. As it is, Driv3r is little more than a showcase for Reflection's ability to create superbly realistic vehicle models muddied with horrendously misplaced storytelling and AI that could be put to shame by a toaster.

DRIVER PARALLEL LINES
One game, two time periods! Taking the Driver series back to what it does best (actual driving)
Driving - Issue 54 (April 2006) - 8.6/10

(IG12703W)
driverpl.txt
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We hammered Driver Parallel Lines for over five hours before we came to a mission that forced us to get out of the car. The Driver series has finally returned to doing what it does best - driving.
Parallel Lines kicks the shoddy ways of Driv3r (Issue 32, 6.9) to the kerb, abandoning Tanner's rubbish walking tendencies and story that made no sense. An undercover cop who kills other cops by the dozen? You won't find any of that here. New, no-nonsense Driver takes things down a simpler, less stupid route. Your character is referred to simply as The Kid. You're new on the streets and, predictably, want to build up your reputation in the criminal underworld. Word gets about that you're a dab hand with a motor, and so the mayhem begins.
1970s New York is where it all kicks off, but Parallel Lines won't keep you locked in the past. We won't spoil the plot for you, but events take a huge twist halfway through the game, and you suddenly find yourself in a transformed, modern-day New York City (the twist isn't time travel, in case you're wondering). The transformation is fantastic - the streets look more up-to-date, the pedestrians stop dressing like lentil-eating hippies, and the floaty 1970s-style coup‚s and boat-sized sedans are replaced with chunky SUVs and trim sports cars.
Both the past and present forms of the city look great. From the moment you turn on Parallel Lines the game oozes visual quality. The cut-scenes are super-slick, as you'd expect from the series. The buildings are far more detailed and the pop-up has been massively reduced from the previous game. You may notice the odd building appear now and then, but when you're burning along at 120mph it's hardly surprising. It runs silky smooth the whole time, despite there being more cars on the roads than you'd care to count, and streets being so full of pedestrians that a even a split-second mounting of the kerb will get you a multi-kill to be proud of.
The driving physics are much better than before, too - some of the best we've seen. Cars have a realistic sense of weight and tyre-screeching handbrake turns feel fantastic. You can almost feel the metal crunching in collisions, and the dead driver in the other car helps support the illusion. The damage on your car is amazing - every part of it dents realistically, windows smash and bits fall off into the road. It's not just your car that does this, but the environment as well.
Those classic Driver-style alleyways are packed with even more destructible junk than ever. There's nothing more satisfying that roaring through a long trash-filled alley with boxes, bins, fences and God knows what else battering off your car, then blasting out the other end onto a main road, leaving behind a mass of litter scattered everywhere. And you'll never be short for alleys to wreck, because the New York in Parallel Lines is absolutely enormous.
Whereas Driv3r contained three fairly large but separate cities, Parallel Lines combines the equivalent of all three cities in one enormous New York environment. The city is sprawled over three islands - New Jersey, Manhattan and Queens - with bridges connecting each. Can we hear someone coughing 'Grand Theft Auto!' behind their hand? Sure, it's similar, but unlike GTA, Parallel Lines blends the three islands together seamlessly, without any apparent loading delays. It also gives you complete freedom to roam the entire map from the very beginning, with missions spread over all three islands. The sense of freedom is cool although the major downfall of such a large environment is that the missions are so far apart that driving to them can take forever. This puts a fair delay on your progression through the story and disrupts the flow of action, although it isn't a disaster by any means - you might enjoy simply driving through the streets. Complete freedom of the islands rules out the need for a separate Take a Ride mode - now you can 'take your ride' between missions.
The usual Driving Games mode has also been blended into the main single-player campaign, with places on the map where you can go to enter street races, small chase missions and all manner of non-story-driven madness. So instead of having three separate modes of gameplay like in previous games, Parallel Lines throws everything into one massive cauldron of driving goodness. It's clear Reflections wanted this game to have the biggest and best single-player mode it could. And with the focus on actual driving this time, it's succeeded.
It's great to see Driver dump those crap on-foot-only missions and return to its pure driving roots. You've got your usual high-speed chases and pick-up and drop-off missions. But Parallel Lines always goes that extra mile to make the experience surprising, varied and more of a thrill. So you'll get an already crazy mission, like chasing a copter through the city on a motorbike, that spices things up further by making you use ramps to jump over rivers and up onto rooftops to keep up.
Another example is when you're asked to steal a collection of valuable cars. Only enhanced security prevents you from leaping into the cars and pinching them like normal, so you have to get a tow truck and drag them away while their gangster owners chase you, leaning out of their windows and shooting at you. The towed car snakes treacherously left and right as you throw it round corners, realistically tugging the rear end of your truck all over the road. You have to fight with the steering to keep it going in a straight line. It's utter madness and very challenging but great fun.
Missions rarely fall below this frantic pace, but on the occasions that you do have to get out of your car you'll find a massively improved on-foot control system. The twitchy dual-analogue controls of Driv3r are gone. Now, full movement is on the left stick, with aiming handled by a lock-on target system, pretty much like every third-person should play. However, just like in the Grand Theft Auto titles, the targeting isn't flawless - sometimes it'll target a civilian or a car, instead of the cop who's pointing a shotgun at your chest.
It's particularly infuriating when a targeting error results in your death, which is often the case because the police in this game don't mess about. Get them angry and they get mean. Their driving AI is far better than before, now that they can swerve through thick traffic almost as well as you. Get out of your car and they'll do the same, chasing you while firing big guns in your direction. Jumping out of your car was a good way to lose the cops in Driv3r - this time around, it's not such a smart idea. Not only because they put up a better fight, but also because of a new, more realistic felony system.
Now there are two felony bars: one for you and one for your car. Let's say a cop sees you speeding and gives chase. The felony bar for your car rises but not for your person, because he hasn't seen your face yet. So now your car is what's known on the street as 'dirty'. And if you lose the cop and ditch the car - the only thing that links you to the crime - your personal felony bar remains empty. But if you jump out of the car when the chasing cop can still see you, the car's felony level moves to your personal bar, and he will then recognise you as the criminal to chase. Cool, huh?
It gets better. If you have felony on your personal bar but you hijack a 'clean' car (without the police seeing, obviously), you can drive right past a patrol car and they'll never know. It's a really clever idea, and one that it puts Grand Theft Auto's comparatively shallow, unrealistic 'wanted stars' system to shame.
It adds more depth to the game, too. In previous Driver games, or any urban crime game for that matter, if you cause enough havoc to achieve maximum felony level, you're screwed. This brilliant system gives you the opportunity to use skill and cunning to escape the long arm of the law. And the fact that the cops' ability to 'see' plays such a significant role in how the system operates massively increases the illusion that you're running from real cops with realistic human abilities, not magic police who know your whereabouts and what car you're driving no matter what.
But with all this realism it's refreshing to see that Driver Parallel Lines doesn't take itself too seriously. There are no shooting-range training missions or any dull crap like that. It's just pure fun. It gives you a huge city, a bunch of cool cars, some guns and dozens of great missions - not to mention two different decades to mess about in - and lets you off the leash to go crazy. It's unfortunate that there's no sign of the multiplayer modes that were being touted during development - there's potential for some really cool multiplayer chase modes here. And the long journeys you're forced to take to reach mission points can be tiresome and tend to fragment the action.
Nevertheless, Parallel Lines is a genuine and triumphant return to form for the Driver series, and even shows the mighty Grand Theft Auto franchise a few cool new tricks along the way.

DUNGEONS & DRAGONS: HEROES
Fun in multiplayer, and the environments are great, but an unwieldy camera spoils things
RPG - Issue 23 (December 2003) - 6.9/10

(IG01907E)
Dungeons.txt
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Dungeons & Dragons is the grandaddy of all role-playing games. The franchise has been around almost as long as there have been RPGs so it follows that, after years of refinement, a D&D videogame released in 2003 should be pretty bloody fantastic.
Unfortunately for Dungeons and Dragons: Heroes, it comes hot on the heels of the genre's acme, Star Wars: Knights of the Old Republic (Issue 20, 9.5) and, not least failing to match that title, Atari's RPG even falls a little short of last year's obvious influence, Baldur's Gate: Dark Alliance (Issue 08, 8.5).
D&D: Heroes launches you into a world of sub-Tolkien clich? as you take on the role of one of four resurrected legendary heroes in a bid to defeat the returning evil wizard Kaedin. The linear gameplay takes you on a straightforward hack 'n' slash path beginning in ominous catacombs and taking you through Castle Baele and then finally to a portal that leads to various elemental-themed stages. As you travel through the levels you must find 20 missing shards from your weapon which, once gathered, return it to its former glory, equipping you for the final battle. As far as the story goes that's about it and die-hard RPG narrative fans will be disappointed with the clunky inconsistency of interchanging FMV and awkward in-game cutscenes. There are no plot twists, no interesting characters and no moral decisions needing to be made. You might call this an action RPG-lite.
Fortunately, the fighting gameplay is implemented competently as you equip your weapon and choose your magic upgrades as you level up. You have the ubiquitous HP and MP bars and can also equip a variety of interesting secondary projectile weapons found in the multitude of boxes lying around. If anything, the game makes it all too easy for the player, with an unbalanced profusion of overly strong weaponry and skills. You hack, slash, heal and follow the carefully plotted map around the arenas in what is gameplay-wise essentially the 20-year-old classic Gauntlet. The similarities with Gauntlet 's heritage are heightened when up to three friends join you in your quest. Unfortunately, the developer has failed to make the experience any richer in team multiplay and there are no extra attacks or combos. A missed opportunity if ever there was one.
D&D: Heroes is not a bad game. It's good for a rainy afternoon, can pass the time quite enjoyably and there are certainly worse games out there. It's just that titles such as Star Wars: KOTOR have raised the Western RPG bar so high that basic hacking RPGs seem a little more hackneyed than they used to.

DYNASTY WARRIORS 3
Pure aggression and drama. Masses of characters and battlefields
Action - Issue 10 (December 2002) - 7.8/10

(KO00303E)
Dynasty3.txt
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In second and third century China, three dynasties waged brutal war to determine the fate of their country. Eighteen hundred years later, Dynasty Warriors 3 uses the conflict as a backdrop for its combination of real-time strategy, RPG and beat-'em-up.
Although not everyone will jump at a game based on 600 year-old novel Romance of the Three Kingdoms, the historical inspiration definitely adds a sense of authenticity and intrigue. You get to choose from 41 different warriors, each one blessed with the strength of a thousand troops.
The beauty of Dynasty Warriors 3 is that it really makes you feel capable of taking on the world and winning. Your character hacks and slashes his way through anything up to 100 on-screen enemies. You start out with basic combat skills, which are then gradually improved through item collection.
With every kill, your character's Mousou bar increases. When it's full, you can unleash a barrage of hits ten seconds long, blasting your way through line upon line of enemies. It's a powerful and addictive feeling that will keep you glued to the controller. And after a few battles, smacking unfortunate enemies around with devastating attacks becomes second nature.
To prevent the game becoming too repetitive, there is an added tactical element to the carnage. Enemy generals make your general a prime target and, if he dies, it's game over. You often have to divert attacks to a different part of the battlefield to protect your superior or, in other situations, help out weakened units.
Dramatic but poorly voice-acted cut-scenes advise you where to go. If you need to move to the opposite end of the battlefield you can jump on a horse and charge through enemy lines.
You'll have to try and look beyond the functional graphics, too. It's immediately apparent that this is a straight port from the PlayStation 2 game. It's a shame, because the game is crying out for some bump-mapping and detailed graphical features. But there are a few new options in the Xbox version, including the ability to choose different bodyguards for your character and a new movie option where you can alter the three ending sequences.
Dynasty Warriors 3 is pure aggression and high drama. It's also huge, with masses of characters and battlefields. If any PS2 game deserves to be on Xbox, this is it.

DYNASTY WARRIORS 4
Gameplay rocks but it lacks the new features you'd expect in a sequel
Action - Issue 23 (December 2003) - 6.5/10

(KO00408E)
Dynasty4.txt
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Dynasty Warriors is rapidly becoming one of those series that never really has true sequels anymore. Last year's solid game was heavily criticised for being the same as the previous one... and it seems that very few lessons have been learned.
It's a hack 'n' slash adventure where three warring kingdoms struggle for control of medieval China. Playing as one of 45 different officers, you run around the battlefield slaying as many adversaries as possible. The more you defeat, the harder your allies will fight as everyone's morale increases. Morale is affected in a variety of ways, from the death of one of your fellow officers to the destruction of an enemy stronghold or the capture of a traitorous informant. Short cutscenes appear mid-battle to offer hints about these decisive subquests.
Although the gameplay is identical to DW3, the missions have been shortened considerably. No longer do you have to hack and cleave for hours on end just to complete one mission, which is definitely a good thing. This also helps when you want to replay a mission to try and complete the various subquests.
Another new feature is the duelling against lone enemy officers. It's a nice idea, but the execution is poor. With a simple control system best suited for fighting multiple enemies, it just doesn't cut it for one-on-one battles. They are nothing more than a button-basher from the word go, and exactly the same is true for the pitiful two-player Versus mode.
DW4's multiplayer modes also expose significant graphical weaknesses. In the single-player game, you're too busy chopping away to notice that the characters are only fractionally sharper than last year's game. Your enemies don't look any different and there certainly aren't any more on-screen enemies at one time. All these things should have been addressed, yet there's still plenty of slowdown, very flat and empty landscapes and too much fog.
But for all these criticisms, DW4 is still an addictive experience when you're smashing your way through hundreds of foes at once. That sensation of "Holy crap!" when you execute cataclysmic Mousou attacks is downright undeniable. If only Koei had come up trumps with some graphical improvements over the PlayStation 2 version and maybe even some Xbox Live content, this sequel would have felt so much more worthwhile. If you've never played a Dynasty Warriors game before then this is a reasonable time to start. Otherwise, you might just as well dust off last year's game and save yourself some money.

EGGO MANIA
Decent two-player, brain-scratching fun
Puzzle - Issue 8 (October 2002) - 6.5/10

(KB00201E)
Eggo.txt
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Classic puzzler Tetris had such a big effect on video gaming when it appeared in the late 80s that it's still around in full effect today; in the form of 'enhanced' sequels such as Tetris Worlds (Issue 09, 6.0) and in the hundreds of other puzzle games it has inspired.
Eggo Mania is one such tribute. In the game, the original concept of slotting falling shapes together to form lines remains intact, but with a number of big twists.
Firstly, you're not trying to keep your well (the playing area) clear of blocks, you're trying to build a tower so that your little egg man can reach the hot air balloon floating high above him before his rival reaches his.
As you're building, the water level around your tower rises, causing any unfinished rows of blocks it touches to weaken and collapse.
The way the game is controlled is quite different from Tetris, too. Instead of making shapes drop straight into place, you control a cute egg-person who has to jump around the screen catching crates, then place the blocks inside them in position.
Power-ups, which also fall down the screen, can both help you and hinder your opponent, although their random presence can be unwelcome. Because you don't really need to work for these power-ups - you just catch them as they fall - it feels unfair when the other player blows up a chunk of your tower.
There are also creatures that occasionally fly onto the screen and steal crates out of your hands; another random factor that just interferes with the puzzle gameplay. Thankfully, you can turn any of the features on or off before playing, so you can always play without the added hassle of certain power-ups.
Once you get the hang of things (which doesn't take long) Eggo Mania becomes an entertaining two-player game. Being in charge of an egg with hands and feet rather than just some spinning blocks gives the game a different feel to other puzzle titles, although some will no doubt find it to be an unnecessary addition to the simple gameplay.
Controlling your character is fiddlier than it could have been - not least because you need to press Up on the directional pad to jump, rather than a button - and the graphics and sound certainly won't trouble your Xbox in the slightest.
But as far as head-to-head puzzle games go, this is pretty much your only option on Xbox right now. It's a solid puzzler that would be great at a budget price.

ELDER SCROLLS III: MORROWIND
By turns, wondrous, unconventional and boring. Unique, but slow
RPG - Issue 9 (November 2002) - 7.6/10

(US02102E)
Elder.txt
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How many games have you played with doors in the scenery that never open? There are plenty, inlcuding the likes of Halo and Max Payne. No such restrictions are present in The Elder Scrolls III: Morrowind. If you can see a door, you will be able to go through it.
Morrowind is an RPG that lets you go anywhere, do anything and be anyone - the kind of famed non-linearity that many games have promised but few have delivered. The level of freedom is a real achievement, but it's hard not to find the game as a whole intimidating because it's almost scarily deep.
Most games lay their cards on the table and reveal the plot right from the intro sequence. Here, it's up to you to actively investigate your way from town to town before you can even begin to piece together the plight of the people and what heroic or villainous part you'd like to play. It's easy to be overwhelmed by the astronomical scale of the quest on offer, as it's a role-playing game in the true sense of the term. You literally make your own adventure, and that's a tough task. You have to live Morrowind in order to get anything out of it, but it's hard to fully immerse yourself in the world on offer for several reasons.
For starters, it's not good looking enough. While the visuals can, on occasion, combine to producing a stunning scene (water and weather effects are pretty, and the real-time sunrise and sunset are very well done) overall it's rough, stubbly and drab.
The draw distance is poor, meaning that splendid views are out of the question. It's a shame, since some of the architecture and scenery is imaginative and detailed. Designed and realised on a sufficiently large scale to make you feel that you're deep in another world, you'll never get to see the makeup of the landscape unless you're within touching distance. If it looked prettier, then having to perform a series of mundane tasks just to earn some spending cash would be less tiresome.
Also, the combat is just plain dull. Okay, the game is based around a dice-fondling, Dungeons & Dragons kind of universe, where each swipe of your weapon or cast of a spell has a chance of not hitting your opponent. But since everything is played in first-person view, with analogue controls as excellently subtle as those in Halo, using such a basic system of combat is a backward step. It's one place where the stats should have been made invisible. Doing so would've made for a much more believable experience.
However, the internal workings of the Morrowind game world are impressively thorough, consistent and logical.
For example, swimming is better for you than running, and will beef up your constitution more swiftly. Try to steal from someone in plain sight, and they'll report your crime and try to kick your arse. Pinch their possessions out of view, however, and you can get away with it - just don't try and sell it back to them, or they may twig you.
It's amazing, rigorous detail like this that lets you indulge in your own stupid ideas, and helps dip you further into the insanely detailed ocean of possibility and choice that is Morrowind.
It's also worth mentioning that the control method is accessible and simple to navigate. Though conversations with other characters can get quite lengthy, important words are highlighted in bold, and these are stored as user-friendly keywords for future chats.
It could so easily have been a complicated nightmare, but developer Bethesda has made this aspect fairly painless. On the one hand, Morrowind is an awe-inspiring achievement, with an astounding amount of choices and freedom in nearly all aspects of the game.
But on the other hand, it suffers from poor visuals and comedy combat that even the most forgiving adventurers will be hard pressed to ignore. And to play the game properly requires a marriage-like level of commitment.
If you're able to venture on through such barriers then Morrowind could potentially absorb you unlike any other video game ever has. It's unique among Xbox titles and if anyone ever tells you to get a life, there's one waiting for you right here.

ENCLAVE
Involving, but the catalogue of annoyances becomes annoying
Action adventure - Issue 6 (August 2002) - 5.8/10

(SW00101E)
Enclave.txt
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Pitched battles between good and evil are as timeless as the ball of rock we live on. If the history of our planet can teach us one lesson, it's that people rarely get on. It's a shame, but the plain fact is that humans seem addicted to bloody warfare.
But to be fair, it's not just humans that enjoy killing each other, for it seems that orcs, goblins and their ilk also like to spend much of their time dismembering and pillaging. Enclave proves it, since the little bleeders are at it all the time and everywhere.
Big pointy sticks, sharp-bladed swords, puncturing crossbow bolts and magical blasts abound, and it's no wonder. Because this time, it's the big one - Light versus Dark. Or, as the plot of Enclave puts it, Celenheim versus the Outlanders. And since you're the player - the big cheese, this whole universe's reason for being - you get to play as both sides.
Whichever side you fight on, some things are certain - that much death will ensue before it's all over, and that you'll have been responsible for most of it. You cad.
First impressions count, and with this game, they're all positive. The presentation is ostentatious, with lush, animated menus revealed at every press of the button. The opening sequence shows a lusciously rendered book that spills its tale of legend and derring-do from every yellowing page. FMV done, it's straight into action...
The gameplay is a third-person romp (with an inferior first person view added) through gorgeously depicted fantasy settings. And as you can see from the screenshots liberally scattered over these pages, the Middle Ages-inspired Enclave is one of the best looking games yet seen on Xbox.
The whole world is coated in deliciously high-resolution textures, which means castles looking stonier and wood looking, well, woodier than ever before. Excellent lighting adds a depth and moodiness to the gothic setting and while it isn't the most original fantasy world you'll have ever seen, it's unlikely that this kind of generic gothiness has ever been so well executed before.
The graphical excellence extends to the characters, too. The admirably high resolution means that detail after detail is added to each and every character you come across. The animation's simply amazing - the goading 'come and have a go if you think you're hard enough' hand motion of the goblins being an excellent example. It's clear that a painstaking amount of work has gone into ensuring Enclave looks even sharper than the blades you get to swing around with gay abandon.
Despite the glorious look of the levels, many of them are strangely non-interactive. It's all very well making each and every surface look as realistic as is humanly possible, but the illusion is broken when a blow from a massive broadsword fails to make a tapestry sway, even a tiny bit.
The only items you can interact with cause an icon in the top left of the screen to light up, indicating that a quick squeeze of the left trigger will utilise the switch, lock or whatever you're standing next to. It makes the experience feel a lot emptier than we'd have liked. Xbox power has been used to make everything look pretty, rather than to give the player more to do.
The non interaction also extends to the combat itself, particularly in melee situations. It's easy to feel far removed from the action as there's no feeling of contact between weapons and bodies. Enemies barely react to the supposedly powerful blows you dish out,
and this problem is something Starbreeze Studios has obviously tried to rectify with the addition of RPG-style hit points appearing every time you strike a blow. A blast of magic might see '40' rising from an enemy to signify the hefty destruction you've supposedly wrought. That might work in an RPG, but it doesn't work at all here. Action games works best when you feel like you are directly making a difference in the game world, which is why watching equipment get blown about in Halo is so endlessly satisfying.
Enclave's arbitrary hit points feel tacked on, in a last-minute bid to persuade the player that the expensive new sword they've just bought really is more powerful than the last one. "Wow! Five more damage points than usual!" But there's no escaping the conclusion that the absence of genuine enemy reaction makes combat feel haphazard and inaccurate.
The lack of involvement during melee combat is so bad that it's hard to tell if you've even been hit or not. So it's quite possible to think you've emerged from a skirmish without a scratch, only to glance at the energy meter and discover you're almost dead.
If only these were Enclave's only shortcomings. For all the glamour and next-gennery of the game's spangly graphics, the gameplay is decidedly old hat in many areas. AI is non-existent, somehow managing to make enemies as thick as black treacle. It's often possible to shoot crossbow bolts into an enemy from afar and they just stand there and wait for more. Surely orcs aren't that thick? On other occasions, foes will thoughtlessly pile into your swishing sword until they're all dead, like magical, leather jerkin wearing morons.
Even more old-fashioned is the game's policy on death. Spent ages fighting to almost the end of a level? Died at the very last gasp, largely thanks to the sloppy combat? Sorry, don't care - back to the start with you, young man. You'll have to do it all over again and it's a very bitter pill to swallow after Halo's checkpoint system, not to mention an unfair way of extending the game's lifespan. Even one save point halfway through each level would make the game fairer without making it a doddle.
Combined with the game's inherent harshness is the way enemies are hidden in places you're highly unlikely to spot on your first play through. Walking around a corner for the first time often leaves you at the mercy of unseen assassins or ambushes. And since enemies are in exactly the same place each time you play, an unfair death the first time round tends to precede an easy, joyless and totally unfulfilling victory the next. It's a dated gameplay approach.
Additionally, a horribly spiky and arbitrary difficulty curve throws up some unfairly difficult sections where you die again and again. When reaching these sections takes a good half hour and a quick death means doing it all again, at times you'll hate Enclave with a passion.
Odd camera niggles don't help, either. The game often switches clumsily to first-person mode when you're fighting in confined spaces. And jumping or crouching to get past obstacles is awkward and ungainly, especially since characters are prone to getting stuck on scenery when the going gets narrow.
Strangely though, for all its faults, Enclave is an occasionally satisfying experience. Beating a level you've been working at for ages produces a reasonable squirt of achievement, and having many characters enables a pleasing variety of approaches and choice of weaponry. The ability to play through the game from opposing points of view is a nice touch, too.
What's more, the large amount of equipment that can be bought with the spoils of each mission makes pre-quest shopping enjoyable, and replaying less irritating missions is worthwhile since more treasure appears on a map that's been soundly beaten a first time.
Enclave isn't a hateful experience like Nightcaster (Issue 04, 4.2) or Azurik (Issue 04, 3.8), and progression through the game is enjoyable at times. After all, only a real killjoy would deny that the game's looks provide a significant lure, since you always want to see what's around the next corner. Some mighty fine sights await those prepared to fight the whole way through.
But the fact remains that much of the time, the game is both harsh and unfair. Some of the most impressive sights Xbox has yet produced don't make up for the schoolboy AI errors, sloppy combat and frequent, totally inexcusable deaths. Polished or not, Enclave is too full of annoyances to be gripping fun hour after hour. It's hard to give a hearty recommendation to a game like this.

ENGLAND INTERNATIONAL FOOTBALL
Competent and intuitive footy sim. Single-player will last ages; Live will last forever
Sports - Issue 29 (May 2004) - 8.2/10 - Xbox Live features ****

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Ah, football. Wasn't it? Freshly cut grass, muddy boots, the unmistakable changing room aroma of Deep Heat and sweaty men... But for the popular national sport, there's a surprising dearth of decent Xbox titles. FIFA 2004 (Issue 23, 8.7) is the best of the bunch, but towards the end of last year, Codies' promising (if ambitious) franchise Club Football (Issue 22, 8.0) rose like a salmon to nod home a brilliant debut goal. As national pride reaches fever pitch this summer with Euro 2004, it seems only fitting that Codies pounces onto this as Michael Owen would a teasingly accurate through-ball and releases a tie-in footy sim. And more than this, it's managed to tap the holy grail of football games - online play via Xbox Live. Get in!
EIF uses the same engine as Club Football, so unsurprisingly it plays almost exactly the same, but this is no bad thing. The presentation has been given a good scrubbing, so all 25 England players look brilliantly lifelike, although the crowd effects remain relatively bland and disappointing. The core of any quality football title, however, is realistic gameplay, and EIF delivers like a perfectly weighted Beckham cross.
Any fan knows it's no fun when winning a match is simply a matter of repeatedly dribbling around the opposition from kick-off and banging in goal after goal. In EIF the opposing teams are a lot more switched on than this, thanks to some challenging and impressive AI, that is not only adept at tackling and countering your every move, but is pretty effective at anticipating your next pass as well. This calls for thoughtful and measured play, mixing up short and long passes with through-balls. Although initially tricky, this quickly becomes a rewarding experience as you're forced to play the beautiful game exactly the way it should be played. The game flows along at a decent pace, although there doesn't seem to be much difference between players' running and sprinting.
The only shortfall EIF is guilty of is that because of the lack of any real individual player skill, dribbling sometimes feels a bit awkward and laboured. Turning on the ball isn't that effective either, more often than not resulting in the loss of possession, and is exemplified by the inclusion of skill moves on other footy titles. There aren't a great deal of technical options either, particularly in dead ball situations, where it's more a case of roughly lining up the ball's direction and guesstimating the power needed, rather than precisely placing the ball with a measured degree of spin. The upside of this is that the controls are simplified, making EIF easier to get into than the Leeds first team, and gives the game an accessible appeal.
But the reason we're so excited is that EIF is fully playable on Live, and here's where it shines. The single-player game admittedly isn't as good as it could be (although it features 20 European teams, 12 International sides, Custom tournaments, leagues, the Euro 2004 championship and the return of the brilliant Create-A-Player option - see When Saturday Comes, above), but gather round a few mates and play two vs two, and it's hours of fun. Alternatively, fire up Xbox Live to take on anyone game enough, though unfortunately there's only the option of one on one or two-player co-op online. Still, there's no slowdown or lag over Xbox Live, so your virtual virtuosos will skip across the pitch just as fast as they would offline, keeping the game fast and fluid.
We've been waiting for ages for a decent online-enabled footy sim. While it's not quite the Jules Rimet of multiplayer madness we hoped for, EIF stamps its authority over the opposition from the off, just like Vinnie Jones. Back of the net.

ENTER THE MATRIX
A slick action romp that genuinely adds something new to the licence
Action - Issue 17 (June 2003) - 8.5/10

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Running up and down walls, leaping over rooftops, stopping bullets with the flick of a wrist and treating gravity like it's a suggestion not a rule. Trench coats, shades, catsuits and a bald black dude with more sense than Yoda and more moves than Bruce - all wrapped up in a common cause to fight the system. The Matrix redefined cinematic cool and gave a generation of disenchanted film fans a reason to get excited about science fiction again. Not a bad achievement considering it's got Keanu Reeves in it.
But it's been nearly four years since the original wowed audiences, and vital ingredients that would have made the first movie a sure-fire gaming success have been long showing up in other titles. Max Payne introduced Bullet Time all the way back in Issue 02, so we need more than a bit of slow-motion gunplay to make the film franchise come to life.
But now to coincide with the long-awaited release of the movie sequel Matrix Reloaded, we're finally served with a game bearing the hallowed 'M' word. But is it a case of too little too late, or are we all going to fall down the rabbit hole?
We knew we had a hot property on our hands when our exclusive Enter The Matrix review code had the editor's surname watermarked throughout. Security is tight, but then a lot is riding on the success of this title. The biggest movie licence to hit video games since Skywalker first fired up a lightsaber has one hell of a lot of living up to do.
And in typical Matrix fashion, nothing is as it seems. Firstly, you don't get to play as chief ass-kicker Neo. Instead you choose between Morpheus's ex-girlfriend Niobe and a mysterious oriental gunslinger called Ghost. Secondly, the game isn't a reproduction of the film. Oh, and there's a fair amount of driving to be done as well. But don't look so puzzled because as Morpheus would say, there's nothing to fear from the unexpected - and Enter The Matrix breaks new ground in more ways than one.
The plot is original both in concept and content. Hailing from the pen of the Wachowski brothers (the writers and directors behind the films), the game narrative runs parallel with the new movie's story and in some instances actually intersects with the film's plot. Background characters in the film play a much bigger role in the game, offering a better understanding of 'the big picture'.
But it's not just the story that's fresh. The game is also littered with an hour's worth of FMV footage produced specifically for the game and incorporating all the major actors performing on custom-designed sets. Money has been poured into this project from a great height and it shows.
The game is largely of the third-person run, kick and shoot variety, punctuated by bolt-on driving interludes and some Tomb Raider-esque acrobatic exploration stages. The in-game events vary depending on which character you choose to play as at the start. In one stage, Ghost has to fight his way to an airport tower and provide covering fire, while playing as Niobe sees you fighting an agent on board a jet. Each character's separate approach means that once you've completed the game you'll be keen to play through again, resulting in the vital lastability factor getting cranked up a notch.
But fancy game design is mere decoration compared to the all-important control mechanism. The ability to easily pull off the tricks and stunts that gave The Matrix its trademark style is essential - and fortunately easy to accomplish. Bullet Time is replaced by Focus, a slow-motion effect that automatically replenishes and acts as the backdrop to the more spectacular effects. Want to run along a wall? Simply approach it at an angle and pull the Left trigger. Cartwheels, dives and somersaults are also executed in a similar manner - with or without guns at the ready. Acrobatics are easy to achieve and impressive to watch.
Unarmed combat is also a motion-captured show-stopper. Execution is still very simple, with punch, kick, counter and throw each receiving the one-button treatment. A flurry of button pressing results in choreographed combinations that look both slick and stylised without too much effort on the part of the player - something that may frustrate hardcore fight fans. Your character's position in relation to the target and the decision to apply Focus mode often results in different fighting sequences, which provides a good variety of onscreen action.
The combat, gymnastics and auto-aim gunplay makes the experience both a spectacle to watch and hugely enjoyable to play. There are niggles - the camera can sometimes get stuck behind objects resulting in an obstructed view of the action, and the inclusion of the over-simplified driving sequences feels like a rushed afterthought. But although some parts of the game are not as strong as others, the sheer effort that has been made to do justice to the licence shines through like a redeeming light. Walking into a room, activating Focus and cartwheeling across a marble floor while dishing out ripples of hot lead to a pack of guards is a genuine Matrix moment - and the game is jammed full of them.
Rather than just reproducing the big screen equivalent, the addition of a purpose-built story complete with the film's cast means Enter The Matrix has succeeded in adding worthwhile content to the licence - a first for any video game. If you're a fan of the films then chew the red pill. You owe it to yourself to have this title in your collection as it genuinely adds a new element to the Matrix universe and delivers with style. And if you're not a fan then knock off half a point from our review score and neck the blue pill - you still get to play a competent action game that mixes gaming styles, has 101 cute touches and serves up a highly polished experience. The choice is yours. But either way you're in for some serious action.

ESPN INTERNATIONAL WINTER SPORTS
Pathetic sports anthologyy a game stuck firmly in the Ice Age
Extreme sports - Issue 3 (May 2002) - 3.2/10

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Yes, we made Track and Field don't you know," Konami would possibly say at a party, basking in the knowledge that a version of their legendary button-bashing sports title has graced almost every format since it first appeared in the arcades 19 years ago. It's probably responsible for RSI among thirtysomething males. Well, for most cases.
But if you then tried to put them on the spot by asking how they got from that sports classic to this tragic video game episode of Winter Olympicry, once your back was turned to pick up a pork pie, they'd almost certainly be escaping through the toilet window.
Snowy slopes are a great place to play - as Amped (Issue 01, 8.7) showed, it can make for some really satisfying gaming. ESPN Winter Sports' take on the slopes, however, is dreadful. Take the slalom skiing, for example. Control is plain rubbish, taking an event that hinges on gracefully looping together turns and making you skid awkwardly down the courses, weaving jerkily through each flag checkpoint.
The Bobsleigh is equally terrible, as you bump around the icy tube with no finesse, skill or fun. It even features turbo chevrons, just (not) like in the real thing. Maybe this is what a turd feels like as it careers out of control round the U-bend towards the sewers.
Speed Skating is an average bit of button-bashing action, Curling is alright if basic (much like the real thing), and Moguls (freestyle skiing over a series of bumps) is just a passable rhythm-building exercise.
The most enjoyable events, Snowboarding and Figure Skating, are the ones where control is taken away from you, and you're reduced to a game of Simon Says. With Snowboarding, you input a sequence of button presses just before catching some air to pull off a trick, and Figure Skating is a fairly cool take on arcade dancing games, where you press the directional-pad in time with the on-screen prompts.
The enjoyment you get from these, though, has nothing at all to do with the respective sports, and goes to show just how hollow and empty a game this really is.
Two bearable events are not enough to justify recommending this game, and the fact that it's for such a powerful console makes the whole package all the more shocking. Devoid of any thought, balance and pleasure, ESPN Winter Sports is a triple-A title - atrocious, awful and awkward. What could have been a yummy lemon Slush Puppie turns out to be nothing but a horrifyingly acrid mouthful of slightly melted yellow snow.

ESPN NBA BASKETBALL
What it lacks in immediacy, it makes up for in its hefty lifespan. Ace replays
US sports - Issue 23 (December 2003) - 7.6/10

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God is certainly smiling down on American sports fans at the moment. The number of decent ice hockey and gridiron video games falling from the sky can only be described as an act of divine intervention. This month, it's the turn of basketball, and Sega's outing has been blessed with style.
ESPN NBA Basketball represents the sport's cultured side. Here, you'll need to learn how to dribble with a touch of class, how to steal and block without conceding a 'personal' and how to execute a cheeky behind-the-back pass. This brand of basketball, although far from unkind to beginners, is sim-like, and requires careful patience if you're to emerge cooler than Shaquille O'Neal parading designer fashion gear on an iceberg.
Opposing defences can be pretty stubborn, and will stick to your players like glue. So you'll need to turn those 'double-teamers' inside out by swerving and swaggering with the panache of a '70s Travolta (the Right thumbstick can help you do this). Defending is equally troublesome. Time those steals carelessly and you'll be penalised for reaching in. Jump to block too soon, and your opponent will be dunking the ball before you've even landed. This game is a weird one. You'll launch into it immediately and think it's a bit of a simpleton, but the longer you persevere, the more the hidden depth will suck you in.
ESPN NBA features all the seasons, play-offs and franchise modes you'd expect. However, an intriguing addition is the appropriately named 24/7 mode, which is essentially a basketball rendition of the career game proffered by Dreamcast's Virtua Tennis. Create a fictional hoop fiend, tone his skills in one-on-one training sessions and enter prestigious tournaments (for which you'll need partners). The real-time clock, however, provides the twist, requiring that your character be trained on a daily basis to avoid losing shape.
The street sub-games are also a lot of fun. ESPN NHL Hockey (reviewed on page 113) has the ice ponds, this has the local yards and city parks. Fed up with the licensed arena of NBA? Then compete in half-court one-on-one games. ESPN NBA can be as relaxed or burdening as you want it to be, with more potential managerial dilemmas to face than the England footy manager.
While not visually in the same league as NBA Live 2004, ESPN NBA marginally sneaks it (just) as the best 'serious' basketball game on the streets. What it lacks in immediacy, it makes up for in its hefty lifespan. NBA purists will undoubtedly get the most out of its bottomless depth, but the attraction of Live play should also make it worth a peek for the casual sports gamer too.

ESPN NBA 2K5
All the teams, players, flashy presentation and hoop gameplay for half the price of EA's titles. Do the maths
US sports - Issue 38 (January 2005) - 8.9/10

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Basketball commentators talk a lot about 'dynasties'. Larry Bird's Celtics, Michael Jordan's Bulls, Shaq's Lakers - teams that spanked everything that came their way.
EA has had a similar thing going with its American sports games. For years now it's owned the playing field. If Sega's ESPN games were to compete - to bust open the dynasty - it needed something special. Like a fat price cut.
When the 2005 range of ESPN games including NBA 2K5 hit the US earlier this year they were had a mere $20 price tag. Sales rocketed, EA started sweating. Now we're getting the benefit - you'll be able to pick up any of the ESPN games in the UK for £20.
But hold on. Surely the price reflects the quality of the game? Hell, no. Picking up ESPN NBA 2K5 for 20 quid is like signing Kobe Bryant on a free transfer: the bargain of the century.
To tip off you've got a fantastic-looking, fast-paced simulation of b-ball absolutely rippling with run-and-gun action. Thanks to the ESPN licence the TV-style presentation is top-notch and the superb commentary puts FIFA and Pro Evo to shame.
But it doesn't just look good. The movement controls are tighter than a cheerleader's butt cheeks and you can bust out sweet, ankle-breaking special moves like crossovers and spins with slick flicks of the Right thumbstick.
It all feels smooth and effortlessly realistic. Whether you're posting up with a towering seven-footer, launching a three-pointer from deep or throwing down a rim-rocking dunk, NBA 2K5 always seems to know what you want to do and translates it into beautifully fluid animations.
The AI's solid, although your own team-mates do tend to stand around a little too much rather than opening up lanes and driving towards the basket. It's cool, though: you can call a huge selection of preset plays on the fly by pressing the D-pad, turning your offence into an instantly adaptable weapon.
This strategic side really comes together in NBA 2K5's Association mode. You're placed in charge of an entire NBA franchise: you have to handle business in the office as well as on the court. Picking the team, choosing the playbook, keeping your players happy and winning games is all down to you. It's a great way to get a little deeper into the experience and definitely extends 2K5's life.
The catch? Well, it's either a major flaw or a tiny irritation depending on whether you're hooked up to Live or not - the online options have been yanked from the UK version. It's a shame, especially when online leagues and tournaments would have been the perfect addition to the single-player game, but considering the pricepoint it doesn't really harm the overall appeal of NBA 2K5.
All in all it's a fantastic package, especially at this price. Taking on the might of EA's b-ball dynasty was like throwing up an off-balance shot from deep in three-point range, but ESPN NBA 2K5 hits nothing but net.

ESPN NFL FOOTBALL
Good Gridiron game boosted by clever and completely new game modes
US sports - Issue 23 (December 2003) - 8.0/10 - Xbox Live features ***

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Another month and another American football game comes charging into the office and dives across our desk for a touchdown. But rather than just being an annual update in the style of EA's Madden series or Microsoft's NFL Fever titles, Sega has changed the face of the game forever, or at least until the deal with sports network ESPN runs out. It could be Late Night Football on Five in a few years, who knows?
The emphasis is on making you play through the game like you're watching it on the box. Everything from the opening title screen to the instant replays is taken directly from EPSN's TV coverage of the sport. Even the commentators have been drafted in to make the game seem as close to its television counterpart as possible. And it works well although the commentary isn't anywhere near as exciting as that of its rivals.
A completely new addition to the formula is the Crib, which basically acts as an adult playpen where you can chill out between matches by playing classic arcade games, fiddle around with your jukebox (behave yourself) and get into a bit of air hockey and table football.
Another new addition to the series - and indeed the genre - is first-person football. This does exactly what it says on the tin. You get to play the entire game through the eyes of your selected player. But while this does serve up a completely new way of playing - and viewing - America's greatest game, it's rock hard to do anything other than get yourself completely lost on the field.
ESPN NFL Football is a good game, with everything you'd expect in there. But with Madden NFL 2004 (Issue 21, 8.5) and NFL Fever 2004 (Issue 22, 8.7) already on the pitch, there's not much room for a third. The fact that there's full Xbox Live play in there should save this, though.

ESPN NFL 2K5
Packing loads of features for £20, NFL 2K5 hits with the intensity of a 20-stone linebacker. Watch out, Madden
US sports - Issue 38 (January 2005) - 8.6/10

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How good are you at sports games? Ever wondered just how predictable your decisions are, or if your range of tactics keeps your opponents guessing?
ESPN NFL 2K5's got the answers. In a display of genius that would explode our brains if we even tried to understand it, NFL 2K5's VIP feature tracks exactly how you play and develops a scarily accurate AI representation of your skills. You can then play against yourself to discover your own strengths and weaknesses. Mental.
It's just one of many awesome features that should seduce long-time fans of EA's Madden NFL series. If you're not convinced, the bargain £20 price should seal the deal.
Things have certainly been tightened up since last year's effort. While 2K4 favoured fast, arcadey action, 2K5 requires a little more thought when selecting plays and a little more skill in executing them. The running game in particular is much more realistic, with most ground attacks getting instantly stuffed unless you keep a close eye on your opponent's brutal defensive line. The same goes for passing - coverage is tighter so you really have to bullet the ball into your receiver's hands at exactly the right moment.
It makes for a deeper and more satisfying American football experience that suddenly rivals the added complexity Madden always enjoyed. But there's more: an extensive Franchise mode, the fun Crib mode where you decorate a huge mansion with unlockable furniture (think MTV's Cribs meets The Sims), and the 25th Anniversary mode that lets you replay some of the all-time greatest moments from American football history. Once again, the only drawback is that all the online modes featured in the US release have been pulled from the UK version. It's a disappointment, but you still get plenty of bang for not much buck.

ESPN NHL HOCKEY
Tons of game modes and plenty of depth. The best-looking ice hockey game
US sports - Issue 23 (December 2003) - 7.6/10

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Sega's ESPN NHL Hockey is the perfect comedown pill for those still shaking after playing too much Hitz. Rather than overdosing on wincing, cranium-cracking checks (although ESPN does boast its fair share of these), this more sober outing offers options galore, right down to puck friction and referee collisions. There are more menus on offer here than in a global chain of McDonald's restaurants. Get off on your line changes, strategies and player trades, do you sir? Then this title will send you to statistic heaven, with premature greying the only possible downside to managing a full-scale franchise operation.
As is the norm with hockey sims these days, the Season and Franchise modes provide the biggest tests. Endless pages of rosters and free agents litter the screens, as you toy aimlessly with your tactics. Adding to the pressure is a wealth of player attributes. Each budding star is graded in everything from defence awareness down to pass bias, making this as numerically sound as Championship Manager (Issue 11, 8.1). Fortunately, if the stress proves troublesome, you can always retreat to a comforting TV room, where not only is a guitar-favouring jukebox available to sooth away the troubles from your sorry soul, but a tranquil game of air hockey is on offer too. Pure bliss...
In terms of fluidity, ESPN's matchplay is pristine. Like EA's NHL 2004 (Issue 21, 7.7), there are two types of pass to exploit - the flat pass and the daring lifted pass which, when used correctly, can turn a defence into an offence at the push of a puck. The only real concern we found was the all-too-predictable scoring. Eighty per cent of goals come from hitting 'one-timers' (release a pass and hit 'shoot' before the puck reaches your destination player) and zig-zagging towards the goal on one-on-one breakaways. Of course, nailing these becomes far more awkward on higher difficulty settings (or if you're playing with a wimpy side like Edmonton, in which case your players dawdle around the rink like they've been coached by Emilio Estevez).
Sega has certainly pushed the ESPN licensing to its fullest capacity too. It seems that any half-noteworthy check, foul or shot cannot pass by without some form of multi-angled replay swinging into action. While this certainly adds drama, it becomes mind-numbingly irritating for anyone not warmed to po-faced American TV. The commentary also veers dangerously towards the naff, with comments repetitive and not always 100 per cent appropriate to the on-screen action.
ESPN NHL Hockey is polished sports frivolity with a near-endless pit of options, and it's easily the best-looking ice hockey game around. It's highly recommended, especially to the purist player who knows the game inside out. With competitive Xbox Live play also in the offing (we'll bring you an online update soon), it's well worth a shot if you've got plenty of time to invest.

ESPN NHL 2K5
Not as realistic as its NBA and NFL brothers, but slapshots you in the face with fun to make up for it
US sports - Issue 38 (January 2005) - 8.3/10

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If you've ever seen the OXM five-a-side footie team play, you'll know we love a bit of a scrap with our sport. That's why ice hockey is possibly the greatest game ever invented. The refs don't even break up two brawling players until someone's brains are defrosting the ice.
Fighting is the best thing about hockey, and ESPN NHL 2K5 knows it. A totally redesigned fighting engine gives you total freedom to skate around your opponent, then smack his chin with an uppercut. It's not Mortal Kombat but it's more fun than the usual button-bashing hockey scraps.
Okay, it's not all punch-ups. You have to rough your opponents up before you start chucking fists. Luckily NHL 2K5 has also introduced the brilliant Full Stick Control, which lets you sneakily wallop your opponent by tweaking the Right analogue stick in his direction.
If you prefer to concentrate on actually playing, NHL 2K5 won't disappoint. While the action remains faster and more arcadey than EA's yearly offering, 2K5's defensive controls have been buffed up. The Full Stick system gives you more options against an oncoming attacker, and you can hold the Left trigger to skate backwards. Spine-shattering checks are easy to pull off and it's a lot easier to score than in most hockey games. Purists might get sniffy but NHL 2K5's face-breaking hockey definitely makes for a more enjoyable experience.
Like the other ESPN games there's a stack of additional features to enjoy. The Franchise mode offers plenty of long-term appeal but, as with NBA 2K5 and NFL 2K5, the online options have been dropped. But considering how much hard-hitting hockey action you're getting for 20 notes, NHL 2K5 isn't just cool, it's ice cold.

ESPN WINTER X GAMES SNOWBOARDING 2
A decent boarding game but a bit clumsy to play. Lots of features
Extreme sports - Issue 5 (July 2002) - 7.0/10

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With one of the best - if not the best - snowboarding games ever already in the form of Amped (Issue 01, 8.7), Xbox owners don't really need another one. And with the ESPN licence having been tarnished with the release of the stinky ESPN International Winter Sports (Issue 03, 3.2), an ESPN-branded boarding title may not be the most exciting prospect in the world. But there's more to this book than just an unappealing cover.
Being based on the popular Winter X Games, ESPNWXGS2 (that saves a bit of ink...) features more than just downhill boarding. In X Games mode, you have the choice of four different competition types - Slope Style (doing tricks off ramps and rails for points), Boarder X (racing against four other boarders), Super Pipe (tricking in a big half-pipe) and Big Air (launching yourself off a huge ramp and performing the best trick you can muster).
You've got lots of pro boarders to choose from in these four modes, too, each with their own speciality events. Otherwise you can create your own character from scratch and take him/her into the Snowboarder mode - a boarding adventure with far more features than Amped's Career mode.
You choose what to do each day, booking yourself into competitions and travelling the world earning money to spend on clothes, gear, gym time and even hospital treatment should you injure yourself. It's impressively packed with options, and has a lovely classic adventure game feel to it - helped, in part, by a rubbish script that harks back to the days of Super NES.
Everything looks pretty good - not as nice as Amped, mind, but still fairly smart even if, when your boarder falls over, he bounces down the hill like a blow-up doll.
Controlling your boarder is fairly standard, although it's possible to practically 'clamp' yourself onto scenery, making for some crazy grinds along winding rails. There's also an unusual-but-fun way of spinning yourself quickly in order to rack up some seriously big twists and save yourself from bails at the last minute.
Unfortunately the level design isn't as entertaining and free as Amped's, making the game feel a bit forced, and controlling your boarder just isn't as much fun as it could be. But with so many play modes, a fun scoring system and plenty of snowboarding fan appeal, ESPN Winter X Games Snowboarding 2 (phew!) certainly has a place on Xbox.

EVIL DEAD: A FISTFUL OF BOOMSTICK
Provides laughs but nothing too involving. Clever weapon combos
Action adventure - Issue 18 (July 2003) - 6.7/10

(TQ01103L)
EvilDEAD.txt
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One of the main attractions of the three Evil Dead movies is the way they overcame
low budgets to make frighteningly entertaining features. Fistful of Boomstick stays true to the cheap and cheerful approach by adapting the State of Emergency game engine to suit this zombie-slicing movie licence.
It's an engine perfectly equipped for pitting unlikely hero Ash against 40 to 50 enemies at once. At times, the odds seem impossibly stacked against you as an army of darkness rampages through the streets of Dearborn. Having read from the pages of the Necronomicon on live television, a reckless journalist has unleashed hell on earth. Once again, Ash must travel back and forward through time to stop the events leading up to this disaster.
Don't expect anything too sophisticated and you'll have a good time. Bruce Campbell, the star of the movies, provides Ash with some genuinely funny voiceover wisecracks. Ash's trademark weapons, the boomstick and chainsaw, are present and correct, and the latter can be combined with other weapons for some satisfyingly brutal attacks. One button controls the weapon in Ash's left hand while another assaults using a stump-mounted apparatus. With some nifty timing, you can lift a zombie (known as 'Deadites') with your chainsaw, then either stuff a stick of dynamite down its throat or whack its head off with a spade. The game encourages you to experiment and discover strange and ingenious, yet easy to execute combination attacks using all the devastating weapons.
Magic spells also play a part in combat, but are often more directed towards puzzle solving. Sometimes you are required to cast a possession spell on a Deadite to sneak through the evil hordes unnoticed. Unfortunately, the numerous puzzles are definitely the game's weakness. It's not always clear what you have to do next. Although you're often told to collect quest items, finding them is more a matter of chance than actual skill. This means you've got lots of wandering to do before you come across a key or pass card to progress to the next area. While it's not such a problem on the earlier stages, the immense later levels take too long to explore, especially without any kind of in-game map.
If you can put aside the frustration of getting lost and confused, there's loads of fun to be had in the combat system. You might feel that the missions and puzzles get in the way of an all-out zombiethon shooter, in which case you should stick to Arcade mode, where confusing missions go out the window. It's a much more entertaining way to play the game.

EVIL DEAD REGENERATION
They wouldn't send us a review copy. We had to actually go down the shops to find out how bad it was for ourselves
Action - Issue 49 (December 2005) - 5.5/10

(TQ03702E)
EvilDead2.txt
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The Evil Dead is one gruesome, gruelling movie. Even now it's difficult to watch without jumping or squirming during some of the nastier moments. So how is it possible that Regeneration (just like the previous videogame adaptations) is little more than parody, almost akin to a Saturday morning cartoon. Maybe trying to gross out and frighten your audience just doesn't cut it any more.
Sadly, Ash's chainsaw is just about the only thing that does. Regeneration is little more than a by-the-numbers beat 'em up with a bit of gore and some dispiritingly unfunny dialogue. You run around, dismember a few Deadites, then run to the next room and do it again. There are a couple of combos, about four drearily predictable slow-mo finishing moves and the ability to turn into Evil Ash. At least you can have some fun juggling enemies in mid-air and a few puzzles materialise once your wisecracking sidekick Sam turns up. But he's way too much like Scrappy-Doo for our liking, and like the series in general, starts to wear you down with too much cheesey slapstick and repetitive combat.
Given how bad the other two Evil Dead games were, the fact that Regeneration was made at all is puzzling. You can't keep a bad zombie down, but we wish they'd just stay dead this time.

F1 2002
Solid, with all a fan could want, but it's evolution, not revolution
Driving - Issue 3 (May 2002) - 7.1/10

(EA02003E)
F12002.txt
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Formula 1 is the purest, most exciting form of motorsport yet devised, and the video game grid is almost as tightly packed with contenders as the real, fuel-belching circus itself.
It's not hard to see the appeal of screaming round corners at 200mph, and EA's game is the first opportunity - although certainly not the last - to do just that on Xbox. The question is, is F1 2002 a Ferrari or Minardi?
There's plenty to admire here. Proper drivers and tracks with detailed cars and slick presentation make for an enjoyable TV-style F1 session. And everything is as up-to-date as it's possible to be with the full set of 2002 stats.
When you're driving, the game's fast and oh-so playable. If you want to scream around Silverstone (or one of the other 16 accurately-recreated courses) without worrying too much about the intricacies of the sport, then you're well catered for. The arcade mode is one of the game's strengths, letting you jump straight in and have a challenging race from the off.
Hardcore race nutters will prefer the Simulation controls though, turning every corner into a battle between hand-eye coordination and the cold, hard laws of physics.
To teach you how to get things right, the main single-player mode requires you to pass a series of challenges, ranging from simple acceleration and braking exercises to trickier corners and chicanes.
They work in much the same way as the licenses in the PlayStation's Gran Turismo games, teaching you the basics you need on the tracks. It's a good idea, and one that's welcome in the tricky world of F1 racing.
There's nothing inherently wrong with F1 2002, and at this stage, it's the Xbox F1 race leader. But as a racing game, it's simply not as fun as RalliSport Challenge (Issue 01, 8.5) or Project Gotham Racing (Issue 01, 8.9), and there's every chance the upcoming Grand Prix 4 could out-F1 it in every way.
So then, Ferrari or Minardi? Actually, it's more like a mid-table Jordan.

F1 CAREER CHALLENGE
Solid F1 racing fun that delivers in the important areas but lacks bite
Driving - Issue 18 (July 2003) - 6.6/10

(EA05001E)
F1Career.txt
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F1 games are probably the longest-serving racers on any computer or console ever. That's not surprising when you take into consideration the buxom pit girls, multi-million pound sponsorship deals, death-defying speeds and sleek vehicles. It's a sport with more potential glamour than a Beckham wedding. In fact, the only real unsolved mystery regarding F1 is just how David Coulthard ever manages to find a helmet wide enough to fit his jaw...
F1 Career Challenge follows the solid F1 2002 (Issue 03, 7.1) as the second Xbox game from EA Sports' licensed racing series. However, instead of being a standard career-based racer, the latest action has been plumped up with a subtle twist. It's still about the same winding courses, glory-hunting drivers and blistering speed, but the focus of Career Challenge is achieving glory in the 1999-2002 seasons. Like a time-travelling superstar-in-the-making, it will be your quest to rewrite history and spring from a faceless newcomer to revered F1 hero in those four happening years. Success will result in champagne baths full of luscious lovelies, failure, well, you can always reboot your Xbox...
According to its developer, all the races, teams, cars and statistics here have been faithfully recreated for your own enjoyment. Historical events (Schumacher being replaced by Mika Salo in 1999, for instance) actually happen and, even more impressively, we're assured that the realism has been tailored down to the personalities of the individual competitors too. Which means if you're a hardcore fan, you might even recognise some underhand barging from certain unnamed culprits. Not that anyone would ever admit to that, of course...
The game begins with an attempt to acquire a coveted racing licence. A few simple tests await you, which ultimately leads to your services being courted by a number of less-than-prestigious racing teams. As soon as you choose your preferred comrades, it's off to the dog-eat-dog championship world of F1 racing where you'll find yourself rubbing shoulders with the giants of the sport. And trust us, it ain't easy.
Fortunately, initial expectations won't be too demanding - generous targets will be set, like finishing 16th in the earlier races. However, the more you impress, the higher your reputation meter soars, which is where the real key to the game lies. Making a name for yourself is vital and as soon as you become touted as one of the hottest kids on the block, a bevy of teams will start to circle you like vultures. But signing with them won't make your quest any easier; with a rise to fame comes added pressure, and unless you dazzle at the top end of the championship ladder, you'll find yourself back on the unwanted scrapheap faster than you can accelerate a Ferrari past the 60mph mark.
All sounds quite impressive if you're a purist, right? Well, it plays pretty good too. Despite being a tad lacking in thrills, Challenge remains fast, smooth, challenging, responsive and, thanks to its historical accuracy, quite unique in concept. The handling is decent, offering a nice blend of sim-like realism and arcade-like comfort to suit both tastes. In fact, if it's haring around authentically recreated world circuits at insane speeds you're after, this won't disappoint.
However, it's still far from the complete package. For a sport so immersed in fast-paced glamour, this carries about as much gloss as a local theatre group's production of The Fast and the Furious. The presentation is poor. Okay, so cutscenes are hardly the most important thing in the world, but the few we have here are so atrocious that they can't help but detract from the overall experience. Your team garage is occupied by members who resemble a woeful seventh grader's art project - oversized freak heads glued to puppet bodies. But it's not just the after-race cutscenes that disappoint. The championship tables, menus, opening race sequences and in-game speech all seem to have been slapped on as an afterthought. Do we really need to be repeatedly commended for 'great driving' as our car spins dangerously across the track following a suicidal headfirst plunge into a stream of rivals on a hairpin bend. Hello, AI, where are you...?
Sure it's the racing that's important, but we can't help but feel this title lacks the polish to really give it something extra. Aside from the sense of speed and some impressive weather effects (raindrops splash spectacularly on your windscreen), the in-game visuals are incredibly bland. The stadiums look half-finished, the cars are virtually textureless and the sense of excitement is inevitably somewhat lost.
Still, for out-and-out championship racing, F1 Career Challenge remains a fast-paced and compelling career racer. It can be frustrating at times (if you cock up a race you can't restart, but then this is 'real life'), but don't expect that to hamper your enjoyment. Rent it before splashing the cash.

FABLE
Confident, flashy and polished beyond belief. There's no way you won't love it
Action adventure/RPG - Issue 34 (October 2004) - 9.4/10

(MS01303L)
Fable.txt
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"It's been two weeks since I wed, but the wife still refuses to consummate our marriage... apparently I don't spend enough time spoiling her with gifts and way too much time outdoors kicking chickens."
Explaining this to Peter Molyneux (Lionhead's MD) while still preserving my dignity is tough. He seems uneasy with my personal crusade against poultry, and with good reason. Sigmund Freud would have a blowout - not just with me, but also with Fable in general. It's psychoanalysis made fun! More importantly, Fable is a gamers' fantasy made flesh. Rarely does an RPG appeal beyond a niche audience, but this action adventure oozes fun and accessibility from every pore. It's obvious Lionhead enjoyed making Fable as much as you'll enjoy making it your own unique experience.
No two people will ever complete Fable in the same way. It's a tribute to the depth and diversity on offer. But one thing's certain: the first time you play through the adventure, you'll start to see a mirror held up to the kind of person you really are.
Obviously, the best way to begin your life story is as a small child, and this is how you play through the first two hours. Good or evil beckon almost immediately as you perform tasks for the people of Oakvale. Will you take a bribe to protect a cheating husband or grass him up to his missus? You could even do both if you're a double-dealing kind of guy.
Temptation's everywhere. Unguarded valuables lie around invitingly, while certain NPCs act as provocateurs to evil deeds. The principle of character development is the same as KOTOR's (Issue 20, 9.5): a benevolent act shifts your alignment to good; a moral lapse makes your hero more evil. However, the extent to which your alignment changes the nature of the game is far, far deeper. It's no longer a matter of influencing the story (actually the overall plot is mostly unaffected), but instead evolving your appearance and altering the way NPCs react to you.
After basic training at the Heroes' Guild, time jumps forward about ten years. Unleashed on the world as an adult amateur hero, the objective is to increase your fame or notoriety and discover who was responsible for your family's murder. Patience is very important because it'll take considerable time before you notice even the subtlest developments in your character's look. The passage of time only advances when you perform tasks, so leaving your Xbox switched on overnight won't do the job!
However seemingly inconsequential, every action has a positive or negative alignment and will modify your renown. This is astonishing when you realise how many things you can do. During my first seven hours of play, I robbed someone's house, slew a troll in my underpants, got wed, kicked a chicken 3.5654 metres into the air, caught a fish, drank beer until I puked and lost 3,000 gold at cards. Phew!
With so many diversions, it's easy to forget there are actual quests to complete. Thankfully, the mission structure is very flexible. Just like the GTA games (Issue 25, 8.9), you can choose from a variety of trials, some of which offer wealth and fame and other key quests that advance the story.
Reaching the age of 40 is not the time for a mid-life crisis in Fable; it's when the action really kicks off. Having spent enough time messing about in the sandbox-style playground of Albion, you'll have moved onto completing quests and realised that this is the way to really advance your character.
For the first time, changes in appearance become more noticeable. Evil-doers' skin starts to turn pale and desiccated while your hair turns black as night. Another ten years and another 30 murders and you might even start to sprout devil horns. On the other hand, saintly heroes can expect Gandalf-style bristles and even a halo (unsurprisingly, not many of Lionhead's games testers have these).
Spending power also influences the way you look. In real life, I've tried to abandon my shabby dress sense (from the mean streets of Cardiff) and take on an '80s yuppie chic, so my hero has the most expensive clothes in Albion and an audacious moustache. It's almost reminiscent of DOA Xtreme Beach Volleyball's (Issue 14, 8.0) outrageously self-indulgent dressing-up simulator. Although there aren't any bouncing fake breasts, you can still drag it up in a lovely blouse if that floats your boat.
Appearance is more than polygon skin-deep; it changes the way NPCs react to you. Wearing a dress will make you an icon of mockery, whereas sporting flash threads will make ladies swoon and easier to seduce. Everyone in the real world knows that beards and tattoos are scary (apologies to the Carter Bros), and Albion's NPCs know it too.
Combat also affects your hero's appearance. Battle scars are carried for life, while heavy weapon-wielders' arms grow to resemble tree trunks - the real-time combat system brilliantly acknowledges individual playing styles. It also rewards you for specialising in a discipline: magic, melee or archery. An expert archer will eventually be able to kill enemies with one hit using auto-aim or even take their heads off with the precise first-person targeting.
However, spending all your EXP points on magic means you'll rarely have to raise a crossbow or wield a sword. There are 17 varied spells in total and you can set your favourite four to default and activate them using the face buttons.
But cleverest of all is the hack 'n' slash melee combat. While similar to Sudeki's (Issue 32, 8.7), the addition of a lock-on button makes focusing on a single foe far more deliberate. An equally valuable feature is the combo multiplier. Keeping a long combo going like in Ninja Gaiden (Issue 29, 9.2) results in greater damage and bonus EXP points.
But Fable understands that everyone has their own way of doing things. Instead of specialising, it's just as much fun to mix crossbow, magic and swordplay, and just as intuitive. Considering the quantity of actions available, the control system is incredibly intuitive and extremely satisfying to master. We can't emphasise enough how important this is, because the enemy AI is fairly tough and you are sometimes faced with 20 enemies at once. The battle arena (one of the highlights) is comparable to some of TLOTR: The Return of the King's (Issue 23, 8.5) largest mash-ups and it's just as exciting.
Perhaps the only downside with Fable is that you're forced to return to the Heroes' Guild in order to spend your EXP points. There was nothing more pleasing in KOTOR than winning a battle and being able to level up right away. That instant hit of rewarding satisfaction seems undeniably absent here. Nevertheless, returning to the Guild isn't too much of a chore thanks to a teleport crystal that lets you instantly jump to any point in Albion.
While the framerate stutters fractionally during the more intense battles, Fable's graphics are so awe-striking that you won't be distracted. Monsters, in particular the earth and rock trolls, are vividly realised and animated; simply exploding and fizzing with personality. Albion's NPCs are equally lifelike. Offer a villager a few pints and you'll see just how far the animation goes. But most impressive are the bewilderingly realistic environments. There's variety, there's atmosphere, there's incredible detail; all enhanced by mesmerising sound and music. There's just about everything you need to make a fantasy world spring to life and jump off the screen.
But for all this, the most striking thing about Fable is just how user-friendly it is. Far from the friction of having a virtual spouse who won't sleep with you, Fable sweetly encourages some give-and-take hanky-panky with the gamer. You have to put lots of time in - more than 30 hours just to finish it once - and you have to be patient and not expect your hero to evolve instantaneously. In return, you'll be rewarded with a unique sandbox-style world, graphics and audio polished beyond belief, and a hero that you're genuinely proud of. Who cares that your wife won't sleep with you when there's so much high adventure to be had! Fable won't
just take over your life; Fable will become it.

FABLE: THE LOST CHAPTERS
Slightly extended version of a stone-cold classic. A must for newcomers, but don't bother if you have the original
Action/RPG - Issue 50 (XMas 2005) - 9.4/10

(MS20902E)
FableLC.txt
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In case you're new to the whole Fable 'scene' here's a quick recap. Fable (Issue 34, 9.4) is a traditional role-playing game. You play a young boy living in the fantasy world of Albion as he grows up to become a prophetic hero of legend. So far, so predictable, but it's how you get there that makes Fable so special.
Essentially, you're given free reign to develop your character any way you like. Fight monsters, cast spells, buy a house and rent it out, enter a bare knuckle boxing tournament, get married, get married again (only this time to a man), eat loads of food and get fat, get some tattoos, drink until you puke and so on. More specifically, it allowed you to tread a path of good or evil, both of which led to significantly different conclusions. While half the game was about following the story, the other, bigger, half was simply having fun in the expansive and highly imaginative world of Albion.
And it was mind-blowing. Really great fun. But Fable's creator, Peter 'Black & White' Molyneux, still wasn't happy. Not only was the actual plot component itself a little on the short side, Fable wasn't quite the all-encompassing 'life-simulator' he promised. It did a lot, certainly, but there were plenty of areas that still felt distinctly unfinished. Albion, for example, wasn't quite the living, evolving world that was originally envisaged.
Hence we have The Lost Chapters, a re-release of Fable that, among other things, boasts new spells, new missions, new characters and an extra chapter that takes place after the original game's end boss. Don't be fooled though, this is still exactly the same game as before, it just happens that this one is a little wider around the girth.
But you probably knew that already, right? The real question here is does The Lost Chapters boast enough new content for people who owned the original? As a Fable master, should you shell out your hard earned cash on a budget version of a game you've for all intents and purposes got already? That depends on whether you're prepared to sit down and play the game all over again for what ultimately adds up to a few extra sub-quests and an hour-long (give or take) bonus mission tacked onto the end. It's still Fable, and therefore still great fun, but even at œ20 that's a big ask for something that, in all honesty, could have been released as a couple of Xbox Live downloads.
On the other hand, if you're a Fable virgin now's the time to pick up one of the most unique, entertaining games to appear on Xbox.

FALLOUT: BROTHERHOOD OF STEEL
A mix of Dark Alliance, Mad Max, Rentokil and Bernard Manning. Violent and amusing
Action/Strategy - Issue 28 (April 2004) - 7.2/10

(IP00803E)
Fallout.txt
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Ah, the wonderful world of post-apocalyptic America. It's a sight to behold, we can tell you. Everyone thinks they're Mad Max, two-headed cows roam the fields, and when the dust blasts across the trailer park communities, you can find everyone round at Armpit's place, the fat barkeeper.
But this is a lawless world of giant scorpions, mutants, and bad language. Only you, as a member of the Brotherhood Of Steel, can hope to keep any peace, so it's off into the desert with you to sort out those pesky foul-mouthed mutants.
Fallout is, at its heart, made up of four things. The first of these is Baldur's Gate: Dark Alliance (Issue 08, 8.5) The second is Mad Max. The third is Rentokill, and the fourth is Bernard Manning. Blend all four elements in equal parts, simmer in radioactive goo for ten minutes, and what you're left with is a game that plays exactly as it sounds; an interesting if somewhat mutated RPG of sorts - with swearing.
Three characters are selectable from the outset, and the 'elf, warrior, healer' personas of the Baldur's Gate world are translated across faithfully. There's Cyrus the muscle-bulked potty-mouth, Nadia the nimble (yet weak of course) elf substitute, and Cain the healer who looks like he's been under the patio for six months. In fact, this is Baldur's Gate: Dark Alliance in scruffy overalls, and if you're familiar with its bigger brother, you'll be well at home with Fallout.
The RPG elements are, like Dark Alliance, asides to an otherwise straightforward case of brutal slaughter. You stock up on credits, barter for goods, and go from a mildly amusing stick-waver to a one-man walking army with wires sticking from every orifice. In single-player mode there's something relentless about the gameplay, a kind of grinding death dealing against a wave of AI-free bots that attack from nowhere. It's a staggeringly ferocious post-apocalyptic Gauntlet.
Two-player is much the same - just wave upon wave of enemy, only with the added touch of inventory swapping. The longevity lasts as long as you can, although there are incentives to be had such as weapons upgrades and 'services' from certain ladies you encounter. In fact, Fallout has all the hallmarks of a wet Sunday afternoon game. You want to vent some anger because the football pitch is water-logged, you want to give your brain the day off, and you've got a mate coming over because his girlfriend's parents are round. Plug this in, forget about the world, and enjoy the massacre for as long as your attention span will allow it.

FANTASTIC 4
Superhero-based action fluff. A competent, if predictably handled ambition-free film-to-game conversion
Screenshots - Action - Issue 46 (September 2005) - 6.2/10

(AV02601W)
F4.txt
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FACT: there's nothing that fantastic about the Fantastic Four. Squeezed out (if you'll forgive the phrasing) during a quick toilet break between the infinitely superior creative outpourings that were Spider-Man and the Incredible Hulk, Marvel's first family of superheroes can hardly be called Stan Lee's finest hour. Too square to comfortably line up with the hipper-than-hip X-Men, and too close-knit to exude the same kind of lone-wolf charm of Peter Parker's web-slinger, the Fantastic Four are a curious footnote in comic-book lore: a nuclear family pumped up on cosmic rays and still living in fear of a cold war that died out before most of us were born.
Except now they're back: younger, fitter, sexed up and ready to rock the cinema-going public. And look! There's a conveniently timed Xbox game to go with it! So what of the console adventures of the stretchy one, the fiery one, the chick and the big crusty orange one? Are the Fantastic Four (or Fantastic 4 as they've been cleverly rebranded - can you see what they did there?) really that fantastic now they've all been given a short back and sides and fresh dab of lippy?
Well, if we're being honest, it's kind of... okay. Heartily playable, but massively uninspiring with it. For all the slickness you'll experience while playing Fantastic 4 - and full credit to developer 7 Studios for making things feels nice and responsive come the moment hands clasp joypad - here is a game drowning in its own lack of ambition. If Fantastic 4 was a schoolboy, "must try harder" would be stamped through its report book like "Clacton-On-Sea" through a stick of rock.
Let's put it another way. Close your eyes and imagine what you'd expect from your typical, run-of-the-mill superhero movie-to-game conversion. It's a third-person action adventure, perhaps? With levels based on the plot of the film? A combat-heavy brawler with maybe handful of tired hacking-into-computer-terminals/unlocking-doors mini-games thrown in? With the Fantastic 4 game it's check, check and check. It's as if faced with the prospect of making yet another generic game of a superhero film, everyone at 7 Studios underwent massive inspiration bypasses.
Of course, given that the film itself is basically a series of heavily CGI-bolstered fight scenes mixed up with the merest hint of dialogue (for the benefit of those who don't know the story, a band of scientists and astronauts and their evil financial backer go into space, only to get pelted by a DNA-altering cosmic storm: scientists and astronauts become the Fantastic Four, evil money man becomes the nefarious Doctor Doom), it could be argued that the third-person brawler is the ideal choice of format. But in this post Spider-Man 2 (Issue 32, 8.6) and X-Men: Legends (Issue 36, 8.5) world, such a paucity of imagination isn't as excusable. Unless you've got the chutzpah to pull off a supremely polished, slickly produced effort chock full of gameplay cheerfully stolen from the Burnout series, as with last issue's 8.2-scoring Batman Begins, don't bother. Call us pedantic if you like, but it's just so, so... PREDICTABLE.
So now we've got our biggest gripe of all out of the way, how does Fantastic 4 actually play as a game? Well, like we say, it's alright. Acceptable. Adequate. You run around, sometimes on your own, sometimes with a computer-controlled team-mate or three (more often or not during the boss battles), smacking the crap out of wave after wave of comic-book baddies. Beat the boss, watch the story bit, and on to the next level. It's simple.
Only, and here's the clever(ish) bit, you can swap between characters at any point during proceedings with a quick flick of the direction pad. Not only does it give you access to a different set of combat moves, but there are certain 'hot points' in each level that can only be activated by specific characters. For example, Susan Storm might need her telekinesis to shift large objects, while brother Johnny uses his flame-power to cut through locked metal doors. Which almost sounds exciting, if it wasn't for the fact that all the mini-games used to activate said hot points are just rubbish variations on frantic button bashing.
A bit crap, then. So what about the fighting? It's pretty workmanlike too. Thankfully, there's plenty of variety in the moves on offer. Each of the four protagonists boasts numerous combos along with special attacks tailored to their own unique powers (Mr Fantastic can stretch his arms out while The Human Torch ejaculates fireballs, for example), all of which can be upgraded using experience earned during combat, naturally. The real problem comes when you're trying to access them all, though. Basic combos are simple enough; bang away at the two attack buttons and you're laughing, but try anything more complex and you risk dislocating your fingers. An example? Hold down the Left trigger to lock on, the Right trigger to activate your special powers, Y to jump, and then B for an aerial attack: that's a fantastic four buttons at once for a single attack! Not to mention the fact that someone has only decided to assign the block move to the Black key, perhaps the Xbox joypad's least accessible button. Thanks to this, our hands now resemble fleshy modern art sculptures. You'll be hearing from our team of National Accident Helpline-appointed lawyers in the morning, Activision. (Only joking, guys!)
Completely aside from such control-based tomfoolery lies the issue of polish to consider. Or to be more accurate, the lack thereof. Because graphically speaking, Fantastic 4 is tired and ropey and depressingly familiar to look at. There's plenty going on, sure - the game copes well with teeming armies of bad guys - but the character models are basic and the arm-through-wall style glitches and wobbly camera are just embarrassing.
As is often the case with official movie licences, though, Fantastic 4 sounds great. Having the original cast do the voiceovers means no piss-poor soundalikes spoiling things, while the music, ripped straight from the movie, makes the whole thing just that little bit more cinematic.
But more importantly still, the surprising nugget of tasty meat in the middle of all this boring gristle is Fantastic 4's excellent Co-op mode. Far better than anything offered in recent Star Wars flick-to-game Revenge of the Sith (Issue 44, 6.7), every single level of Fantastic 4's ten-mission campaign can be played co-op style. Whether it's by cleverly shoehorning in a human-controlled robot for the second player in some cases, or tweaking the puzzles so two players can take part instead of one, every second of Fantastic 4 can be enjoyed with a friend sat beside you. It's unusual to see this much tweaking just for the sake of adding a little co-op, but it's gratifying nevertheless.
And there you have it. Exactly the game we expected to see: another solid, predictable comic-book title. Perfectly playable but riddled with the kind of flaws a few more weeks of polish would most likely have ironed out. If you're into superhero brawlers and enjoy a bit of co-op you'll probably have fun with Fantastic 4. But if you're looking for something with even the merest spark of inspiration, you'll likely be disappointed.

FAR CRY INSTINCTS EVOLUTION
It's another day in paradise in this semi-sequel - but will it be your last?
FPS - Issue 54 (April 2006) - 8.0/10

(US09603W)
farcryevo.txt
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Charles 'Chuck' Darwin had a big set of balls, that's for sure. Not only was he a great explorer and adventurer, but he also stuck two fingers up to old-fashioned beliefs with his controversial Theory of Evolution.
It's a cruel but perfect principle, and it works in gaming too. If you're not well adapted, you probably won't survive to help create the next generation. Far Cry Instincts was such a success that it's taken less than a year to spawn this expansion - but this isn't much of an 'evolution'. What you're getting here is eight story levels, eight multiplayer maps, three extra weapons and a new feral ability. It's not exactly a lot.
The story picks up a few months after the destruction of Jacutan. Jack Carver has hooked up with a femme fatale called Kate, and is reunited with Agent Doyle of the CIA during a gun-running mission. Rather foolishly, the trio comes into conflict with a tribe of bloodthirsty natives who somehow possess the same feral abilities as Jack.
While it's a fairly flimsy plot, much credit is due for the cut-scenes, all of which are viewed from the first person. They're really crisp and impressively directed. Stephen Dorff also does an excellent job with the role of Mr Carver. He's one of those rare videogame heroes that isn't actually a nice person. Kate is just as unscrupulous; she's the kind of lover who'd kill you in your sleep just to get her hands on your wallet.
In gameplay terms, almost everything is identical to Far Cry Instincts. It's still a little too easy to rely on the super-accurate auto-aiming. Likewise, the enemy AI isn't particularly threatening and you'll rarely feel like you're in serious danger of dying. Stealth tactics are always available, but sadly, they rarely offer benefits over just storming in with guns blazing. We'd have loved to have seen at least one level where you had no weapons and had to depend on traps and feral abilities alone.
You begin the game with all the powers you attained on Jacutan; strength, agility, night vision and regeneration. This makes the first few levels really easy. Later on, however, the natives possess poison blowpipes that temporarily neutralise your powers. To make matters worse, these enemies also have super-agility and strength. They move and leap around just like the mutants from Far Cry Instincts' online Predator mode. Luckily, you can turn the tables and use the blowpipes against them, grounding them for a more straightforward kill. It's good to see the developer being a bit more inventive with the feral abilities.
There's one new one which does give the final levels a unique feel. By turning on your vision mode, you'll be able to see which wall surfaces and trees are now climbable. It's very exciting on the penultimate mission where you have to leap from rock face to rock face as you scale a vertigo-inducing mountain. There's one slight problem, though. Because climbing is automatic, you can end up hugging a wall just by accidentally brushing against it, which can be annoying.
Evolution's new projectile weapons also have useful effects on the environment. Molotov cocktails aren't that accurate, but they do set fire to big patches of long grass. Anyone caught in the blaze is incinerated in seconds. The big daddy of them all though, is the new pipe bomb weapon. This explosive has a remote detonator and is powerful enough to destroy sniper watchtowers. You won't find anything more satisfying than watching one of those structures come crashing down onto a platoon of mercenaries. It would have been nice if you could have destroyed other things too, though.
So what about the new levels? Well, the range of environments is easily the most impressive thing about Evolution. Although it's still set on a tropical island, you'll now have to venture through a pirate shanty town, an Ewok-style treetop village, a mountain range and an ancient temple. The locations look spectacular but also play quite differently from the original game. You're forced to climb terrifying heights and execute death-defying jumps on a regular basis.
A good effort has been made to make the levels as non-linear as possible. The second mission, in particular, is a masterpiece of design, and also one of the biggest maps we've ever seen in a game. In it you get to explore an entire archipelago, with three of the larger islands containing a challenging sub-mission. It's an absolutely beautiful tropical playground. Fans of the original PC game will recognise that this is the closest the console version has ever come to giving you a similar-sized environment. And thanks to the effective radar and compass system, you'll only get lost in paradise if you really want to.
It's possible to see for miles, and the binoculars let you zoom in on the tiniest details. At times you almost feel like you're on a sightseeing trip. Pop-up does occur on some of the later levels which slightly diminishes the realism, but it's nothing too serious.
Of course, if you think you can do better than the developer, Evolution's phenomenal map-maker will let you fulfil your creative ambitions. The system is so easy to use that you don't need instructions, and will be able to knock up a decent-looking level in around ten minutes. There's one new brush set based on an oil refinery, and there's a new forest template too. It's also nice that you can now build zip-lines where you couldn't before. But before you delete all those old maps you made, it's worth noting that Far Cry Instincts maps can be imported into Evolution and actually remixed with some of the new items. Playing with this map editor is almost as much fun as the game itself.
Evolution is a very competent expansion, albeit one that's way too brief. Story mode can be finished in around six hours. It's also one of those add-ons where you rarely feel the developer has stretched itself creatively. The new ability and weapons are good, but lack any kind of wow factor. Despite this though, the Far Cry series' groundwork of solid playability and absolutely phenomenal graphics are still a huge draw. Evolution does everything right if you've an appetite for more of the same.

FIFA FOOTBALL 2003
Accurate, playable and authentic, but the controls are flawed
Sports - Issue 10 (December 2002) - 8.4/10

(EA02302E)
FIFA2003.txt
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Very few things in life are certain. Soggy summers, late trains and the inability of the England football team to even come close to winning the World Cup are a few exceptions. And, along with death and taxes, you can bet your granny's teeth that at least one FIFA game will appear every year without fail.
In the past, gamers have accused developer EA of not striving to deliver an authentic 'game of football', instead concentrating on the look and feel of everything on and off the park, nearly all of it licensed.
Konami upped the ante with the Pro Evolution Soccer series, critically acclaimed titles that focussed on gameplay. Football fans loved them, and EA quickly realised two things - that it had a genuine competitor, and that it would have to raise its own game in response.
And raise its game it has. For the first time in a long while, the year's new FIFA title makes you feel like you're actually playing a game of football. No, honestly, it does.
The secret to this breakthrough? Passing, now a key gameplay gem that goes a long way to faithfully reproducing the essence of the beautiful game. No more taking a defender past ten opponents with a ball strapped permanently to his foot. The ball is now an entity in its own right and demands to be treated as such.
As a result, the ball can be booted, passed or stroked wherever you please - into space where team-mates can run on to it, or a yard ahead of a player as he bombs down the line to deliver a cross. Glue foot, the curse of previous FIFA games, is finally a thing of the past.
Add to that the fact that the game now also has defenders who can run faster than the player in possession, and the result is a more rewarding and compelling footy experience.
Great ball physics is only one of a number of improvements. The AI of both players and goalies is much improved and, graphically, FIFA 2003 shines. All the big name football stars are instantly recognisable and well animated.
There's a particularly faithful reproduction of David Beckham's hair, although by the time you read this he'll probably be sporting a natty set of dreads or something.
As we previously reported in Exclusive Access (Issue 08, page 062) free kicks and corners have also been re-worked. The giant, child-like red arrow of previous versions that was both inaccurate and intrusive has been replaced by a subtle and more skilful method.
Now, in a free kick situation, the Left thumbstick moves the target cursor to where you want to shoot, while the Right thumbstick is used to place a small target on the ball so that you can add spin or bend.
This method works very well and makes free kicks an actual scoring opportunity, something lacking even in the Pro Evolution series. Think of any snooker or pool game you've played and you'll get the picture.
The controls have also changed, and the cheesy, arcade-style effects evident in 2002 FIFA World Cup (like the ball swooshing like a DHL parcel whenever a shot was struck) have been relegated to the reserves.
Most noticeably, your players now sprint when you hold the Right trigger, instead of repeatedly pressing the Y button in the style of an old-school Track and Field event. Pressing the Y button now performs a through ball, which encourages defence-splitting passes and adds a tactical edge.
The only downside of the new control method is the use of the Right thumbstick for 'freestyle' tricks such as feints and stepovers. This was previously used to perform rapid one-twos and perhaps should have stayed like that because the new trick method is hit-and-miss.
It activates only in close proximity to an opposing player and results in random tricks, thus diminishing the feeling of control.
Another minor black mark is the default speed setting (lightning quick, much faster than 2002 FIFA World Cup) which leads to players skating around the pitch in Torvill and Dean fashion. But this can be overcome by switching the speed to Slow.
The FIFA series has been taken by the scruff of the neck and given a damn good seeing-to. There is improvement over old versions and the attention to detail is superb.
As a footy experience, this is accurate, playable and as authentic as ever. The game has flaws, most notably in the controls, but FIFA 2003 is a Premiership-quality title and currently the best football game on Xbox.

FIFA FOOTBALL 2004
Incredible player models, fluid animation, ridiculously pretty. The best Xbox footy title
Sports - Issue 23 (December 2003) - 8.7/10

(EA05901E)
FIFA2004.txt
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Remember that kid at school? The one with the brand new team shirt, a fancy pair of boots, even those flashy shinpads with the velcro? You know, the brat who looked the part but still got nutmegged by the spotty urchin in skins? That's FIFA, that is. Talking the talk and stumbling the walk, taking the beautiful in 'the beautiful game' too literally while failing to cut the mustard where it mattered most. Yep, that's FIFA. At least, that was FIFA until now.
Last year we saw a well-aimed clearance from its arcade past. This year FIFA brings the ball down and surges forward with purpose. Predictably the sheen of presentation is still blinding - 16 leagues and 10,000 players tell the tale of the tape; kits, sponsors and player likenesses to make Madame Tussards weep do the rest. A seductive package, enough to bring out the green-eyed beastie in the most zealous of Pro Evo fans, but this time that's not all, folks.
We're edging ever closer to the perfect match here. Pace is slowed, the pitch expanded as more emphasis is piled on the passing game, compounded by a new Off the Ball control feature that allows control of a pass receiver, steering their runs via the Right thumbstick before supplying the killer pass. With time and space it's a potent weapon, but these are valued commodities in a match that congests the midfield, demanding craft and probing to eke out chances.
Goals are hard to come by until the intricacies are mastered. Shooting is vastly improved but you'll only get to test the theory from long range until you've sussed crossing via your new tools. It doesn't help that the defensive game, boosted by improved tackling and a feature that throws extra bodies at the ball carrier, is hugely improved. Marking is disciplined, the timing impeccable. It takes patience and subtlety to break down... qualities we'd never thought we'd need in FIFA.
The rest is gravy, which is handy because it's typically half-baked. The new Career mode is a simplified version of Pro Evolution Soccer's Master League, where transfers and training are traded for prestige points gained for achieving club objectives. A weak link in FIFA 's new lineup, but it at least introduces the likes of Yeovil Town and their Nationwide peers to rub shoulders with the usual star suspects.
Of course, the lack of Xbox Live play reduces FIFA to ten men before kick off and the post-pub kickabouts just won't be the same without those basketball-like scorelines. But FIFA Football 2004 shirks this challenge and bears down on goal. Maybe next year it will apply the finish.

FIFA FOOTBALL 2005
Significantly improved gameplay, stunning character animation, deep career mode and Live play
Sports - Issue 35 (November 2004) - 8.9/10

(EA07807E)
FIFA2005.txt
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Autumn. We really used to hate autumn. The falling golden leaves may look pretty enough, but after a haciendic, six-week educational hiatus, they were always synonymous with the start of another dreaded school year and the miserable prospect of colder, shorter days. But we all grow up sometime, and once boyhood blazers are shed for manly monkey suits, September's ominous clouds have a platinum lining because they mean the football season is well and truly under way. The beautiful game has seen many console incarnations over the years, spearheaded by the imposing FIFA series, which returns after a summer break with a strengthened squad of features and innovations, intent on Premiership domination.
Authenticity has always been a firm Saturday morning fixture of the FIFA series, and the latest pairing is a match made in heaven, incorporating every conceivable team from 18 leagues around the world. Big-hitters like the Premiership, Spanish Primera and German Bundesliga line up against the lesser-known Korean K-League, Norwegian Tippeligaen and the Swiss Axpo Super League. Quite. Nonetheless, this massive amount of choice provides something for everyone, incorporating more than 15,000 players realistically modelled on their real-life counterparts. Bad news for FIFA programmers, great news for us.
Character animation has been significantly spruced up, so as well as looking unbelievably like the real players themselves, they now also run, dribble and, like Robert Pires, dubiously go down in the most realistic manner. This is accentuated with the fantastic individual player skill moves. A recent emergence in the last couple of FIFA titles, slick ball skills are taken to the next level with a quick wiggle of the Right thumbstick. More than just silky-looking showboating, these numerous stopovers, drag backs and deft flicks are vital to get past tricky defenders and, more importantly, are immensely satisfying to perform.
And this is where you notice there's another new feather to FIFA's cap; because this game has been putting it in pre-season and is now nippier than ever. The sluggish feel of the previous titles has been shed and, as such, gameplay benefits more than Leeds would from winning the National Lottery. Players sprint around the pitch with unprecedented speed, and this is translated into faster, smoother gameplay. A new First Touch feature allows players to gain an extra yard on an opponent on an incoming ball, and then either trap the ball and lay it off, or direct all manner of flicks and passes to their nearby team-mates. Just like Fergie's dream strike partnership of Rooney and Smith, the increased pace of the game matches this new feature brilliantly, and makes for a much more exciting experience.
On the subject of an exciting experience, if you believe the clichŽ, footy games are the staple of post-pub entertainment. Well, the sober amongst us can enjoy the virtues of the fantastically fun multiplayer any time we like, as up to four players (two per team) can fight it out for footballing supremacy. You'll no doubt be aware of EA's and Microsoft's blossoming relationship, and that FIFA 2005 supports one-on-one Xbox Live play - the online terraces will literally come a(Live) with the screams of fanatical footy aficionados. We've been crying out for ages for the franchise to go Live, and we can't wait to trash-talk to Europeans about whose league is better. If the online mode is as good as the fantastic four-way game, this will be some seriously sexy sporting shenanigans. Microsoft is throwing its hefty weight behind the online aspect too, by organising the world's first ever Interactive World Cup. You don't get to actually trot out with Messrs Beckham and Owen in Germany in the 2006 World Cup, but you can still take part in the huge on/offline tournament roadshow as it arrives in a country near you - in a bid to become FIFA champion of the world.
But the burning question: how does FIFA 2005 actually play? Is there much of an improvement over last year's version (Issue 23, 8.7)? Well, we're pleased to say very well, and with a Meg Ryan-esque resounding yes! There's long been a hotly contested derby between the FIFA and PES series, and after finally bowing to the baying crowd, it seems EA has sat up and taken notice. Like a drifting midfielder the new FIFA outing has gravitated towards the PES way of thinking, and actually plays a lot like Konami's lauded footy sim. Which is a very, very good thing. Seemingly minor touches like the ability to control players during throw-ins make for a much more fluid and dynamic experience.
There still remains the odd inherent FIFA flaw, however. Gameplay is still weighted in the favour of attacking play; it's much easier for strikers to split defences with a deft though ball than it is for defenders to put a successful challenge in. That said, this does lend itself to a more exciting, and frequently scoring, style of play. And it's not just when you're on the backfoot - tackling is always a tricky matter of precision timing and technique. Playing against a CPU opponent is no laughing matter either, as improved AI means they'll match your every move. What this does mean, is that you must play the game exactly as you would in real life. Training ground discipline is key here, because working triangles and playing intelligent through balls are the only way to win.
Unfortunately, the AI of your team-mates doesn't always match that of your opponents. Passing was always a dubious point in the previous titles, yet for all the advancement of other aspects of the game, direct a sweeping pass out wide to a winger and, annoyingly, the ball is sent backwards into the path of an advancing opponent. And why is the pass button when in possession the same as change player when not? Very confusing and infuriating when challenging and winning the ball.
But we split hairs. Much like the Manchester massive, it seems the footy-loving games fraternity is fiercely divided between the FIFA and Pro Evo camps. For some, the arcade feel of PES proves a stronger pull than the more complex and technical aspects of FIFA, but cynics may want to take a look at EA's refreshingly improved title, that continues to blur the once obvious divide between the two games. We'll be taking both titles online next issue, so don't miss it.

FIFA 06
Your annual update of licensed football fodder is served - and it's the Pro Evo-est FIFA yet!
Sports - Issue 48 (November 2005) - 8.5/10

(EA12008E)
FIFA06.txt
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This is a difficult review to write. Each year EA and the FIFA team assure us in a very serious fashion that they've gone back to the drawing board. They tell us they're all huge fans of Pro Evolution Soccer and make the point they've all learned lots since they last released a FIFA game and that this one, this time, is the perfect soccer game. The official FIFA 06 website highlights this by pointing out that "intuitive gameplay enables you to command every move of your player with pinpoint accuracy", which is a clever way of saying they've done an even better job of copying Pro Evo's control system this year.
Now, when starting up a game for the first time, you're given the option of choosing Classic or Exciting New And A Bit Different controls, with the newer option being this Pro Evo clone bunch of settings. Which is great - there's no more using the A button to select your man any more, the Right trigger is sprint like it should be because surely everyone plays Pro Evo these days, and yes, even the holding down of the Right trigger and A does the same homing-in-on-the-ball move in FIFA 06 as it does in Pro Evo, thanks to this year's FIFA's new controls. But poor old FIFA has shot itself in its gold-trim Predators by doing this. Comparisons with Pro Evo were easy before, but now FIFA 06 is using the identical same control system they're even easier than ever! Whereas before it was slightly unfair to say FIFA was a worse Pro Evolution Soccer, now it's a scientifically provable fact.
The action out on the pitch has been altered to fit this 'new' system. The through-pass, triggered by the Y button as it always has in both Pro Evo and FIFA, is at the core of new FIFA. Which means there's less reliance on ping-ponging the ball through midfield, and more emphasis on springing the offside trap, timing your passes and getting through on the keeper. It's a better idea, a nicer way to play, and an enhancement that makes FIFA feel a little bit more like the proper soccer sim it wants to be. There are still disappointments, though - it's still way too easy to take one man through the Xbox-controlled opponents and score.
There's also the usual array of double-tapping special moves and on-the-fly tactics changes that have always been at the core of FIFA, and with these established moves and the newer, more fluid passing-play style, new FIFA is a fresher, faster and fairly improved game. But the biggest innovation in FIFA 06 is the management section. This isn't just some tacked-on little extra, it's a gigantic, 15-season long, detailed and statistically accurate welded-on slog through the league table. It really is an impressively generous addition, with piles and piles of matches, coaching and scouting options and months upon months of strategic play.
It's also pretty good for a management game. You can play the matches each week for starters, a significant advantage over many donkey jacket sims, plus there's the option to skip them - and read text updates of the match such as "He scuffs the shot!" if you want to hurry through the league season. Not exactly the most thrilling thing to do, but handy if you're in a hurry (although here at Official Xbox Magazine we do not advise the playing of management games in any kind of hurry).
Another peculiar thing that greets you when you boot up FIFA 06 for the first time is the event-based matches. After creating a profile and choosing your team (we chose Sunderland, out of pity), you receive a memo from the FA office. This memo informs you that a World's Best XI has reformed and is challenging you to a match. So off you go, playing a team that consists of Eric Cantona and Franz Beckenbauer, presumably brought together under the time-travelling management of Doctor Who and desperate to prove themselves against the mighty north-eastern footballing superpower.
Crowd-pleasing and bizarre peculiarities aside, FIFA 06 is a slight improvement on FIFAs of old. As ever it's still a bit too easy to score, but on the plus side this does make you feel like some sort of gaming legend when you're 3-0 up within minutes of playing your first ever game. One-on-ones with the keeper always tend to go in and that's not because we were playing as a good team - we were sometimes playing as Newcastle. It's a little unrealistic, but that's a trade off - you get a fast, high-scoring game in return.
So, another year, and another rethinking of FIFA that takes it slightly closer to usurping Pro Evo. There's still a long way to go, but with better controls and a huge but slightly dull management game, FIFA 06 isn't far away from getting it right. At the current rate of improvement, FIFA 09 ought to be just about perfect!

FIFA STREET
FIFA Street is a tragic attempt to sell us an Americanised version of the sport. This is car crash gaming at its best
Screenshots - Sports - Issue 40 (March 2005) - 3.5/10

(EA11401E)
FIFAstreet.txt
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If you've even a passing interest in the beautiful game, stop reading now. Seriously. EA's latest 'sport goes street' title is about as far removed from the real thing as it's possible to be without setting it underwater. Sure, other games under the same Street moniker adapt surprisingly well (see NBA Street V3). However, basketball is a pastime that was born in the ghettos, not on a muddy field in ye olde England, and as such is infinitely better suited to these new urban settings. But why all this prejudice against what looks like a reasonably fun arcade title? Well, in the style of MC Harvey (who provides the laughably bad, cringe-inducing voiceover that manages to be both condescending to footy fans and alienating to just about everybody else)...
"Eh yo this is Harvey on a review tip; I'm gonna wax bout how this game is shit. For a start, yeah, da ball physics are all wack, the ball's glued to players feet and the dribbling's cack. The idea is keep the ball in da air, but random passing means it goes anywhere. Playas build up combos to bust a badass shot, but piss easy 'beat' moves instantly make your combo bar hot. Shootin's dead easy if you get the time, but your sluggish strikers can't even turn on a dime. Yo' slide tackles are meant to be ruff and heavy, but pussy-ass playas just collapse like jelly. When the opposition tricks you'll freeze like a fool, this is annoying and stupid and is way so not cool.
All the FIFA faces have got their mugs on screen - though if they'd played this first they wouldn't want to be seen. The single-player game is called Rule The Street, and makes playas pick a squad and other teams beat. Earn Skill Bills and points for nuff respeck, and you can buy new playas with which to flex. Multiplayer's not really much cop at all, and jus' like FIFA Street can't stand tall. Word."

FIFA STREET 2
EA's controversial 'reimagining' of the greatest game on earth returns for more trick-filled idiocy
Sport - Issue 54 (April 2006) - 4.5/10

(EA13301E)
fifast2.txt
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What's the friggin' point? Football is a near-perfect sport, and here it has been wrecked. It seems that making a sport 'street' involves stripping out everything that makes it a proper game then replacing it with stupid, pointless stunts. All you're left with here is a disorganised mess.
EA has packed in all-new crazier gameplay but FIFA Street 2 isn't far removed from the same dire experience as the original (Issue 40, 3.5). You start off by creating your own player. As you'd expect from EA, you can tweak every aspect of your man's physique and outfit to suit your liking. Then you set off on the usual mission to out-trick footballers around the world and earn a name for yourself - a scenario that's overused in games nowadays.
You'll need to prove your worth in footy games of more variation than you'll care to count. As well as scoring goals, winning some matches demands that you reach a set number of trick points before your opponents, or perform a number of nutmegs within a time limit, say. Some games require you to keep the ball in the air by stringing together flashy juggling moves. This must be how Pel‚ learned to play on the streets of Sao Paulo all those years ago!
In most cases, the tricks are more important than the goals themselves. Tricks are performed with the Trick Stick, otherwise known as the Right thumbstick. You pull it in any direction and your player will flick the ball about like he's in a Nike advert. It looks nice but there really is nothing more to it. Instead of somehow enhancing the excitement of football, they're the fundamental flaw of the game, because whenever a trick is activated, the defending player becomes completely paralysed.
When your opponent activates a nutmeg trick, you lose control of your player as he enters a long and frustrating 'I'm being fooled' animation. You can't anticipate the attack in its early stages and change direction or stick a foot in - nothing. You can only watch while your man just stands there as if Jamelia's just walked onto the pitch in her underpants. Then he stumbles to the floor like a complete twerp, leaving you screaming "GET UP, YOU KNOB" while your opponent strolls past easily.
We wouldn't mind if this kind of stunt was tough to execute, but it's as simple as shoving the 'Trick Stick' in a single direction. This ease of use means that tricks - and in turn, the long stun animations - basically take over the whole game. You'll spend half your time yanking the Trick Stick about and watching your player flail around like he's being attacked by killer ants, and the rest of the time watching your player stumble around uncontrollably like he's doing a dance.
Tackling is a real pain too - your opponent just needs to keep pulling stunts one after the other, with reasonable timing, and no defending player will get near them without getting stuck in a fit of consecutive paralysing animations. It's so awful it's almost funny - you're completely powerless. What the thousands of people who bought the first game liked about it is a mystery.
Nevertheless, it was popular, and so the sequel arrives with new gameplay aspects to make it even 'crazier'. Now when you charge up the power bar a circle of light appears on the pitch. Run the ball into this circle and you'll activate the new Trick Beat system. During the next few seconds, the game goes into slow motion. Anyone you fool with a trick during this time will become 'beat' and they have to sit down until your Trick Beat power wears off. Your shot power is also greatly amplified, meaning it's easy to score.
You can actually use the Trick Beat system to end the game instantly by getting a 'KO' (see left). What? This isn't boxing. This is football. Not happy with getting rid of handballs, fouls, offsides and all the other aspects of the game, FIFA Street 2 actually ignores football's fundamental principle: score the most goals within a set time. Jesus. Players on the receiving end of this scandalous manoeuvre will feel robbed and cheated at their instant loss.
But not as robbed as you'll be if you part with 40 notes for this game. We warned you when the original game came out that it wasn't worth your cash, but did anyone listen? The game was snapped off the shelves faster than 'MC' Harvey could shout "BIG UP MA DJ". The gameplay is messy, imprecise, and flawed, and the control-robbing animations are the most frustrating ever. You won't have to put up with Harvey's ridiculous and stereotypical 'rude boy' phrases this time around - but that's the only improvement.

FIGHT CLUB
A rough and tumble grappler that fails to capture the film's character or panache. You won't be talking about it...
Beat 'em up - Issue 37 (XMas 2004) - 6.4/10

(VU04702W)
FightClub.txt
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One of the most recited movie quotes of recent years has to be the classic line from David Fincher's movie: "The first rule of Fight Club is: you do not talk about Fight Club." Well, we're going to incur the wrath of Tyler Durden by indeed talking about it. If only we had something really nice to say...
The twisting script was a significant part of what made the film so great, though unfortunately the Fight Club game boasts no such editorial genius. The story mode is a tired tale of your anonymous character entering Fight Club, looking for Tyler Durden. Players jet their way around the country, meeting different chapters of Fight Club and fighting their way through just about every person you talk to. Every character from the film is here (including soon-to-be-annihilated Angel Face), and although there may be some visual similarities, the radically different voice acting destroys any illusion of authenticity. The cutscenes themselves aren't much cop either - the narrated comic book-style stills serve to progress the story but are stilted and uninvolving.
Combat itself is painfully slow. Players can choose from Brawler, Grappler or Martial Arts fighting styles, which mixes up gameplay a bit. Each character moves with the agility of bitch-titted Bob wading through concrete, and because Fight Club isn't the most flamboyant fighter out there, the usual array of spectacular special moves is absent. As a result, mano-a-mano action (all this topless scrapping is somewhat homoerotic) is more akin to something like Rocky Legends (Issue 35, 8.5), where players must think about accurately landing (and avoiding) punches rather than mindless button-bashing. The upside is thoughtful, tactical combat; the downside is that you can see that swinging roundhouse coming from the middle of last week, and have ample opportunity to block or evade it. Taunting an opponent is a fun feature but, because of the time it takes for your character to register and perform said action, you'll be on the floor before you can say "Come and have a..."
All amateur pugilists have to practice somewhere, so the Training mode gives players the chance to scrap with an unresponsive opponent. That said, normal enemy AI shares the same attributes - winning a bout is merely a question of repeating the same combo against them until they submit. Certain fights call for specific objectives, like breaking an opponent's arm. However, with no explanation as to how to pull off these precision combos, players are left to discover the exact move needed through frustrating trial and error.
But, just like Helena Bonham Carter's character in the film, there's something sluttily alluring about Fight Club. We love the way blood splatters all over the screen after a particularly brutal move, only to slowly drip down the 'camera lens' ten seconds later. Multiplayer is much more fun than the standalone game, and caters for both System Link and Xbox Live play. However, two men stripped to the waist can only have so much fun without going any further, and with Fight Club unwilling to really push the genre, there's going to be a lot of disappointed greased-up gladiators out there.

FIGHT NIGHT 2004
Absorbing, sweat-drenched title with dazzling graphics and a groundbreaking control system
Sports - Issue 29 (May 2004) - 8.5/10

(EA07502E)
Fight2004.txt
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Sometimes an idea comes along that is so simple in design, yet so blindingly obvious, that people slap themselves on the forehead and wonder why they never invented it. Imagine the first time someone injected jam into a doughnut, or marvelled at the open-top double decker bus. Moments of life-enhancing ecstasy, we're sure you'd agree.
How about this... a boxing game that isn't about button bashing. A game where you don't succeed by your ability to hammer the A button into next week, but where real moves are matched by real skill and real force. It's all about the analogue sticks. The harder you move them, the harder the punch. The direction you swing them translates to the direction of your punches. This is the gaming equivalent of the first time jam found its home in deep-fried batter. Genius.
With the Left stick, you control the basic movements of your boxer. Pushing directly up will move him towards his opponent, directly down and he'll retreat. Swivel the stick and he'll weave away from punches, and bob. Easy peasy. The Right stick is where you'll find most of the action, so equip yourself with a sturdy pad. Moving it diagonally up to the right creates a right hand jab. Diagonally up to the left, you've got a handy left hand jab. Straight out to the right then up, and you swing a right hook. You'll get a left hook if you do the same in the other direction. Pull the stick straight down and swing it fully up to either the left or right for an uppercut in whatever direction you specify. For body punches you repeat the process only with the Left trigger pulled in. And that's it.
We know that paragraph may have sounded more like a manual than a review, but just think about those punches for a moment. They are so simple, and so masterly, they shout 'buy me' even before we've talked about the rest of the game. And that almost speaks for itself anyway.
Graphically there is very little to pick over. The game is glossy to the point of being slippery, and is textured with a depth that complements the controls. Thirty-two prize fighters are listed along with a pick 'n' mix of fictional grunts and the customary 'create a boxer with a comedy blue afro' option. As you progress through your career you'll earn money to buy better equipment, a sexier entourage, lighting, pyrotechnics, even fanfares.
But it's a slog getting to the pinnacle of your career. You'll hit the canvas long before you hit your stride and find a set of moves that works. Nail it and you'll open up the flaws in the AI. Your opponents leave themselves open to blows that they should second guess, allowing you to target exposed areas, purposely walloping open cuts, affecting their vision and therefore their ability to land solid punches accurately. Beware though, the same applies to you, so avoid fistfuls of glove in a single place.
Once you do bring someone down, rather than a pre-animated KO sequence kicking in, everything happens in real time. The rag doll physics fire up and, depending on where you hit them, they crumple, jelly-legged, to the canvas. It's wholly satisfying to say the least.
There is little criticism we can level at Fight Night 2004 other than it may not appeal to everyone, and you may find yourself falling into the same patterns of boxing. Besides these factors though, the game is such a face-pummelling innovation you would happily let it beat you into a pulp. It looks like honey, plays like a pounding prodigy, and will leave your thumbs stiff from exertion. Great stuff.

FIGHT NIGHT ROUND 2
Succumbs to the EA Sports curse of not adding enough improvements, but Round 2 is still a worthy king of the ring
Screenshots - Beat 'em up - Issue 40 (March 2005) - 8.4/10

(EA08502E)
FNight2.txt
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Have you ever been properly punched? Ever felt a full-on, cheekbone-shattering, nose-bending wallop straight to the boat race? If not, you'll discover how it feels when you suck up one of Fight Night Round 2's new Haymaker punches. These brutal blows rock the camera like a car crash, land with a 'CRUNCH' sound so gruesome it'd give a pathologist the dry heaves, and usually introduce your boxer's arse to the mat. Good night.
Fight Night Round 2's sweet presentation jams the block-rocking power of these punches into your eye sockets, but it's the truly awesome Total Punch Control that makes them hurt so much. Controlled pops and twists of the Right analogue stick unleash stinging jabs, neck-snapping hooks and chin-disintegrating uppercuts, while holding the triggers let you block, bob and weave with ease.
Haymakers are powered-up punches. Adding rotation to your stick twist puts extra hot sauce on your glove, sending the crowd wild and rebooting your opponent's brainframe instantly. It's brutal, it's vicious, and we love it.
Unfortunately, the Haymaker system is Fight Night Round 2's only important new addition. Being able to control your Cutman (the poor bloke who has to clean up flesh that's been reduced to rotten mince) is a nice extra, but it's really just a simple mini-game between rounds.
The Career mode in particular could have done with an overhaul. True, you now have to fight your way through the amateur ranks wearing one of those padded nugget-nappies, but since you can't upgrade your stats until you turn pro it's really just a glorified tutorial.
Once you're slugging it out as a pro you can start spending cash on new equipment, entrance effects, and bikini-clad girls. But that's all just show - to really make it to the top you have to train. Funnily enough Round 2's training mini-games aren't as good as last year's. Weightlifting is cool - you have to use the analogue sticks to drag up heavy stacks - but the Combo Dummy and Heavy Bag are just dull.
Progressing up the rankings until you're sporting a fancy new belt is fun and there are plenty of unlockables, but ultimately it's just a procession of similar fights. Xbox Live support would have been a great way to give the career mode some real punch... ah well, maybe next year.
Still, the boxing action hits like a heavyweight while also offering deep, strategic gameplay for the true ringmaster. Things really rumble in two-player mode, where bouts evolve into ridiculously tense face-offs more like chess than a messy scrap outside the pub. Fight Night 2004 (Issue 29, 8.5) was the jab that opened our defences and Round 2 is the sucker punch follow-up. Hopefully next year's edition will be the knockout blow.

FIGHT NIGHT ROUND 3
Stick your dukes up for EA's best boxing effort yet
Sports - Issue 54 (April 2006) - 8.7/10

(EA13401E)
fightnight3.txt
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Without sounding like proper pub car park psychos, short of slapping someone repeatedly in the chops for real, Fight Night Round 3 is one of the most satisfyingly violent games we have ever played. It is, without doubt, boxing perfection.
For within the confines of its digital ropes you'll be able to physically throw all manner of jabs, hooks, uppercuts and below-the-belt family jewel rippers. Simply move the right thumbstick in the direction you want your fist to fly, hope your glove connects with soft, crushable nose cartilage, then watch the blood and sweat fly.
Of course, if you've played any of the Fight Night games before then you'll be familiar with the 'Total Boxer Control' system of waggling both sticks about like mad. It adds a subtle level of skill and realism that Rocky Legends (Issue 35, 8.6), with its button-bashing control setup, lacked, and as fans of the system ourselves we're glad to see this third iteration is the best yet. The overly powerful Haymaker punches from the previous game have been toned down to more realistic levels, and everything feels just that little bit tighter and more responsive. Which is a good thing, considering nothing feels sweeter than a perfectly placed hook and an accompanying close-up of your opponent's jaw breaking in two.
The beauty of Fight Night's newly tweaked control system is that each boxer now feels more like an individual than ever before. With so many variations of style and type of punch to throw, you're forced to think and box like a real fighter. Choose a slugger - someone big and sweaty with man boobs, ideally - and you'll have to keep walking forwards while looking to land that single, devastating big hit, but go for an archetypal speed boxer like Muhammad Ali and you'll need to spring forwards and back, lashing out with quick jab combos before ducking and diving to avoid the retaliation. Better still, you can now create your own custom mix of moves and styles in career mode, meaning it's possible to tailor the game to precisely suit your own violent tendencies.
Talking of career mode, this is where you'll find the biggest Fight Night improvement. While it's basically the age-old boxing tale of unheard amateur becoming world champion, rehashed for its 15,000,000th airing by our estimate, Fight Night Round 3 places a cunning little narrative cherry on top to stop it from becoming just another simple climb up a ladder of ever-tougher pugilists.
It's not a plot, as such, but early in your career you'll acquire a rival, by relieving some chump of his amateur league champion's belt. As you progress so does you rival, and the further down the road you get the more frequently your paths cross. It's all handled pretty subtly to begin with, with your rival throwing the odd comment to you via the main career information screen, but as the fights get bigger and the occasions more elaborate the rivalry becomes increasingly intense until everything erupts in a shameful display of press conference tantrums and theatrics. Think Ali and Frazier! Rocky and Creed! Tyson and Bruno! Maybe not that last one...
Like we say, it's not a proper storyline, and unless you really plough through the career mode in one long sitting you probably won't even notice it happening that much. But it's a nice addition, and kept our interest going much longer than any half-baked boxing plot ever could.
In fact, rivalries are pretty much this year's 'thing' in Fight Night, with a series of classic one-off bouts between legendary boxing enemies providing the refreshing dessert to the career mode's bloated main course. It's a somewhat limited selection of bouts, admittedly, and one that almost entirely favours American fighters, but for boxing nerds there's still a surprising amount of thrill to be had taking part in, say, Marvin Hagler's famous scrap with Sugar Ray Leonard.
If we were to find fault with Fight Night Round 3 it's that the general line up of licensed boxers hasn't much improved on the previous games (it's still small and features mostly cross-Atlantic pugilists). And while we really love the organic feel using the sticks to pull off punches and defensive manoeuvres gives, it's clearly never going to be as easy as simply hammering A and X (although it is possible to switch the punches to the buttons if you really can't be bothered with the sticks). And that's why on some levels, Rocky Legends remains a better fighting game. It's bolder, brighter, easier to pick up and play, and the list of characters on offer will probably mean far more to you than Fight Night's line up of real-life boxers such as Vicente Escobedo and Diego Corrales (no offence gents, but who are you?).
But for pure boxing realism, Fight Night Round 3 takes the crown. The way you can bust out little jabs and finish off with a crunching uppercut, or bat away a badly timed hook and follow through with a breath-stealing gut-punch is spot on. Rocky Legends fans might find it all a bit strait-laced, a boxing game with its pants pulled up to its armpits, but the boxing purist inside us tells us Fight Night takes it on points in the final round.

FILA WORLD TOUR TENNIS
A derivative tennis game with more faults than the San Andreas
Sports - Issue 9 (November 2002) - 2.6/10

(TQ00902E)
FILA.txt
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They say that imitation is the sincerest form of flattery. Imitation is also the laziest form of making a bundle of cash. Some imitations, admittedly, are really good. Counterfeit Louis Vuitton handbags that you pick up down the market may look the part but it could disintegrate within a month, but then again, grab a great-looking fake TAG watch on your next holiday to Turkey and you'll not only fool everyone, but it might last as long as the real thing, too. Moral of the story? If you're going to fake it, fake it well.
This, however, is not what happened with Fila World Tennis Tour. Trying to copy a great game is one thing; managing to ignore all the lessons along the way, just like with Gravity Games (Issue 09, 0.8), is quite another. This is a take of Virtua Tennis without the simple but deep gameplay, without the responsiveness, without the panache.
The list of stuff that's wrong with it goes pretty much like this: animations stifle your player, it's hard to direct shots, the CPU-controlled players are super-human and both graphics and sound are sub-par.
When you go to hit a shot, the CPU for some reason decides whether or not to take a swing - not you. If you move your character before the ball makes it over to your side, you're most likely to be mid-animation which, nine times out of 10, will mean you can't swing your racket when you need to, just as in Pro Tennis WTA Tour (Issue 07, 1.9).
Then there's the quirk of your player, at seemingly random times, suddenly executing a dive and rolling to leap out of the way of a ball hit straight to his feet.
Also, just like Pro WTA and Slam Tennis (Issue 06, 7.2), placing shots is difficult, mainly because when you begin a game, your generic character is, frankly, crap. There's training, but it costs money. You start a new championship with some cash, but soon find out that it's not enough to train to a reasonable standard. So, given the near-infallible CPU-controlled players (in 20 games, they didn't serve a single double fault or put one shot out of bounds), you'll find yourself losing very frequently and haemorrhaging cash.
The crowd is of the cardboard-cutout variety, its stock reactions having little to do with the on-court action, the umpires don't even speak with the right accents and the ball is often lost against the garishly coloured courts.
Also, most replays, stupidly, only show what happens after the point is won. You can, however, buy lots of Fila kit to dress your players up in. Like a Barbie doll.

FINAL FIGHT: STREETWISE
The legendary beat 'em up is back, tongue firmly in its cheek
Beat 'em up - Issue 54 (April 2006) - 7.5/10

(CC01902E)
finalfightsw.txt
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We love Final Fight: Streetwise for all the wrong reasons. Rather than adoring the way it so successfully recreates the thrill of the old-school beat 'em ups of our childhood, we love just how daft this is. It's Takeshi's Castle down a smelly backstreet armed with a bit of pipe, and we can't get enough of it, bizarre and stupid though it is.
The combat, we're afraid to say, takes something of a back seat to all the bizarre mini-games, subplots and broken Engrish crammed in. "Wanna shag?", a woman asks in passing, much to our amusement, just as a gold-toothed pimp waves his "salutations!" to us from across the street. It may be slightly odd and broken, but we don't want it fixed. It's funny as hell. The mini-games deftly divert your attention from the dull back-story (something about Kyle Travers' bid to uncover the whereabouts of his kidnapped brother Cody), and you won't mind punching and kicking through streets of violent nonsense just for the perversely-placed party games peppered everywhere. (darts, boardgames, arm wrestling, or just squashing cockroaches for cash).
Like the original you (and a mate in co-op) can pick up the weapons littering the street and use them to brilliant effect. We're particularly taken with the sound effects during battle. Remember those crunchy, thudding Indiana Jones punches? It's a whole game full of them. Whacking someone about with a baseball bat feels wrong on so many levels, but so good on so many others.
The combat, as button-mashy as it is, is solid and true, and you'll revel in the waves of goons coming at you. Grab 'em, throw 'em, slam 'em through glass windows - it's bafflingly good fun. The further you punch your way through the game, the more moves you'll learn, many from old Final Fight characters such as ex-mayor Haggar, who'll happily impart his drop-kick moves to you.
Extra moves and muscle tone can be earned at the local gym for a price, and by robbing people or finding cash you can also buy health or clothes to stalk the streets in. You'll have to be careful about precisely who you rob though, because too much granny-battering will reduce your 'respect' meter and limit the opportunity to do everything the game offers. The more respect you earn - by actually being nice and returning stolen purses or chasing off bad guys, oddly enough - the more people say hello to you on the street ("salutations!"), friendship being its own reward and that. Keep your respect high and you'll be rewarded with tips, goodies and sub-games. And we'll tell you now, there's good cash to be earned from squashing bugs.
We've a suspicion beat 'em up fans under a certain age will be slightly baffled by Streetwise. You can play it for ages and never be quite sure whether it's a superb tongue-in-cheek tribute to street-fighting games of old, or just the work of inspired lunatics. Full to the brim with nonsense street-talk, batty mini-games, ridiculous scenarios and comedy combat, at a time of endless fun-free 'respect'-based murder games it's great to see Streetwise bring a sense of humour and actual gameplay back to the beat 'em up. In the words of one of Kyle's chums during a fight, "Let's show them we're toughies!"

FINDING NEMO
Looks gorgeous, oozes humour. Challenging, but frustrating in places
Platformer - Issue 21 (October 2003) - 7.9/10

(TQ03002E)
Finding.txt
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In name alone, the clownfish evokes images of underwater jokers inclined to throw custard pies at passing haddock. So imagine our surprise when we discovered that the two main stars of Finding Nemo shun chucklesome slapstick banter in favour of swimming gracefully through dense waters and looking pretty. Clownfish indeed... When was the last time you giggled at a circus aquarium?
Based on Pixar's new film - a heartwarming tale about a kid clownfish (Nemo) gone AWOL - Finding Nemo is a delightful underwater odyssey that's ten times more thrilling than staring at your neighbour's goldfish bowl. You star as several of the movie's colourful characters, but mostly as Nemo, who finds himself imprisoned in a fish tank (he's abducted by a deep-sea diver, you see), and his pa Marlin as he embarks on a quest to save his unfortunate son. Spot the similarities with Toy Story 2? We certainly did.
As with all of Pixar's movies, this is a definite kiddie's product on the surface, but with a fair degree of adult appeal stored below. You don't have to be under 12 years old to enjoy the Toy Story flicks; in fact you need to be older to fully appreciate the clever references. This game is much the same - sweeter than a bowl of cherries, yet tougher than a pair of your grandad's old marching boots.
Gameplay-wise, it plays a bit like Rayman 3 but without the combat and set in the ocean depths. It's piled high on the cuteness factor too - Nemo and co sure look cuddly for slimy fish. Each section is split into several levels. The challenges are varied, ranging from 3D chases and head-scratching tile puzzles to sideways platform action in the classic Mario mould. This game rarely throws up a dull moment. The chases/races are simple, addictive, and strangely therapeutic. Your fishy either has to keep up with a leader (such as the forgetful Dory) or escape a ravenous predator (sharks and anglerfish, for example). Swimming through rings enables you to maintain the pace, but unfortunately mines, squids, oil leaks and electric eels are all there to hamper your progress, while the sea current often drags you off course. The sense of moving through water is astonishingly convincing, and the way that flailing tentacles emerge in the distance can be eerily unnerving.
More conventionally, the platform action is retro fun updated for the deep-sea diving generation; all evading hazards, collecting treasures, trapping crabs in bubbles and solving tricky puzzles. The only difference is that instead of jumping, you kind of well... swim, which is great, because there are no narrow ledges to keep tumbling off. Bonus objectives, such as dropping coloured gems on pedestals, offer added challenge, although with so much horror lurking in the underwater underworld, you'll find your time best devoted to evading the Captain's Table. Fish pie? Good old-fashioned steak and kidney was always the tastier option, anyway...
One of the most important things with games like this is recreating the look of the movie, and on such grounds Finding Nemo rarely puts a fin wrong. As well as employing its original voice actors, the numerous cutscenes are enormously cinematic in their own right. There'll be no need to skip through these ones - you'll be well and truly hooked, like a cod on a fisherman's line.
Okay, so we know that this is geared towards a younger market (ages 4-14 primarily), but that doesn't stop it from being any good, does it? In fact, it's nightmarishly difficult in places. If you still savour your platform action, are easily pleased with simple gameplay and think that fish are the new 'cool' then it could be time to scuba-dive your way into this. 'Water' you waiting for fish face, you've a boat to catch...

FIREBLADE
Duff controls, poor graphics and no spark
Action - Issue 12 (January 2003) - 2.8/10

(MW01802E)
Fireblade.txt
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A fully armed helicopter gunship is a truly formidable beast, bristling with all sorts of weapons that fire big pointy things at full speed. They can hover in mid-air, and are highly manoeuvrable. Bring on the video games!
Hang on a second - there aren't really that many helicopter games, are there? In the 80s we had Airwolf and Sega's great coin-op Thunderblade, and then in the 90s there was Desert Strike and its sequels. But it's been a while since we had a really decent one, one that made you feel like the most powerful, scary thing ever.
Fireblade would very much like to redress that situation, but it's not really happening. The main reason for that is the control system, which is something of a shocker, to put it bluntly.
The control system makes use of both analogue sticks, which is something we're big fans of here at Official Xbox Magazine. But the way it uses them is annoying. The Left stick moves your chopper forwards and backwards, and turns it around on the spot, while the Right one is used to adjust altitude, and strafe left and right.
The problem with this is that it's far more common for games to use the Left stick to strafe, as well as move backwards and forwards - and if you're familiar with that setup, getting used to controlling your helicopter in Fireblade really is an utter pain in the arse. Even if you are left-handed and like to strafe with the Left stick, it'll be a pain. Because rather than having one stick dealing with aiming matters and one with movement, the functions are mixed over two sticks, leading to your brain having a bit of a struggle.
Given that success in the game demands that you be capable of gracefully swishing about the skies while taking out multiple foes, this is a problem. And, disastrously, you can't even change the controls - all you can do is invert the Y axis on the Right stick. This doesn't address the problem at all and the duff controls mean the game doesn't get much of a chance to grab the player because it's so unfriendly to get into. Configurable controls really isn't that much to ask for.
Even if you do persevere past the brain-achingly perverse controls - and it can be done - you won't be too enamoured with the game. Your chopper has absolutely no inertia, making it feel even more clunky, and there's no sense of piloting something weighty and dangerous whatsoever.
The Stealth mode has its problems, too - despite being a nice idea. For a start, the effect that accompanies it involves your ship going transparent, with a blurry filter being applied to everything that can be seen through the chopper. It looks a bit shoddy though, especially when placed against Master Chief's Active Camouflage or the Cloaking found in Phantom Crash (Issue 10, 8.5).
Fact is, the stealth aspect is not really up to scratch, either aesthetically or in practice. Despite going practically invisible, your helicopter is still spotted frequently, requiring you to take out enemies within a short space of time to avoid failing the mission. Cue frustration, thanks to those wretched controls...
The ropey visual effects can be seen throughout the game at large, too. Piddly Mega Drive bullet effects and Atari ST-esque explosions aren't what we want in our games.
There's just a total lack of occasion to Fireblade. The missions don't do anything new - it's simply a case of protect this, destroy that. That would be fine if it was fun to play, but the controls make it an utter chore. The visuals have the wow factor of an egg timer. It's terrible to think people might spend £45 on this - just make sure you don't, eh?

FLATOUT
Deliciously destructive driving title with an emphasis on fast, frantic fun. Fantastic physics engine too
Driving - Issue 36 (December 2004) - 8.0/10

(EM00901E)
FlatOut.txt
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Ever since watching Deliverance we've had a real aversion to anything from the American Deep South. Banjos, fried chicken... hell, we can't even wear our Von Dutch trucker caps without wincing at the thought of poor Ned Beatty up against that tree. Empire's FlatOut has done little to abate these fears. Crunching metal, squealing wheels (squeal, piggy, squeal!) and yee-hawing Yanks - this is dusty, dirty, yet undeniably dazzling racing fun. And worryingly, we like it.
The hopeful hicks start their car-crushing career by picking a tasty motor from the dealership. Customising your car is a major part of FlatOut, and players have tons of modding options. Buy a cheap car and tweak the hell out of it, or purchase a more upmarket model that requires little modification. Like Blind Date, the decision is yours. Sixteen classes of cars are on offer (in shiny star-spangled colours), and you can visit your friendly, ball-scratching, beer-swigging mechanic to upgrade its specs. Beef up the engine, tighten the drivetrain, toughen your bodywork and change the tyres, amongst other things, to gain the upper six-fingered hand.
If you're only into serious driving sims, stop reading right now. Technical cornering is flung straight out of the window (as is your driver - more of that later) in favour of pure balls-out, edge-of-your-seat, unbridled mayhem. Aiding this experience, and enabling FlatOut to stand out from its contemporaries, is the fantastic physics engine Bugbear has implemented. All the cars are completely destructible, as is the surrounding environment, and display brilliantly accurate gradual degradation.
Minor bumps result in the odd windscreen shatter or bonnet crumple and, due to the violent nature of the game, frequently occur before the green start light has even gone out. Bigger gut-wrenching shunts and slams (race-ending in other driving games, but quickly the norm in FlatOut) result in bonnets flying up, doors falling off, and cars catching fire, all in a disconcertingly enjoyable way. Causing damage to your opponents is a blast, as is knocking over the multitude of tyres, barrels and other assorted roadside objects. These will brilliantly remain on the track throughout the race, so players can effectively litter the road at a narrow chicane or bottleneck to scupper opponents behind them, and send them spiralling off the road.
This violent behaviour isn't merely a result of too much moonshine however - FlatOut's fender-bending gameplay positively encourages it. For every smash and shunt you get involved in, your Nitro bar will gradually fill up, enabling you to boost your way back on track at warp speed. But this great feature is something of a double-edged sword. Sure, it encourages demonic driving and is undeniably liberating, but it negates the purpose of thoughtfully driving round the track. What's the point of braking for a corner when you know you can just smash into it, fill your Nitro meter, then boost right to the head of the pack again?
But try to strike a happy medium between wreckless abandon and, well, controlled wrecking, and everyone's a winner. There's plenty for you hot-headed hillbillies to get your remaining teeth into. You can hop right in for a Quick race or tear round the Time Trial challenges, using any track and car you've thus far unlocked. However, Career mode is where the real money's to be made. Compete against seven AI opponents over several laps and, if you finish in the top three, you'll unlock the next race. The car handling feels suitably responsive, and getting the back out round most of the corners is a real joy. It all seems fairly simple, doesn't it? Well, it's not when each and every AI car drives with the aggression of a pre-menstrual Jerry Springer guest who's just lost Billy Bob to her sister. They'll prove to be both formidable allies and the source of massive frustration, as you'll struggle to recover from a nasty smash only to be rammed, spun 180û, and relegated several places in the process.
A comical consequence of the superb physics engine is the ability your driver has to be catapulted out of his vehicle and sent sprawling over the roadside, ragdolling around until he slows down to a stop. Making use of this are the fantastic Bonus games, which are both valuable for earning extra cash, and immensely fun. And while we're on the subject of fun, FlatOut caters for the whole family too. Up to four players can battle it out via split-screen (being suspiciously inbred, that should be enough to cover mum, dad, aunts, uncles, kids and cousins, shouldn't it?). For those with extended family, or if Peggy Sue starts showing again, up to eight players can duke it out over System Link or Xbox Live. Look out for the full Live review next month, but we're sure the game will provide just as much dirt-kicking devilry as the brilliant System Link games do.
So there we go. You could say FlatOut is a bit like your favourite page three girl. Great to look at, boasting accentuated physical attributes that sometimes defy gravity, yet underneath is a filthy minx who loves to get dirty with a group of mates. Fun, enjoyable and instantly playable.

FLATOUT 2
Burnout meets Sega Rally in the countryside, in 2006's craziest racing game!
Driving - Issue 57 (July 2006) - 8.0/10

(EM03202W)
flatout2.txt
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It's okay. There's nothing to worry about. They haven't done anything daft like mess with the winning formula. FlatOut was a surprise hit a couple of years ago, bringing silky-smooth arcade racing to Xbox and adding loads of very enjoyable, but morally dubious, crash games where you fling your driver through the windscreen to much neck-snapping hilarity. It was great - and this is the same.
The A button is your nitro. You earn nitro not just by ramming other cars, but also by destroying the trackside scenery. So instead of just racing you have to get stuck in. You're expected to mix it up. On our first go of FlatOut 2 we forgot about this and hammered into the lead. We were about 20 seconds ahead by the end, feeling really good about ourselves and extremely positive! But the game only rewarded us with 100 credits for this crushing victory, while the Xbox-controlled losers got 300 or 500 for doing stupid stuff like smashing into each other and ramming their opponents off the road.
So in the second race we messed about, randomly ramming the pack, holding back if we accidentally took the lead and generally causing as much carnage as possible. We only finished fifth but our reward was 500 credits. FlatOut 2 positively encourages dangerous driving if you want to buy the cool stuff.
So this isn't really so much of a smooth arcade rally game once you get into it - FlatOut 2 is part destruction derby simulator and part Burnout. But one thing hasn't changed, though - the driving feel. It's still part Sega Rally as well. Whoever reviewed this a couple of years ago must've gone on about it controlling quite a bit like Sega Rally, which is, as you know, the benchmark by which all rally games are judged and will be judged against for all eternity.
When you're concentrating on actually driving rather than smashing into stuff, FlatOut has the same light and flippable feel as all the best off-road racers. You sort of surf along the muddy surfaces and powerslide around every corner. It feels cool and well, right. It's easy, you'll win the first load of races with no problems at all, you never find yourself struggling for control or grip: FlatOut 2 has a quite superb rally feel to it.
It's not just that simple. There's modding galore, with more powerful engines, exhausts and all the bits that make cars go fast to tweak in the Upgrade shop. FlatOut 2's very generous at handing out the credits, especially if you rough up opponents for all the aggression bonuses, so within 20 minutes of playing you're racing some super-tuned, twice-as-fast monster of a car with more grip, better acceleration and a nitro gauge that won't stop piling on the speed.
Everything's split into three groups - off road rallying and destruction derbies, race car events and a powerful street car series. All three have one thing in common: you race around wide tracks, tracks that are surrounded by breakable objects for you to smash through. There are no awkwardly placed trees designed to catch you out if you slip wide, everything's breakable and perfectly designed to keep you in the race.
The wide tracks are also ideal for Xbox Live racing. No one's going to complain about getting rammed into the barriers, because there aren't many barriers and the few there are break into bits when you touch them. The courses feature hedges and trees and fences, but they can be smashed through. If you're pushed offline you're usually okay, as there's just some bumpier edge to drive down instead of a brick wall to end up in. Think of FlatOut's tracks as golf courses - there's a wide fairway to race down, but if things go wrong you can still save your race by bouncing through the rough for a bit.
There's the odd bunker to get stuck in, though, with occasional brick houses in the way. But they're visible and in most cases you can go around - or through, or even over - most solid obstacles. There are jumps, alternate routes, wide paths and if things do go massively wrong the Y button immediately resets you back on the racing line. You won't ever get annoyed or frustrated playing FlatOut 2.
Stuff blows up, too. Petrol stations go off if you drive through them, small aeroplanes blast to bits on contact and there's usually something exploding or falling apart (while on fire) in your line of vision - especially in the destruction derby games that pop up once in a while during the racing series. No one's ever managed to make a destruction derby game that's anything more than you driving around in endless circles trying to randomly crash into another car, and FlatOut's the same. The DD events aren't much fun,
But they look good. Bonnets come off, which is nothing new. But so do doors, side panels, back sections and pretty much all the bits of the cars you smash into, often stripping them down so naked you can see the other driver sitting there, all vulnerable, waiting to be smashed into again and have his racing life ended once and for all. And you're encouraged to go in for the kill - FlatOut 2 rewards you for hitting other cars, with bigger bonuses for harder, faster hits.
Key to fast hits is the nitro system, which is, well, it's Burnout's nitro system. The boost gauge that surrounds the speedo goes up each time you smash an opponent particularly hard or bend some scenery out of the way, and firing your nitro does that weird camera foreshortening viewpoint Burnout also does, whooshing you instantly quite a few miles per hour faster.
The aggression-monitoring system isn't as clever as Burnout's. You get points and boost for slamming into the back of cars, but nothing for taking them out by nudging off the track into a brick wall. Which seems a bit odd, but then we really ought to stop comparing everything to Burnout...
Where FlatOut kicks Burnout's arse is in the smashable stuff. The amount of debris that gets chucked over the track is frankly awesome. Lumps of car, trees, bits of house, kitchen sinks (probably) - by the time a race is done, most of the scenery is dotted around the race track. You can't help but admire all the physics and clever technical stuff going on that lets the game world crumble and get thrown around so well. It's like a B&Q delivery truck has jack-knifed and spilled its load everywhere, and you're driving through it at 80mph with your nitro burning up. It's great. It's Burnout Rally.
The only problem with all this clever physics stuff is you sometimes feel a bit out of control. When your car rears up, spins around and smashes into a wall because you happened to drive over a lump of wood that's been thrown onto the track, you feel like you're at the mercy of some clever game developer and his new physics engine rather than depending on your racing skills.
It's also a bit of a shame that there's not more difference between the various cars and tracks. If you're racing a 4WD pick-up truck on gravel you slide about all over the place like it's a crazy rally game. But if you're driving a tuned street car on tarmac, it feels the same; there really ought to be more of a change between car types.
Still, if you want other stuff to do you've got the mini-games. There are more this time, too - 12 of them now - all glorifying the art of flinging a car driver through a windscreen. If you're new to it, these are the rules: drive fast, hammer the brakes, then angle your driver as he or she smashes through the windscreen and scores points on impact. You now have a little aftertouch facility and are able to slightly alter the trajectory of your soon-to-be-dead driver as they go, whether you're chucking their corpse toward basketball hoops to score points or hammering them towards a rack of giant bowling pins.
If you're not squeamish, these mini-games are great. They serve the same purpose as the Crash games in Burnout - short bursts of stupid fun to break up the racing action. New for FlatOut 2 is the chance to play these online. Which makes them immediately 1,000 times more interesting when you're competing against the world.
FlatOut 2's a more interesting racer than most, one that's smooth, nice looking and as easy to get into as a really big hole. It's not exactly moved on in any way since the original FlatOut, but if you missed out on that one, or really loved it and want more of almost exactly the same arcade racing insanity, go for it.

FORD MUSTANG RACING
A well-crafted racer with obviously limited content. Could have a certain cult appeal to some, though
Screenshots - Racing - Issue 46 (September 2005) - 6.8/10

(TT11901E)
Mustang.txt
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Making a Ford Mustang-only game may seem like taking the Ford Racing series a little too far (what's next, 1980 Ford Cortina MkV Racing?), but although it could be a little too specific for some tastes, what lies under the bonnet isn't too shabby at all considering the price - proof that budget games don't have to mean budget thrills. Much of Mustang takes heavy cues from the likes of Burnout, in that points are rewarded for near-misses, powerslides, and 'phat air', but it also finds itself burdened with a kind of Need For Speed Underground syndrome - too much gloss and not enough horsepower.
The Career modes are fine and dandy, though, encompassing the major cities of America, and arcade modes such as Elimination and Slalom add a depth to the game that would otherwise be sorely lacking thanks to the limited car variety. Still, there are plenty of motors to be unlocked, many of which will only become accessible after at least a good ten or 15 hours play. But it's a shame so few areas of the USA are used in the game, given that you're expected to put in those kind of hours. As cool as haring it around Chicago and New York may be, we'd have perhaps liked to have seen some Wild West action, or maybe something in the frozen wastes of Alaska. Cities at dusk may be enough to keep us enthralled for a while, but that's all you get, and it soon becomes repetitive.
Despite the variety (or shall we say, lack of), the cars all handle sweetly, throwing up sparks when hit, or burning serious rubber when on a roll, and the sound and throttle behind these classic American cars only complements the weighty feel of driving one. We preferred the third-person perspective when driving though, because the first-person mode is set a little too close to the ground, making the judgement of corners and obstacles something close to guesswork. We wouldn't mind so much if the damage was realistic but, like so many licensed games with official vehicles in them, no matter how hard you drive it, you can't so much as dent a fender. We'll just have to chalk that one up to American craftsmanship.
Mustangs may not be to everyone's taste (sneering motor expert Jeremy Clarkson reckons they handle like buckets), but what they lack in the thrills department they make up for in sheer guts. It's all perfectly meaty, well-constructed stuff, and there's little you can fault, other than the fact the subject matter isn't particularly engaging. If you want a no-frills, workaday driving game then perhaps this will do the job, and if you're a massive fan of the Ford Mustang then you're in for a treat. But if you're expecting more, even with the Burnout flourishes you might be put off.

FORD RACING 2
Cheap racing fun with predictable tracks, simple challenges and dull graphics
Driving - Issue 23 (December 2003) - 6.4/10

(EM00703E)
Ford2.txt
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In this world, we're constantly told that you get what you pay for - and that's doubly true when it comes to games. Games don't grow on trees - they take countless man hours to make and it's not unusual for a game to take three years from start to finish. Which is why games aren't going to get cheaper anytime soon.
But here comes Ford Racing 2, a brand new racing game for under 20 notes. Surely if Empire can do it, anyone can. Or so the argument goes. So, how has Empire done it? Well, it claims to be making a reduced profit on each game sold as well as taking advantage of Microsoft's multi-layered publishing model. The thinking behind this bold move is that people will see the unbelievable price and buy it on impulse, thinking "Well, it's not even the price of a night out/DVD/takeaway/massage." It's the gaming equivalent of a supermarket's 'sell 'em cheap and stack 'em high' philosophy. Which begs the question: is this a cheapo tin of beans or an altruistic shot in the arm for Joe Punter?
In truth, it's a bit of both. There's no way this can stand comparisons with the likes of Project Gotham Racing 2, but at the same time it's not a complete dog. It's pointedly aimed at casual gamers, who in the makers' opinion, won't recognise that this isn't in the same league as the Xbox's premier racing games. What they'll see is a stack of instantly recognisable Ford motors from the last 60 years and a package that screams "Pick me up and play, I'm a friendly game!"
And just as soon as play starts it becomes evident how they conjured up this game for the price. It's not that it looks hideous, it's more a case of it looking bland and uninspiring. The game world looks solid enough but it's all reliant on things seen a hundred times before, whether it's a helicopter buzzing over the track or a sweep past a fairground.
Nothing sticks out, even after hours of play, and the same can be said for the actual track layout. Yes, there are corners and stuff, but if you asked us to pick out a stand-out moment of racing beauty we'd be hard pressed to think of one.
The same could be said for the cars. They look exactly as they should, with a bog-standard reflective sheen that's as generic and familiar to this type of game as wheels on all four corners of a car. And you can't damage them, or even crash them. Nor can you tweak them or change their colour. And once at the wheel it's apparent there's a one-size-fits-all approach to handling.
There are minor differences to how the various cars feel, but nothing that would make an inexperienced gamer struggle to adapt. Careless cornering is seldom punished, in fact, everything conspires to keep you in the race, making you feel for a brief moment like a racing god. That is until you rumble the ruse and drive like a paralytic joyrider, intent on self-defeating stupidity, only to find that a Ford is indeed the safest place to be.
But there are plus points - notably the number of racing challenges and the way they're fed to the player. It's not just first past the post races, although you can fill a cavernous pair of boots with that style of race if you want. There are also challenges that ask you to keep a racing line, to stay in the slipstream of a twitchy opponent, to avoid being in the last two places by the end of a lap and many other worthwhile tests of vehicular skill.
Success is always rewarded with a new car, type of match-up or track, and this is to be applauded, as is the way you can dip in and out of the different car classes. Basically, short of blindfolding yourself or tying one hand behind your back, you're never going to get to a point where you can't progress any further.
And in the end, that's what the makers probably intended. This is a game that anyone can excel at, especially someone who breaks into a cold, gibbering sweat at the merest mention of 'learning curves' or 'realistic handling'. So whether Razor Works intended it or not, the fact is this game plays like most Ford cars - safely and predictably. This is perhaps what you want for the daily schlep to work, but in a racing game it's far from a winning formula.

FORD RACING 3
Expands on its predecessor, offering more content and challenges. Competently made, but lacks glitz and glamour
Driving - Issue 36 (December 2004) - 6.7/10

(EM01301E)
Ford3.txt
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While Ford doesn't quite have the desirability factor of Mercedes or the upper-class refinement of Rolls-Royce, it is a company with plenty of history, tradition and classic cars to its name. Ford Racing 3 draws on that history with a wealth of motors to unlock, and it'll help you learn the difference between a '55 Thunderbird and a '68 Mustang. If that doesn't excite you, it's worth noting that you'll also get the chance to race around in one of the coolest cars ever made - the legendary Ford Capri.
This, the third game in the Ford Racing series (duh - ed), adds substantially to the content of the generally well-received second game (Issue 23, 6.4). There's more of everything, with a total of 56 cars, 12 reversible courses and two dedicated racing circuits waiting to be unlocked. Progress is fairly swift, mind, and we'd estimate that good drivers will be able to unlock everything in about ten to 15 dedicated hours. But in addition to the single-player game, you can also take your favourite cars online via Xbox Live to race against other Ford fanatics.
There are three main game modes to keep you busy. Two of these provide the meat and veg of the single-player game where cars and courses are unlocked, while the third is basically a 'build your own race' mode. The Ford Competition takes you through a progression of themed races, getting progressively harder as the rewards become more substantial. Its companion - The Ford Challenge - offers yet more unlockables through a series of 11 themed race types including old favourites like Drafting and Time Attack alongside new additions Boost, Relay and Overtake. Once you've unlocked everything you can then create your own tailor-made race in Ford Competition mode.
Car handling is very much old-skool arcade; point, shoot and bounce off the sides. It's basic, but easy to pick up. There's no damage modelling, so no matter how many times you stack your ride headfirst into the walls it'll never go out of shape. You can choose to drive in automatic or manual mode, but apart from that the only skill you really need to master is how to slide around corners.
There's a lot of differentiation between the various cars, and even the worst driver in the world would be hard-pushed not to notice the difference between a '49 Coupe and a '92 RS Cosworth. While the physics are sound enough most of the time, it can often feel - especially with the faster cars - like they are pivoting around from the centre, rather than turning on their wheels, which makes fast cornering all the more tricky. Opposing AI-controlled cars, while often unpredictable, certainly aren't slow and will keep up with you, even when you're in a supposedly faster car.
Graphically, Ford Racing 3 looks okay, if not exactly stunning; expect the usual assortment of trackside clichŽs, overblown sunbursts, giant Buddha statues and so on. The actual racing's fluid enough, and there are no framerate issues to speak of. Track design is pretty good too, with plenty of hills and a good mix of straights, corners and chicanes to negotiate. Sadly, the background music is all widdly '80s cock rock-style instrumental and thoroughly dreadful.
Ford Racing 3 offers lots of cars to unlock, and plenty of challenges and game types to keep you amused - it's not by any means the worst driving game ever made, and it's a snip at £20. But, much like the Ford brand itself, there isn't really much in the way of glitz or glamour to it either.

FORD STREET RACING
Dull racing game where you can only drive one kind of car (to Tesco, probably)
Racing - Issue 53 (March 2006) - 4.1/10

(EM03101W)
fordstreet.txt
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Kids in the back? Dog in the front seat? Exhaust held on with gaffer tape and tax disc due for renewal? Then welcome to the heady grey world of Ford Street Racing, a world - nay, universe - of traffic jams and light inner-city lane meandering. Mum, are we there yet?
Fords by their very nature are more suited to carrying Nan to her hip appointment than bombing around circuits, so from the get-go this is an uphill, perhaps impossible struggle. Either way, it hasn't been addressed. All the dropping to first gear and hill starts in the world aren't going to help this.
Fatally, the cars - apart from the very top-end super-performance models - are a scrapheap of flatliners and fridges. Want to try your hand at shifting the cumbersome 1975 Gran Torino Sport around? Be our guest - just make sure you turn into a corner before the Xbox has had chance to animate it, and you'll be right as rain.
Ah, and what delights you get to drive your lumps of lead around too. The 'skid row' track is a wealth of lumbering grey skyscrapers that, to the untrained eye, could be upended shoe boxes. The roads themselves are nasty buggers as well, never allowing for any kind of leeway or sly kerb-cutting. Beware of the bushes lining the streets of old Ford City too - they're all grown from concrete. Want to overtake an opponent on a high mountain pass, perhaps risking your footing near the cliff edge? No chance. The Ford ethos is one of safety, and god forbid any kind of derring-do or crazy risk-taking. No, the entire world is protected by impenetrable walls of invisible goodness that stops you from attempting such ludicrous antics as 'overtaking' or 'having fun'. Here's a tip, though - not all lamp-posts are solid. No, some are mere ghost lamp-posts, existing neither in this world or the next, but somewhere in between, caught in a ghastly grey limbo. Was this intentional? Why, of course it was, probably. Maybe.
The faster the car, the more jellylike things seem to become. The gorgeous Ford GT 2005 handles like the entire world was one big bouncy castle, as it bobs and lurches around like it had helium-filled wheels. But fear not - collision detection isn't something that happens much in the Ford world. After all, its cars are for families to travel in in dull safety and not for having fun in, so no matter how many times you crash or collide with other vehicles, you'll just bounce off and continue your merry jaunt. Huzzah!
Sure, Ford Street Racing is a budget title, thus raising the 'you gets what you pays for' and 'budget titles don't have to be good, they're cheap', arguments. But think about this: if just 100 people bought this, that would be nearly £2,000 in Ford's vast corporate clown-trousers. Almost enough to put another boring Fiesta on the road. And do you really want that on your conscience?

FORGOTTEN REALMS: DEMON STONE
A mini-adventure. Just as the combat starts to get tough and involving, the game ends. Very enjoyable while it lasts
Action adventure/RPG - Issue 40 (March 2005) - 7.3/10

(IG11603E)
DemonStone.txt
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Forgotten Realms: Demon Stone is a game that can boast a pretty rich fantasy pedigree. Developer Stormfront has taken the relentless hack 'n' slash action of its previous adventure, The Lord of the Rings: The Return of the King (Issue 23, 8.5), and plunged it into the D&D universe. It's a move that makes perfect sense, especially when spiced up with R.A. Salvatore's popular drow ranger Drizzt amongst other well-known characters.
It comes as no surprise that the control system is identical to ROTK's. There are two attack buttons, one for specials and another to block - refreshingly uncomplicated. Also, the levels follow the same linear pattern with invisible walls keeping you hemmed in on the path to glory.
Being able to switch between three controllable heroes on the fly is a major enhancement, though. Rannek the fighter carves up enemies first and asks questions later, while Illus the sorcerer uses ranged spells because he's so weak and frail. The real badass of the group though is the half-drow vixen, Zhai. Her stealth ability means that passing through a veil of shadows makes you temporarily invisible and able to perform stealth kills.
Although the characters' abilities are obviously specifically tailored for certain setpieces, the great thing about Demon Stone is that it rarely forces you to do things the 'right' way. If you want to make things tougher and batter an orc to death with your spindly spell caster, you can. Likewise, Zhai's stealth can get you through entire sections unnoticed but you can still scrap instead if you've got a bit of a thirst for blood.
Perhaps just because of the fantasy setting, the usual range of RPG-style character upgrades have been included. The armour enchantments, new attacks and abilities are all fairly self-explanatory and the menus are nice and simple to run through. If you hate stats though, and once shaved off your beard to prove it, you will be pleased to hear that an auto-upgrade option is there to let you skip it.
Hack 'n' slash games have a deserved reputation for being repetitive but Demon Stone escapes this trap for two reasons. Firstly, there's plenty of variety in the mission objectives, from rescuing trembling villagers to defending a Helm's Deep-style battlement from ice trolls. The second and more obvious reason is that the game is only around six hours long, barely giving you time to grow bored.
When all three characters are jammed onto the same screen it defies logic that there's no multiplayer co-operative mode. This could have added some serious replay value to Demon Stone and is sorely missed.

FORZA MOTORSPORT
All the thrills of Gotham, mods galore and phenomenal online options. Unbelievable detail, and as much or little modding as you want
Screenshots - Driving - Issue 42 (May 2005) - 9.4/10

(MS11001W)
Forza.txt
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Is it as good as Project Gotham 2 (Issue 23, 9.3)? It's hard to say. It's like having an argument on the internet about whether The Enterprise could beat the Millennium Falcon. They're from different eras, for God's sake! Gotham 2 was arcade-racing perfection, which was exactly what Xbox - and Xbox Live - needed at the time. We still play it online and so should you. But these days, race games need to be more than just a car going around some tracks. They need options, customisations, menus, mods, funny sticker-things for the windscreen and at least 127 kinds of exhaust pipe to not bother buying. Forza Motorsport delivers all that and thousands more tweaks besides.
But we're happy to point out that the new-found fascination with car-modding doesn't get in the way of the racing here. Yes, Forza has seventy gazillion (we counted) options for tuning minute aspects of every one of the 300-odd cars in the game, but, should you wish, it's possible to ignore all of it and just hammer away with the driving.
The only five options you really need bother yourself with are the driver aids - your standard anti-lock, no-spin, easy-drive stuff that dumbs down the handling a little. The most innovative is the racing line display, a guide that simplifies the entire driving experience to just you, your car, and a big green line pointing in the right way and telling you when to brake. This is great, you might think. And it is. For a while anyway.
The green line is a very intelligent line, adapting to your speed. If you're going too fast to make it around the next corner, it turns to red. So you brake a bit. It makes it easy. Too easy. Turn the racing line guide off and you start losing, as you struggle to find the apexes of bends and braking points, and career off into nasty gravel traps, as you do in normal driving games. No, to play Forza requires a bit of willpower. Be a man and turn off the racing line guide as soon as you start.
You may as well ditch the other driver aids too, seeing as you get more money for winning races without using them. The ABS you can do without simply by being more careful and braking before corners instead of when you're already halfway round and going sideways into a wall, while the traction control and stability options, frankly, don't have any effect that careful driving can't replicate.
In fact, for a car game that's selling itself off its simulation and accuracy points, Forza is remarkably easy to play - and very nice to you when you make a mistake. Other cars can be used as mobile cushions, with enemy vehicles making handy crash barriers to help you get around corners. You occasionally get spun around and end up facing the wrong way, but these leg-punching moments of monster-rage are rare - and always your fault, thanks to fair opponents and open tracks with wide run-off areas to collect yourself in after an incident.
Forza is much more fun than we've been led to believe. The sim aspects are mostly cosmetic - turn off the driver aids and you're left with a game that's pretty much Gotham 2 only with the option
to stick on a bigger turbo charger if your favourite car just won't crash into the barriers quickly enough. We're not moaning. It's great! You're also left to mod as much or as little as you like, with the game's steady drip-feeding of newer, more powerful cars perfectly paced to take you gradually through the packed Arcade and Career sections.
Problem is, though, the game's events are broken up into mini-tournaments and race meets. Certain events are only open to certain cars, so there's a lot of hopping about, switching vehicles and flipping through menus to find the race you weren't allowed to enter with your last car.
Also, Forza suffers a little from the same problem all car-modding racers have - the default cars are often too slow, the tuned ones too fast. You don't want to take a knife to a gun fight, or a default rust-bucket Toyota into a Front-Engined Rear Wheel Drive race (yes, it is that specific) against better cars. You'll be blown away, sent packing until you come back with a slightly different or enhanced Front-Engined Rear Wheel Drive car.
But that does at least illustrate how much there is to do here. The Career game has 75 main events, each with sub-categories containing several races. Beating one earns you credits, credits boost your level, higher levels reward you with new cars, new parts and new races, and the whole game unfolds out from the size of a handkerchief into a hot-air balloon.
You have to work to get the good stuff, but it's worth it. Gotham 2 gave you lots of great cars and let you have fun immediately. Forza gives you a few cars and expects you to take pleasure from building them, tuning them, making them pretty colours and then having loads of fun once you've made them go faster or earned newer models. It's a slower-burning kind of game, but one with more depth, more challenge and, incredibly, Xbox Live features that eclipse those of Gotham 2. Car Clubs - mini clans - await online, as does a separate Online Career mode, and, of course, stacks of racing with your modded cars.
Crucially for Xbox, Forza compares very favourably to Sony's much trumpeted - but actually horrendously boring - Gran Turismo 4. Forza puts you get straight into the racing, with no compulsory driving tests to sit through. The artificial intelligence of the computer-controlled cars - always a weak point of the GT series - is superb, with enemy drivers that spin out, move out of your way, react and hassle you. It's also better than Gotham 2's AI, thanks to none of that getting-rammed-from-behind-while-minding-your-own-business nonsense that spoiled many a Gotham race. We weren't expecting much of Forza Motorsport, but it's pulled through. In the last month or so Forza's developers pressed a big red button labelled 'Magically sort out the graphics and framerate' to produce a huge, great-looking racer that eclipses just about everything else on Xbox. If you want Project Gotham 2 with more depth, or Gran Turismo 4 with less tedium, Forza Motorsport's a fantastic mid-range choice.

FREAKY FLYERS
Easy-to-pick-up wacky racer that delivers both fun and firepower
Racing - Issue 22 (November 2003) - 7.0/10

(MW00703E)
Freaky.txt
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Remember when you were little and you'd mix up loads of ingredients in your mum's kitchen just to see what the result tasted like? Normally you'd be left with a stomach that was flipping more times than a trampolining acrobat but occasionally you'd create something that was palatable, at least to the point where you wouldn't throw it back up again. Developers sometimes use the same approach when designing new games - admittedly without the blue tongue side effect of kitchen mishaps.
Which brings us to Freaky Flyers, a karting game by any other name, except the karts have wings, propellers and, well, they're planes. (Which could make airsickness more of an issue than food poisoning - ed.)
You can take to the skies with more than a dozen characters (most of which need to be unlocked) in this comic third-person airplane racer. Ever played a karting game? Then Freaky will be a test of memory not dexterity. A simple control system allowing you to shoot both forwards and backwards combined with a trigger-based acceleration system is all you need to know. No innovation there, but the game does start to carve a niche for itself with the lush rolling terrain you have to navigate through.
The landscapes offer a wealth of variety, and because you're flying and not stuck to any rigidly enforced track you can pretty much decide your own path through the course. From the mountains of Canada, to the downtown urban sprawl of Chicago. You even get the chance to pay an ode to the '80s movie Innerspace and race through the arteries of a human body while trying to avoid white blood cells. If variety is the spice of life, then this title is one tasty dish.
There are also half a dozen sub-goals to try and complete during each race - from rescuing a Yeti to foiling a bank job - all of which result in shooting stuff as you fly past. As the game progresses it becomes more important to achieve these objectives. Successful completion opens up turbo portals as well as giving you extra slots for bonus pick-ups you find along the way (told you it was just like a kart game). Ultimately, though, this is where the chief complaint comes in. The requirement to complete quests as the races get tougher often means you're focusing on shooting targets and not gaining on your competitors, which won't help you progress through the levels.
Fancy a break from the norm? You can do much worse. The humour (each character is
very much a personality, with their own polished cutscenes), two-player dogfight option, inventive maps, mini-games, and novelty of having an aerial kart game can't be ignored. Playing for days on end isn't likely but a quick blast of airborne enjoyment is on the menu with this freaky little game.

FREEDOM FIGHTERS
Atmospheric and film-like squad-based shooter, but a bit repetitive
Squad-based shooter - Issue 20 (September 2003) - 7.9/10

(EA04206E)
Freedom.txt
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Russian revolutions aren't solely reserved for Chelsea Football Club, you know. New York is getting a big slice of Uncle Samski too. Over in Manhattan, the local McDonald's has traded in Big Macs for spam sandwiches and Stolichnaya chasers. All the fat-bottomed ladies have gone into hiding while Brigitte Nielsen lookalikes loiter outside a Brooklyn shopping precinct, selling woolly vests and parkas.
In entertainment, Britney Spears has been summarily executed. Chart-topping 'lesbian' act T.a.t.u. are the new Beatles and Cossack dancing is the new disco. The 'mighty sickle' has also been swiping away in local sport. The Yankees baseball team is now defunct but the Dynamo New York Russian Roulette outfit is being tipped for superstardom. Russia's revolution of the US of A is in full swing. Red is the colour. Vodka is the drink. Communism is the future and it's Lenin on the walls of student bedrooms, not Lennon.
Which brings us nicely onto EA's squad-based shooter, Freedom Fighters. Imagine if Russia had ended WWII by A-bombing Berlin into smouldering oblivion, conquered the rest of Europe by throwing its hefty weight about and then, by 2003, marched into New York to seal its place as the world's undisputed mega-power. Yes, the Cold War happened, the Russkies won, and the only salvation for the American people lies in a band of Yankee rebels partly led by - wait for it - a plumber. The future ain't looking peachy if you're the type of guy or gal who gets off on classic Cadillacs and screeching "yee-haw" during episodes of Friends...
You take on the role of Christopher Stone, the artisan-turned-violent American patriot. Somewhere during the course of fixing leaking taps and replacing S-bends, Stone obviously picked up a few tips on guerilla warfare. Which is handy considering there are suddenly hordes of invading Soviet forces to contend with. As gaming plumbers go, you can forget about big bellies and Village People moustaches - this wrench-wielding dude (nicknamed the 'Freedom Phantom' by a suspicious media) is one of a unique breed when it comes to heroic deeds and mass-scale rampages.
Freedom Fighters, like Brute Force, has received a fair bit of behind-the-scenes tinkering to make it a genuinely worthwhile experience. And fortunately, it shows. Gameplay is relatively sophisticated, action-oriented squad combat that unfolds against a morbid representation of New York. Gone are the Central Park muggings, instead what we've got are brutal rifle-butt beatings from gravel-throated General Ivans. The basic aim is to reclaim major control points from the domineering Red threat, such as occupied schools, fire stations and movie theatres, before finally, making an epic surge on Russian island headquarters and liberating your home nation once and for all. Secondary objectives rear their heads too, normally requiring you to locate and release prisoners or destroy significant Russian supply routes.
Storming into hostile areas is no easy task. Surviving the mean streets of the Big Apple calls for teamwork, and assembling a small squad of rebels is essential for successful campaigns. Recruiting, however, demands Charisma, which is achieved through completing goals and healing wounded civilians. As your reputation swells, so does the number of troops at your disposal. Build a tightly knit unit and suddenly penetrating the impenetrable becomes a distinct possibility.
In theory, barking orders to your recruited rebels should be a fiddly business, but it's not. The control system here is virtually impeccable. Three varieties of commands can be activated - defend, regroup/follow and scout/attack. Tapping the appropriate button (B, X and Y) will assign such tasks to individual members, while holding down for longer instructs your entire team to follow suit. You can stand from afar, zoom into a first-person perspective and position combatants in various points across unexplored territories. Any furry hat-wearing foes encountered will be swiftly tackled, giving you ample opportunity to slip unnoticed over rocky mounds, dish out bullets to the backs of Russkie heads and eliminate troublesome snipers lurking atop craftily placed military towers. Alternatively, you can opt for an all-out attack, letting your team play Rambo while you sit back and savour the important things in life. Like smoking fine Havana cigars and texting pretty ladies on your cellphone...
The AI is impressive, but not always entirely convincing. While most members of the Russian militia are perfectly inclined to take up strategic positions behind obstacles, others are more likely to wander directly into the line of roaming machine-gun fire. The tricky ones play mischievous games of Jack in the Box behind crates and sandbags, while the regiment idiots stagger out into open view, head-butting bullets like they're footballs.
Whether this will bother you depends on your expectations. Freedom Fighters can be excused of such minor discrepancies because it doesn't pretend to be an especially realistic, tactical squad sim. Instead it's far more geared towards arcade blasting than concocting faultless attack plans. Decision-making is generally spontaneous - spy an obstacle in the distance, move your troops in and prepare for war. With waves of Russian hordes flashing their muzzles at your gloating mug, clearing the path of vast chunks of enemy ranks is a necessity. Sure, there are alternative routes to be taken, but tactics often resort to unsubtle diversions being created while you rush a machine-gun post from an appropriate angle. This certainly isn't a Rainbow Six in terms of stealthy tension - it's nearer an Americanised Dynasty Warriors with guns and the added touch of employing basic leadership skills. Play the game on the highest difficulty setting then sure, stealth rises to the forefront, but don't expect caution to lessen the final body count.
Which is perhaps where Freedom Fighters' biggest problem lurks. The missions become repetitive. Laying waste to the patrolling Andreis, Dragos and Kournikovas of the city gradually develops into an overly familiar, if increasingly epic, process. A fun and nervy solo assassination attempt adds a bit of spice but fails to create a big enough spark to march the overall product towards universal glory. It's not that there is anything significantly wrong with Freedom Fighters - it's polished stuff throughout - it's just lacking that extra something to keep you gripped in the long term. Completing the game won't take forever either, especially if played on the easier difficulty settings, and without much character evolution to draw you in, the sense of reward and purpose is sadly missing.
Still, at least there's the gritty vision of war-torn America to delight. A manual camera turns the game's dank, depressing environments into a dizzying spectacle of burnt-out office blocks and cloud-piercing skyscrapers. Pull back on the Right directional stick to elicit sweeping, Scorsese-like moments through an apocalyptic New York, designed solely for the purpose of leaving you gobsmacked. The soldiers crouch and stalk with conviction, and a musical score ruthlessly jumps between satanic choral symphonies and haunting sci-fi 'noize'. It may lack the instant prettiness of Brute Force and at times the camera fails to focus on the main action, but in terms of cinematic splendour, this sure packs the power to startle. But just as the main action edges towards blandness, one eerily lit street corner slowly begins to resemble another. There are also occasions of frame stutter too, not that this is particularly troublesome.
So here's the drill. Tyrant governments disguised as Communists. Repressed citizens. Propaganda machines. Simmering underground rebellions... Yes, Freedom Fighters is a bit of a modern-day Red Faction, but played out in third-person with a recognisable setting and a far greater emphasis on camaraderie. It's fun, pulsating and dark, and packed with more cruelly stereotyped Russians than the Rocky IV movie where Sly lifts logs in the snow. As an arcade shooter with a twist and lashings of intelligent combat, it's comfortably detailed and keen to entertain. Unfortunately, its lack of depth, modest size and failure to hook you in with a winding plotline is unlikely to keep you invigorated forever. A bit like Stalin's Five-Year Plan, Freedom Fighters is ambitious in concept and glitzy on the surface, but ultimately flags towards the end.

FREESTYLE METALX
A deep but intuitive motocross game, with a massive range of tricks
Extreme sports - Issue 21 (October 2003) - 7.8/10

(MW02302E)
FreestyleX.txt
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Falling somewhere between listening to Eminem and playing knockdown ginger at the Glitter residence, motocross is one of those pastimes that parents almost universally discourage. It is, after all, the godfather of extreme sports, a fact that the makers of Freestyle MetalX are always keen to remind you. The game offers death-defying leaps, a bewildering number of tricks and some gruesomely animated crashes to push the point that this is a sport that really hurts. It also lets you travel much faster than its gaming rivals on their boards, blades and BMXs but, thankfully, MetalX grants you ample room to manoeuvre in its eight well-crafted levels.
You have a choice of 16 riders including nine top pros from the sport. The meat of the game rests in the Career option, and there are novel features such as track editors, big air challenges and free ride scenarios. Freestyle mode requires you to pull off enough tricks to beat the competition and unlock more goodies with sub-games such as the self-explanatory Bus-Jumping, Wall of Death and the Tunnel of Fire. Challenge mode involves you executing tricks and tasks offered by 'infochicks' dotted around the maps - bikini-clad, knee-high boot-wearing ladies that wait for gullible bikers to pull up, just like killer hitchhikers.
Graphically, the game is a curious mix of styles. The bright, cartoon-like locations and characters clash somewhat with the blood-fest that accompanies even the smallest crash. Despite this, it's all solidly animated and the levels are impressively varied. The visual high note rests on the bike animation at low speeds. You can almost feel the weight of your machine as you lug it into position before a big jump, and wheelspins and doughnuts really do emphasise the throbbing engine between your legs.
The game is also highlighted by a killer metal soundtrack. The Bill and Ted-style guitar jingle that accompanies every trick does grate after a while though, as do the repetitive self-congratulatory squeals of the riders. After hearing one scream "I'm insane!" for the 100th time, we were starting to believe the condition was infectious. The only other major gripe is the lack of a simultaneous multiplayer option, although there is a turn-based mode for up to nine players.
In spite of these grumbles, Freestyle MetalX still compares favourably with the best of its extreme sports rivals. It combines the freedom and scope you need to explore and set your own challenges with a solid Career mode, giving you plenty to unlock. The bright, appealing graphics draw you in, the control method mixes realism with arcade ease in an intuitive fashion, and the gore helps remind you that this is a sport best played from the sofa.

FULL SPECTRUM WARRIOR
Fantastic strategy title. Captures the visceral atmosphere of war
Strategy - Issue 30 (June 2004) - 9.2/10 - Xbox Live features ****

(TQ03404E)
FullSW.txt
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Historically, war has often been depicted through rose-tinted glasses, where everyone goes off, has a jolly good time and returns home with the odd scar or two. With technological advances meaning frontline reports are beamed to every household with a TV set, Joe Public now has a pretty accurate view of the harsh brutality of combat.
Fighting techniques have come a long way, with the main infantry work done by small squads of heavily armoured, highly mobile soldiers who can quickly penetrate enemy territory. We're way too scared to actually sign up for the Armed Services, so the latest offering from THQ is the closest thing most of us will ever get to experiencing the real thing. Full Spectrum Warrior is actually a commercial version of a hard-as-nails training simulator developer Pandemic designed for the US Army, and we're more than pleased to say the lethal legacy of that remains in this fantastic title.
The game takes place in the fictional war-torn country of Zekistan and, Borat jokes aside, this is an atmospheric amalgamation of every Middle-Eastern country out there, complete with dusty back streets and imposing mosques. Before saddling up for our tour of duty though, we're packed off to the Army's MOUT (Military Operations in Urban Training) centre, to get to grips with the pleasingly simple task of simultaneously controlling the two fire teams in your squad - Alpha and Bravo. Each soldier has a distinct role within the fire team, immediately accessed via the D-pad. Players are instructed on cover techniques, engaging enemies, flanking and using each soldier's abilities to maximum potential.
But let's state one thing from the outset: FSW is a strategy simulation - nothing more, nothing less. Players do not physically 'shoot' enemies themselves, gunplay is all about setting specific Fire Sectors for your squad with Team Leaders (that's you that is) varying the intensity of fire. The real crux of the game is how to safely move your whole team from point A to point B through a whole range of different environments, from ambush-prone alleyways to heart-stopping gallops across exposed open areas. Every single move you make must be a carefully planned and executed cohesion of the two teams after analysing and accounting for every potential threat. The patience of a saint is required here, as simply charging through a war zone will see your squad cut to shreds within seconds. As a golden rule of thumb, Alpha moves whilst Bravo covers, and vice versa. Thanks to brilliantly intuitive controls, movement is pleasingly accessible; simply select a squad, move the cursor, then execute the Move command with a quick tap of the A button. It's actually quite daring of THQ to mix a shooter with a point-and-click strategy style, but combing the two has turned out to be on a par with the greatest military masterstrokes in history, as the resulting gameplay is an innovative hybrid of thoughtful strategy and tactical action.
Everything is replicated exactly to US Army doctrine, so your virtual vanguards behave exactly how they would in a real-life scenario. Your boys are bound to the army's combat operating procedure, that dictates they can only fire when fired upon and will not return fire if safely protected by solid cover. Your team-mates' fantastic AI will accurately make these tactical decisions completely unaided, and inform you (in an entertainingly colourful way) if they need to quickly change position. By setting Fire Sectors on any given area, teams can point fire (accurate, controlled shooting that distracts an enemy) or suppress (a ferocious barrage of bullets that keeps an enemy's head down, yet burns through ammo) a position whilst the other squad legs it to the next point of cover. If the other team is indisposed, the Bounding technique, where our squaddies move two by two covering a designated direction for approaching hostiles, is the safest option. Once players are locked into this mindset it soon becomes second nature to scan each scenario for available cover, and move each team to protect all available angles.
It's hard to convey through static screenshots the true character of a game, so trust us when we say FSW leaps out of the screen and violently drags you kicking and screaming into the conflict. The animation of each character is astounding - designate the Move command and, just like in real life, they'll check around for enemies, shoulder their weapons then get up and run to the next cover spot in a spookily realistic way. Players will develop a real affinity with each squad member (helped by individual war flick-style intros), making an untimely death that bit more tragic. FSW delivers brilliant, blood-splattered slow-mo death throes that detail in sepia-tinged glory your guys buying the farm. Again, army doctrine dictates that no man is left behind, so it's up to another team member (if you wish) to hike the body back to the nearest Casevac site. The upside - you get a replacement squad member, the downside - you're one gun down and the remaining soldiers will move a lot slower. If two members of your team are hit, then the squad can no longer function properly, and it's game over. It really is that real. Again harping back to its army sim days, FSW continuously records each mission so players can rewind faster than Craig David to see exactly where they went wrong.
The action takes place over a 24-hour period, giving the developer ample chance to show off its gorgeous real-time lighting effects. You can practically feel the chill in the early morning air, as soft light illuminates the horizon and casts lengthy shadows, or sweat your way through the harsh intensity of the blinding midday sun.
The brilliant Havok 2 physics engine ensures an equally enthralling experience, and goes a long way to confirming the 'war is hell' adage. Most open cover (abandoned cars, sandbags and discarded crates) will visibly degrade under sustained fire, and it's an extremely unnerving experience to see chunks of the only thing between you and certain death flying off before your very eyes. Rocket-propelled grenades (RPGs) come screaming in from all angles and devastate the surrounding environment, and the whole screen shakes and rumbles with every explosion. Utilise the 5.1 surround sound capability, and you'd better pack a spare pair of army-issue briefs as bullets zip past your head and enemy tanks pepper your position with cannon fire to create a terrifying yet exhilarating experience. Vengeance can be brutal however, by calling in an airstrike from your gunships. Watch with glee as armoured tanks are blown to pieces in deafening, pant-wettingly good explosions.
But let's not make any bones about it - FSW is very, very tough. Every corner and open space is a puzzle to be calculated. Trial and error gameplay is distinctly absent too, because great enemy AI means they'll behave differently every single time. Non-linear gameplay means that each mission can be carried out in a completely different way, yet fantastic level design ensures there's always plenty of viable cover available. There's no shame in simply keeping an enemy occupied whilst your squad moves to the next waypoint, as opposed to laying waste to anything that moves. The fully rotational camera means no view is ever obscured, save only when poor positioning on your part means the Fog of War is a hindrance. For the ultimate human experience, two players can team up co-op via System Link or Xbox Live, with further downloadable missions and levels coming soon.
We love FSW. Never before has a game managed to completely immerse players in a brutal theatre of war, yet in a completely convincing and authentic way. If you're after a quick blast then look elsewhere, but gamers after an intense, heart-stopping slice of tactical shooting will lock and load FSW, and never look back. Saddle up - the future of strategy shooters is here. Hooyah!

FULL SPECTRUM WARRIOR: TEN HAMMERS
The nail-bitingly tough strategy shooter is back, with more wartime action than your fingers can handle
Strategy/Shooter - Issue 52 (February 2006) - 9.0/10

(TQ24802E)
tenhammers.txt

FURIOUS KARTING
Quickly grows tiring thanks to wafer-thin gameplay and average looks
Driving - Issue 13 (February 2003) - 5.0/10

(IG01102E)
Furious.txt
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Driving along and bashing people with baseball bats hasn't been done enough in games. Happily, Furious Karting rights this particular wrong. When you're close enough, a swing of the bat knocks your opponent from their kart and makes you feel good. Your prey even remembers you're a bit of a git and will try and get you back. It's vengeful, in a cheery cartoon fashion.
There are other good ideas in the TK garage. The right stick pulls stunts, and pulling off a mid-air barrel roll is a good feeling. You can also shift your driver's weight and get your kart moving on two wheels, in classic stuntman fashion.
If all this pleasantness indicates that FK is a cheery little number, that's because it is. Racing through shopping malls, building sites, and a supermarket, scaring passers-by as you go - it's all very colourful and exuberant.
But don't go thinking that FK is particularly good - it isn't. Despite the nice locations, the courses don't tend to look much cop. The texturing is low on detail, and even these generally unspectacular sights are enough to cause noticeable slowdown.
The main horror is the handling, which is among the worst in any Xbox game. It's just so crushingly simple and hardly ever requires you to even brake. Your trigger finger will get horribly sore, as many races can be won by holding the accelerator down for the whole course.
It's all just a bit boring - something like a Mario Kart-style power slide manoeuvre might have spiced it all up a bit. But as it is, the uninvolving handling soon distills into tedium, and there's just not enough to it to keep you playing for long. File this under average - baseball bats or not.

FUTURAMA
An extremely likeable package of simple, solid gaming. Crucial for fans
Platformer - Issue 19 (August 2003) - 7.7/10

(FI00202E)
Futurama.txt
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Futurama is better than The Simpsons. Way better. There's no evidence for it, but it's scientific fact. Sure, there are people out there who cling, traditionalists who always maintain that original = best, like those parka-wearing weirdos who still find vinyl records, with all their imperfections, somehow more pure than cheaper, more reliable, higher quality and all round superior CDs. Hey, if
these people had their way, we'd all still be hunched over black and white TVs playing Pac-Man and wearing shoes made out of old potato sacks. But anyway, Futurama, despite being axed so early into its lifetime, was reaching the kind of comedy stride that the last few seasons of The Simpsons could only dream of. Of course, 20th Century Fox will never axe the merchandising goldmine that Homer represents, so the smug Simpsons worshippers will always be able to lord it up over the Futurama followers. Harumph!
Still, no matter which way you swing, Futurama the game is better than any Simpsons game, ever. And here's concrete evidence for it. It's an excellent use of the licence, and an enjoyable title to boot. UDS has basically created a new episode - one where Ÿber-evil corporate crusty Mom has taken over the planet by managing to acquire a majority share in it - and sliced it up like a loaf of bread, using cutscenes to top and tail each level into an enjoyable Futurama sandwich with a playable filling. The entire cast of the cartoon is present and correct, all voiced and animated like the real thing, but you'll only get to play as a handful of characters. Don't worry though, they're all the good ones.
The first third of the game is played via lovable goofball jerkoff Fry, who's charged with blasting his way through to New New York City. This section majors in shooting stuff, and it's the most pleasurable part. Gun combat is a simple enough case of holding the Right trigger to target, and then pressing A to unleash showers of laser fire at your foe. It's simple but effective, and the guns you get to tote are the kind that make your guts thrum with satisfaction, especially the sparkly atomic shotgun that fires deadly clouds of nuclear glitter.
Once you've done that, the plot is left in the hands - well, whisks - of the show's vice-heavy nihilist, Bender the robot. He's the Homer of Futurama, the one everybody likes the best. His only defence is hand-to-hand (whisk-to-hand?) combat, meaning that the raucous fun of shooting things is no longer present in Bender's jaunty trip through canyons and robot factories in order to rescue his trapped friends. The focus is now on platforming, which, like the shooting aspect, is simple but works well. Usually 3D platformers come close to ruin thanks to either a duff camera or characters that skid all over the place like rollerdisco-meets-Ibiza-foam party. However, jumping from ledge to ledge here feels precise and controllable, but Bender's journey is still the weakest portion of the game.
Finally, you've got do-gooder semi-saucepot Leela, the purple-haired Cyclops who has to Tomb Raider her way through a city of the living dead, solving puzzles and indulging in lots of fisticuffs. It's over-long, and the combat can sometimes feel drab, but it's still good. Once that's sorted, it's on to the final section which contains, among other things, a frankly awful cameo level starring Dr Zoidberg riding away from the screen on the back of a blue horse/lizard thing. It's reminiscent of something out of Crash Bandicoot, and it's a frustrating six minutes of trial and error that's just plain rubbish.
Overall, there's nothing too clever in here but, dammit, it all works, in a highly entertaining fashion. Surely a paddle in a robust-but-shallow game is more fun than drowning in a sea of poorly executed over-ambition? It's worth giving credit to the tremendous production values, too,
in terms of sound quality (except for the bites of in-game dialogue; they're good, but they still manage to become repetitive), some gorgeous enemy design and the pretty levels that come packed with a sweetshop's worth of colour and an abundance of detail. Okay, so the levels are linear to progress through, but they are lusciously drawn and grand, even if the framerate does get a dose of the stutters from time to time. It's an extremely likeable package of simple, solid gaming. Good, wholesome entertainment, if not special.
The trouble with Simpsons titles is that they try too hard to ape some other genre, such as Crazy Taxi or Tony Hawk's Pro Skater, and always fail miserably, resulting in some dismal third-world video game that looks like it was programmed by stray dogs. Futurama, ironically, has stuck to the typical template of licensed cartoon games - the 3D action adventure, with even focus on jumping and fighting - and it's pulled it off with aplomb. So, stick that in your Foam Dome, ardent Simpsons acolytes. Looks like Futurama has received a more than decent legacy in the form of this keen little romp.
For fans of the show, it's crucial material, as you get a fun game woven around the fabric of a brand new episode. For others, it's that essential rental - a game with no major drawbacks, but can be trounced and savoured in a weekend without any real need to play through it again. Even zealous Simpsons fans should be able to appreciate that. Kidding!

FUTURE TACTICS: THE UPRISING
Cute take on turn-based games, with enough scope and design to hook in fans, but Worms is better
Turn-based strategy - Issue 35 (November 2004) - 7.0/10

(CV00702E)
FutTac.txt
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Turn-based strategy games - love 'em or loathe 'em, one thing you won't be is indifferent. Thankfully, we're suckers for a little turn-based skulduggery - just so long as there are enough weapons, the camera never obscures the gameplay, and the maps you fight in are designed with strategy in mind. If all three of those points are met, chances are you're onto a winner. Future Tactics: The Uprising has just scored a hat trick.
A merry band of drifters has been uprooted from its home because of an alien horde and, between bouts of selling pegs and trotting about the country like gypsies, they form a resistance. Armed with individual weapons, each has a unique strength - be it sniping, explosives, stealth etc.
All the maps (ranging from disused mines to snow-covered glaciers) are fully destructible and, unlike Worms 3D (Issue 22, 7.3), if you dislodge a boulder or wall and an enemy is below, they'll get a wallop, often ending up in a sticky mess or a whopping great crater. More often than not there'll also be a lead alien thrown into the fray, who'll target you and who you'll need to dispose of. Expect anything from a catapult high on a hill pelting your encampment to a laser-wielding crab - a fishier but no less intimidating enemy.
Although Future Tactics doesn't quite have the humour or breadth of Worms, and the multiplayer game isn't as all-encompassing as it should be, the campaign mode is quite endearing (even if the voice talent is god-awful), and the Trumpton visuals are sweet, if somewhat last-gen. If you're a sucker for turn-based games then prepare for a game that will sate your appetite. Otherwise you may want to hold out for Worms Forts Under Siege.

FUZION FRENZY
More party pooper than party popper. Too simple and repetitive
Party - Issue 1 (March 2002) - 4.5/10

(MS00203E)
Fuzion.txt
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Multiplayer gaming is brilliant - wiping the smirk off a smug friend's ugly face is always an entertaining way to spend an evening. Fuzion Frenzy is the first party game for Xbox, with 45 minigames intended to stimulate expletive-filled, laugh-a-minute multiplayer sessions. Unfortunately, the game only comes good with the expletives part.
Fusion Frenzy isn't all that good for a multitude of reasons. With only a few exceptions, the minigames aren't much fun to play. Given the amount of them, there's a surprising lack of variety in the gameplay. It mainly involves racing, very simple token collecting or the putting of players on some kind of platform so they can knock each other off.
This lack of variety wouldn't be such a problem if the games were well executed, but they're not. With the exception of the Gladiators-style rolling ball levels, there's no subtlety in the control of your character, stripping the already overly basic games of any replay value.
The flawed graphics don't help matters. The futuristic graphical style is not only hackneyed, it's fundamentally unsuited to a fun party game. It's not just the look of the levels, either: the character design is unappealing to say the least. Sassy ladies compete against streetwise, blue haired children, DJs vie against skater chicks - such lazy design-by-numbers doesn't do Fuzion Frenzy any favours at all. But it's not just the lack of imagination that's annoying. The murky colour scheme means it's all too easy to lose sight of your character in many games, a problem made worse by their diminutive size..
Elsewhere, the A.I of the CPU players is a bit feeble. For instance, they struggle with the escalators in some of the arenas, just standing on the spot not doing very much. More memorably, during a game of Jetstream, the two of us playing took each other out and went over the waterfall. The two remaining CPU players floated about aimlessly for over a minute, making no attempt to compete - which was amusing for all the wrong reasons. And even when the A.I. is working properly, it's very unbalanced, with the CPU providing tough competition in some of the games and no opposition whatsoever in others.
Still, it's not all bad. A few of the games are fairly amusing, and merit a few plays. The girder-ducking action in Twisted System is extremely simple and good fun - when the action gets ridiculously fast, it's hard not to laugh and put yourself out of the game. And as mentioned already, the games with spherical metal cages are okay, tending to be enjoyable, tightly contested affairs. But even these - the best on offer - don't stand up to repeated play, and they certainly don't constitute £45-worth of entertainment.
There are some nice touches in many of the backgrounds, which succeed despite the generally unimaginative nature of the game's design. There are some natty graphical effects to be seen too, such as the fireworks, and the whirlpool effect in Money Pool. Gameplay-wise, the ability to gamble hard-won points in a bonus round during tournament play is a good idea, albeit one thwarted by the rather crap nature of the bonus round itself.
Leaving aside these few pleasing diversions, the game is disappointing. Good multiplayer games inspire heated competition - but tellingly, when we were playing, no one cared who won. Insipid graphics, over-simple concepts and unengaging controls all conspire to spoil any fun that Fuzion Frenzy might otherwise have possessed.

GALLEON: ISLANDS OF MYSTERY
Beautiful graphics but outdated, awkward controls. Much to enjoy, if you have the patience
Adventure - Issue 30 (June 2004) - 7.0/10

(SC01101E)
Galleon.txt
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For a game that's been in development for so long (around five years), Galleon looks surprisingly fresh-faced. Captain Rhama Sabrier and his crew aren't the only distinctive part of the game - the uniqueness extends to level design, control and just about everything else.
Age might be one of the reasons why the developer has taken a different route to just about every other Xbox action adventure. It's still a mixture of fighting and platform jumping, but the way Rhama moves and controls is something else. Instead of being forced down a certain route, Rhama's superhuman abilities mean that the whole environment is your playground. Scaling cliff faces, walking tightropes and leaping great distances are all encouraged, and to some extent made easy by the game engine.
The first things you'll notice about the controls are the two running speeds. Moving the Left thumbstick a little makes you move in 'cautious mode'. Falling off a ledge or narrow catwalk is impossible at this pace because Rhama is locked onto the ground in front. On the other hand, pushing the thumbstick at full tilt makes you run at a speed even Sonic would be proud of - especially useful when you need to build up momentum for a stupendous jump.
Unfortunately, most other platformers have a lot more subtlety when it comes to analogue control. Pushing the stick even a fraction too hard causes Rhama to burst forward, often off the edge of a cliff you've spent 20 minutes climbing. You could put it down to player error, but falls like this would be arguably far less frequent with full analogue control.
Climbing isn't affected by this problem, because as long as the Right trigger is held down, you're glued to the wall. As long as there's a craggy rock face, you can clamber up it and even hang upside down over bottomless canyons. This isn't second nature though, because climbing has a disorientating effect. Despite a 3D compass appearing around Rhama, losing your way is a common occurrence. The camera zooms in so close that your view of the cliff face is mostly obscured.
Of all the control features, jumping works best. An auto-correct function makes it possible to spring over a vast canyon and land on a vertical pole with almost effortless accuracy. It's only when you try to jump too far that you'll end up plummeting.
At least if you do fall, there's a lot to see on the way down. Each of the seven islands of mystery is a massive open-ended environment, often scaling such heights that you can't actually see the top. Impressively, there's no loading at all between sea level and the summit, and no no pop-up or fogging either.
Level design is also very clever. There's a solid balance between platforming, puzzle-solving and searching for hidden treasures and power-ups. Sometimes the scale of each island makes it difficult to tell where to go next, but exploration is an essential part of the game.
The puzzles are reminiscent of Tomb Raider (on which Confounding Factor's Toby Gard was lead designer). Huge doors and inaccessible bridges are opened up with the usual lever-pulling and hieroglyph-deciphering brainteasers. They're not original, but they are fun, and really hold the game together... unlike the fighting.
Galleon's combat is weak, to say the least. There are plenty of combos to learn but the auto lock-on means that avoiding damage is almost impossible when surrounded by enemies.
Evil pirates attack in groups of five or six, while you can only attack one at a time. Irritatingly, some attacks send you flying, often over a precipice. The timing-based combo system encourages button-bashing too.
Boss battles fare better, not least because the monsters are so huge. One of our favourite levels sees Rhama using a monster like a climbing frame. It's moments like this, where platforming, puzzle-solving and combat unite, that the game's brilliance shines through, especially when it's wrapped up in such a beautiful graphical package. Sadly, the outdated two-grade analogue control is a huge downer, transforming straightforward tasks into life-threatening hazards. But there's much to enjoy, if you have the patience.

GAUNTLET DARK LEGACY
A fun-free game that's sluggish and frequently confusing to play
Adventure - Issue 4 (June 2002) - 3.8/10

(MW01402E)
Gauntlet.txt
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Just AS golf is the best way to spoil a good walk, 3D, it seems, is the best way to ruin a classic 2D arcade title. The original Gauntlet was an entertainingly fast and frantic shooter - a brilliant exercise in excessive crowd control - with up to four fantasy warriors battling through hordes of ghosts 'n' goblins.
This update has taken the concept, stretched it over a forced 3D perspective and drained out most of the fun. It looks more impressive, obviously, but plays like sludge. It just feels dull, uninspired and clumsy as you rapid-fire your way through stage after stage of wave after wave of goblins, zombies, dragons and other clich?d, thoughtless cannon fodder.
For the first few levels, it plays alright. The dungeons aren't too cluttered, it's easy to keep on top of things and the RPG-style character advancement system promises that later stages will be intensely mad fun. But as the power of you and your opposition grows, so too does the realisation that this is a shabby game full of messy action over which you actually have very little control. If you're going to make a game repetitive and intense, at least make it playable.
Dark Legacy looks and feels like a relic of generations gone by, and not because of any faithfulness to the arcade original. Its saving grace is an admirable multiplayer option that gets the job done, in so far as it quadruples the fun quotient of a one-player adventure. It's still nowhere near justifying it as a purchase, though.
With a game like Halo (Issue 01, 9.7) in existence, this is like releasing a ZX Spectrum game on Gameboy Advance and still charging full price. And even if you crave four-player jollies, you're still better off buying the slightly iffy Fuzion Frenzy (Issue 01, 4.5). Which, hopefully, says it all.

GAUNTLET: SEVEN SORROWS
The ancient monster-bashing series is back again - but have they made it work in 3D yet?
Hack 'n' Slash - Issue 53 (March 2006) - 6.8/10

(MW05101E)
gauntlet7s.txt
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Games like Ninja Gaiden have done wonders for the aging hack 'em up genre, bringing old-skool gameplay into the new age with the excitement and flair you expect from a modern game.
Gauntlet: Seven Sorrows sticks its middle finger up at new ideas, though, and clings onto the old style like a granny refusing to chuck out her black and white TV. You choose your character from an enormous range of four: Warrior, Wizard, Valkyrie and Elf. Then you run through level after level, smacking the crap out of the hundreds of goons spewing from every nook and cranny in the scenery.
The attacks number four too - one for each of the main face buttons on the pad. You've got your hacking attacks, for breaking through an enemy's defence and cause damage even if they're blocking. Projectile attacks are great for hitting enemies at a distance, like the archers that ping arrows at you from the top of watchtowers and across canyons.
Launch attacks, which send your victims flying into the air, are some of the most satisfying. With ninja skills you can hyper-smash them a few more times before they hit the floor. Then, of course, you have your standard slash attack, the one that'll leave you with a sore right thumb and a broken A button by the end of the game.
Smacking the buttons in different sequences activates some really smart combos. Our favourite was the one where the Warrior slaps an opponent upwards, then chucks his axe at them in mid-air. Spinning and on fire, the axe chops them up and cooks their flesh before their lifeless body hits the ground. And they don't get up.
To cause even more devastation, Seven Sorrows gives you Mana, a power that allows you to perform special moves with a tap on the D-pad. These can be used to clear overpowering crowds, hammer bosses and smash enemy-spawning generators. You also have a screen-clearing Blast attack that completely destroys everything around you, and is the only way to, er, kill Death.
Yes, the near-invincible, life-draining Death dude is back too. He leaps out of treasure chests now and then and chases you around for a bit, sucking the soul out of your body. The Blast attack will sort him out in a jiffy, but that requires you to have a full Mana bar, which is always unlikely, so usually your only option is to run away like a screaming girl. It makes the opening of every chest a tense moment, but you can't leave them all closed because they contain two all-important items: gold and chicken.
As is the Gauntlet tradition, Seven Sorrows has more fried chicken outlets than Kentucky. There's a more involved upgrading system than ever before, too. As well as the standard experience points, you will be able to spend any gold that you find to get more powerful abilities. You'll start off with basic three-hit jabs, progressing to 20-hit hyper-combos that instantly shatter the bones of any victim you unleash your fury on. With every level you gain, you earn a point, which can be spent on boosting individual stats of your choice. The announcer from the old games is back too. "RED WARRIOR NEEDS FOOD, BADLY" goes his booming voice, helpfully, when the red Warrior needs food badly. It's great to hear again after all these years and gives us a fuzzy glow of nostalgia.
But none of this has much impact on the way the game plays. Any additions just feel like a last-minute feature, tacked on for the sake of having some kind of improvement over the originals. Nevertheless, Seven Sorrows basically plays exactly the same as Gauntlet of old, except in 3D. And just like its ancient brother, it's crap in single player. Without any mates to help out, you'll find yourself being frequently overwhelmed by the sheer number of enemies attacking you. And there's no one to hold off the hordes while you're trying to take out the enemy-spawning machines either. Everything about Gauntlet that makes it a classic only applies to the multiplayer, such as the way you work together but still fight with other players over the gold in the level. Or like when you're all low on health and the four of you scramble towards a roast chicken an enemy dropped, arguing over who deserves it most. It's team play with an undertone of competition that makes Gauntlet games fun.
Seven Sorrows doesn't stray too far from the original formula - it isn't trying to. Respectable though its faith to the old-skool way is, it's not going to satisfy the modern gamer. If you and your three mates still adore the original arcade game you'll get a kick out of playing this prettier version, but everyone else will be snoozing within the hour.

GENE TROOPERS
Pretty awful sci-fi shooter that looks like it was made in a stinky teenager's bedroom on an Amstrad.
FPS - Issue 48 (November 2005) - 4.9/10

(TM01701W)
GeneTroopers.txt
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Gene Troopers has a distinctly Eastern European feel about it. We can't quite put our finger on the problem, but for your standard first-person monsters-in-space shooter, there's something decidedly wonky. Maybe it's the atrocious voice-acting (aliens sound like Papa Lazarou gargling), or the strangely designed characters and levels, but there's something just beyond our plane of sight that makes the whole experience of playing Gene Troopers a little uncomfortable. Ah yes, that's it - it's a bit crap.
There are some valiant attempts being made though, namely with your character slowly evolving over the course of the game to learn skills such as night vision, regeneration, and the 'Death Grasp', but still the game doesn't feel right. NPCs move strangely, and they're stupid too, often babbling away to themselves in a corner or holding up a mission by reeling off reams of strange space-language. Level design is weak and frustrating to navigate (the whole of the first level must be played in night vision, which is really annoying). Weapons are weightless and bizarrely ineffective, and there's a synthy, screeching sci-fi soundtrack to accompany everything - you know, just in case you forget where you are (in space).
Gene Troopers isn't particularly bad, it's just got an oddly nightmarish blandness to it, and voice actors who seem to have learned English by watching re-runs of Blake's 7. When you find comfort in such bog-standard game traits such as the handy Grip Gloves, which can haul crates into the air (chalk up a tick for the physics at least), it shows how alien the rest of Gene Troopers actually is. The gaming equivalent of weird 1950s Polish cartoons. And we all know how much fun they are.

GENMA ONIMUSHA
No-frills hack 'n' slash that takes a while to crack. Fun, but flawed
Action adventure - Issue 2 (April 2002) - 6.9/10

(CC00102E)
Genma.txt
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When it comes to rating ancient Japanese fighting orders, there's only ever one winner - Ninjas, with their silent attacking skills, fancy weapons and black slippers. The second-placed samurai has bulky armour and a girl's ponytail, but he does have a sword. A mighty one, with which to wreak mayhem.
Genma Onimusha casts you in the role of Samanosuke Akechi, a stern-faced samurai charged with the task of rescuing Princess Yuki from the clutches of some nasty demons. Like the plot, the game isn't new - it's an updated version of PlayStation 2's Onimusha Warlords.
Think of Capcom's survival horror classic Resident Evil with a topping of 16th century Japan, and you've got Onimusha. The plot paves the way for much slaying of demonic monsters and solving of puzzles.
Like Resi, you move a 3D hero around flat, pre-rendered backgrounds. The directional-pad is used to rotate the main character and make him walk forward.
It's a slightly awkward system - there's a button to make him quickly turn 180¡ and a button to lock the direction he's facing in, but overall it's clunky.
Still, plenty of gamers have lapped up Capcom's other adventures, all of which have this ungainly control method. But it's especially annoying in Genma Onimusha - the intense sword battles that are the game's trademark would benefit from a much more immediate control system.
Another control-related irk concerns the acquisition of souls, an additional feature to the PlayStation 2 version. Killing enemies releases their souls which can then be captured by pressing and holding the A button. They need snaffling in order to progress.
It's a nice idea, but in practice it doesn't work as well as it might - fighting over a soul with one enemy leaves you open to attack from others, and it can make the combat frustrating.
Even without the soul-collecting, the combat is very difficult at times, and with death meaning a potentially long trip back to a save point, progression can be slow.
The awkward control system is compounded by a laborious menu system that needs to be accessed in order to use inventory items and equip different weapons.
It's not a massive problem, but it's hardly the most user-friendly interface ever devised. Using the menu screen to equip the fire orb in order to walk through a door with a fire motif on it isn't a puzzle, it's a pain.
But the game is still quite enjoyable, albeit in a completely seen-it-all before kind of way. If you've played any of the Resident Evil games, either Dino Crisis or Devil May Cry, then you'll know what to expect here.
And if that familiar mix of action and puzzles is something you want to experience again, it's worth knowing that Genma Onimusha does it as well as any of its predecessors.
Graphically, things are pretty good. Some of the rendered backgrounds are beautifully drawn and there are some excellent enemies - the razor-gloved doll is particularly memorable. But most impressive is Samanosuke himself, whose non-smiling face is admirably detailed.
Even if you haven't played a Capcom adventure before, this is worth a look. The tried-and-tested mix does deliver a solid game experience, and there are some interesting locations to explore, epic sword fights with hordes of enemies and involving puzzles.
In short, Genma Onimusha is a decent game. It's also old-fashioned and unambitious, but with more than 18m sales of this type of game, Capcom isn't going to change a successful format very soon.
At the risk of sounding like a teacher, they should stop resting on their laurels and try harder next time.

GHOST MASTER: THE GRAVENVILLE CHRONICLES
Innovative and addictive title that melds several genres together. Intuitive controls, great camera
Action/Puzzle - Issue 35 (November 2004) - 7.5/10

(EM00401E)
Ghost.txt
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Ghosts are great. If it wasn't for the deliciously trashy Most Haunted, the lovely Yvette Fielding would probably be working in her local Tesco, wallowing in a pool of self-regret. And now we've firmly crossed over to the other side with Ghost Master and its ethereal army, intent on scaring mere mortals out of their wits.
You know the deal. Troublesome teenagers foolishly meddle with a Ouija board and awaken all manner of nasty ghouls and ghosties. Vincent Price obviously couldn't do the narration but his vocal doppelgŠnger provides an entertaining and wickedly camp commentary, perfectly encapsulating the real sense of fun that menacingly hovers around. Double entendres abound, mainly concerning scantily clad Frat girls.
Players must solve simple puzzles and challenges by using strange powers to scare and manipulate mortals. The game uses a fantastic and intuitive control method, where the L and R triggers access the Ghost and Human menus, and simple commands issued via the D-pad make the complex task of controlling several ghosts at any one time a piece of cake. Your ghouls aren't the most attractive things in the world but have great poltergeist powers to scare the human inhabitants of the manor.
Chase ghosts will frighten mortals away from a room (thus shepherding them into others), Tamper ghosts affect physical objects, Attract ghosts entice unsuspecting humans into certain areas, and Resist ghosts lower mortals' spectral tolerance to being scared witless - a massive help when Mediums, Witches and Priests are thrown into the mix. Give us Grotbags over these sultry she-devils, as big black moles and shocking green hair are infinitely better than their spirit-scuppering spells.
Although you can't technically die (you're already dead), each ghost does have an energy bar that's depleted by attacks from these evil enchanters. This can be replenished by momentarily placing your spectres back into the spirit world, though neglect to do this and your ghost will be sent straight to Limbo with no dinner or TV, leaving you one (or more) ghost down for the duration of the battle. And battle it is, because you'll only get a short window of opportunity after they've launched an attack to exert your powers on the wicked witches. This turn-based combat adds a neat touch of strategy to the game, with players forced to combine the various attributes of different ghosts to defeat enemies.
The great camera allows unfettered 360 degree access to each environment, and although the action does get somewhat confusing with several characters often crammed into a small space, once again the intuitive controls make light work of navigating and keeping on top of your spiritual shenanigans. The enemy AI isn't all that, but then given the rudimentary nature of the puzzles on offer, it still provides a suitable challenge.
Ghost Master is a bit of an odd one. Taking a bit of everything from several genres, we're pleased to say the user-friendly result is more Casper than ectoplasmic glob. Spookily satisfying.

GLADIATOR
Generic hack 'n' slash that's well presented but let down by the camera
Action - Issue 23 (December 2003) - 6.7/10

(AC02602E)
Gladiator.txt
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Although not an official licensed product of 2002's Oscar-laden film, Gladiator could easily be a continuation of the epic - it shamelessly rips off and incorporates elements of the movie.
We pick up the story as Thrax (Maximus), the greatest gladiator ever, gets ready to defend his title. The evil new Emperor, Arruntium (Commodus), has turned much of Rome into a combat area in the bloodiest games to date, and is intent on global domination. He's enlisting the help of evil gods, and the games are just a trap for murdering our valiant hero.
Things kick off with the mandatory tutorial level. Combat is introduced via simple two-button combos which serve you throughout the game: up/down slash and left/right slash, with countless permutations of these resulting in various linked attacks, and the triggers used for locking on to nearby enemies. Everything's looking good at this point - nice graphics, atmospheric lighting, and there's no sign of slowdown, even with multiple enemies on screen. Every hit results in a satisfying spurt of blood, and the combat's smooth and fluid.
After an untimely, unavoidable death, Thrax finds himself in Elysium, the warrior's afterlife, complete with long grass, tranquil atmosphere and soothing classical music. We soon run into two little brats in theatre masks, apparently the sons of the gods, who set us on our quest of delivering mankind from evil. And so begins an adventure around lost islands of the dead, mysterious temples, and violent encounters with mythological creatures. By undertaking time challenges, the player can upgrade Thrax's stats, making him quicker and more powerful.
Unfortunately, things head downhill from here. A dodgy camera seems to dog so many third-person actioners and, sure enough, it rears its ugly head here. There's limited camera manipulation - you can only zoom in and out - which prevents the player attacking hidden enemies around corners, but proves very frustrating when the game requires you to carry out specific tasks. Need to smash objects in a particular order? No way Jos? - with no directable attacks you'll be left floundering next to the object, then you'll automatically move to lay into an enemy halfway across the room. After repeated attempts, and getting ironed out for your troubles every time, this really irks.
Problems like this prevent Gladiator from being a more solid title. Everything's presented well but, for a free-roaming adventure, the action's pretty railed. The lead character dies after the first act, and regrettably Gladiator does the same. No mercy!

GLADIUS
Nice environments but combat is uninvolving and tedious with no tension
Turn-based combat - Issue 23 (December 2003) - 4.6/10

(LA00808E)
Gladius.txt
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Gladiators. They've provided the material for several Oscar-laden blockbusters, and made women swoon at guys in leather skirts, but these so-called warriors have done little to grace the video game world.
Gladius starts off well, with some very stylish cutscenes (a mix of storyboard and watercolour images) detailing the main story: a lengthy war between Imperia and Nordagh is finally brought to an end when the gods intervene after a raid by the Valkyries. All well and good so far. This is followed by more cutscenes. And yet more.
We pick up the story (after more cutscenes, you see where I'm going here) and take in our hands the destinies of Ursula and Valens - two very different warriors who must build up each of their fighting schools and prove themselves worthy of competition throughout the land.
This would be okay, apart from the fact that during the first 15 minutes of the game, there are only about two minutes of actual playing. Boring cutscenes and unnecessary blocks of cheesy dialogue, wrapped up in corny American accents immediately ruin the experience. Not good.
After an overlong tutorial, you'll have learnt the basics of turn-based combat. When it's your go, position the cursor around the arena, and move, attack or pass. Your movement is limited though, to three squares in total, in all directions. Depending on the type of warrior you've recruited (there are 16 classes), your fighters will have different strengths and attributes. Thus, by pitting your stronger fighters against weaker enemies, you should win hands down, but the random AI means this is rarely the case.
Combat is centred around a swing system - after selecting the appropriate attack (Strike, Range, Magic or Heal), you must stop the marker in the red section of the power bar for the most effective action. Supposedly moving your warrior to the side or rear of an enemy will also result in a more damaging assault, but seeing as they will turn and face you as you approach, this negates the point. Another strategic element is the positioning of your warriors before battle commences, as we're informed this will "affect the tide of war", but as we don't actually have a choice in their positioning, this is also pointless.
On the bright side of things, with countless tournaments, leagues, upgrades and weapons available, Gladius is deeper than a slave trader's pocket, and will take a fair while to work through. There are a couple of nice additional touches too, like the way the crowd's mood significantly affects the performance of your team. However, after an age of tiresome cutscenes and unfair AI, you may not want to see much more. What say ye, Emperor? Thumbs down.

GOBLIN COMMANDER: UNLEASH THE HORDE
A decent attempt at bringing an accessible action-friendly strategy title to Xbox
Real-time strategy - Issue 26 (February 2004) - 7.3/10

(JA00501E)
Goblin.txt
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Little people get a raw deal in life. Oompa Loompas, for example, tirelessly slave away for demented candy merchants, always at their master's beck and call. Real-time strategy games call for players to assume a celestial role and control whole races of little guys, as you strive to conquer other civilisations and lands.
There's a distinct lack of RTS games on the Xbox (some may find the lack of keyboard limits the complexity of commands), with only Alien Versus Predator Extinction (Issue 21, 6.6) presently staking a very mediocre claim. However, GC: UTH sets out to buck this counter-console strategy trend...
Things are not well in the land of Ogriss. A human wizard, Fraziel, has created five different clans of goblins, and put them to work in creating a 'Great Machine'; one of which will grant them all unimaginable power. After Fraziel mysteriously disappears, the clans start warring, and this is where you, as the titular Goblin Commander, step in to sort things out.
Gameplay is refreshingly simple for an RTS title. As opposed to endless farming, mining and building, resources are limited to just two; Gold and Souls. The first is obtained by destroying the surrounding environment, which is a lot more exciting than waiting for crops to grow, as is usually the case in RTS games. The second are 'harvested' from fallen enemies in battle, or from captured Soul Fountains. These soul-spewing structures must be captured by holding the surrounding area for a certain amount of time, and both these methods encourage aggressive offensive play. Something we like to see.
There is wide clan, or goblin race variety in the game; Stonekrusher, Hellfire, Plaguespitter, Stormbringer and Nighthorde. Each clan is in turn made up of five types of goblin, each tactically diverse, including short- and long-range attack units, along with healing and magical troops. Units are created in the Clanshrine (a pre-constructed building where goblins are 'bought'), with the more advanced units requiring larger combinations of gold and souls to unlock. Custom platoons can be easily, and handily, made up in seconds, if a battle has resulted in decimation.
The controls are both simple and intuitive, and have been intelligently designed with console controllers firmly in mind. Each clan is limited to just ten units at any one time, but players can control up to three clans, each allocated to the A, B and X buttons. Each goblin clan is effectively controlled as one (via the one waypoint), thus doing away with unwieldy dragging and clicking to highlight troops. To attack enemies or structures (the main command in the game), simply move the ethereal orb (the Goblin Commander) wherever you wish, then tap the corresponding clan button. The more involving Control option allows you to possess an individual goblin, giving an impressive soldier's view of battles, although the rest of your clan will still follow your every move like a horde of deformed lemmings.
If you soon tire of mere underlings then check out your clan's Hall of Titans. Similar to the Clanshrines, here, turrets and other defensive aides can be purchased. More importantly though, this is where you'll get your hands on your clan's unique Titan unit. Ranging from an electrically charged stick creature (Stormbringer) to a pulsating blob of slime (Plaguespitter), these bad boys cost a fortune in souls, but their destructive power is unparalleled. However, in a strategical masterstroke, they must be directly controlled, and each player can only have one in operation at any one time, causing many head-scratching problems as to when and where to deploy them.
And so things progress at a pleasingly decent rate. Throughout the single-player campaign, new clans are gradually conquered and acquired, and more complex gameplay techniques, like using the magical Runestones to best effect and harnessing the teleportation powers of Moongates, are gradually introduced.
However, the multiplayer option, long the staple of RTS shenanigans, has been criminally overlooked here. A complete absence of System Link, let alone Xbox Live, is sorely missed. A two-player option is available, albeit via split-screen, and call me a dirty cheater (you dirty cheater! - ed), but it's nigh on impossible to play a sly strategy game without your gaze wandering to an opponent's half of the screen, thus negating the point and ruining the experience.
The combat system also suffers from a couple of fundamental flaws. Although upon close inspection each clan is quite distinctive, in the heat of battle, things unfortunately can look a bit messy and confusing. Because you are only able to select whole squads at a time, in an attempt to simplify things GC: UTH may have stabbed itself in its sandaled, wart-covered foot. Smaller groups of units cannot be selected to target individual enemies, so battles result in a pitched numbers game, where you have to have at least double your opponents' units to guarantee success.
At the end of the day, Goblin Commander: Unleash The Horde is a decent attempt at bringing an accessible, action-friendly strategy game to Xbox, though if you're a hardcore strategy gamer, don't look for anything too involving here.

GODZILLA: DESTROY ALL MONSTERS MELEE
A fun masher with multiplayer laughs and highly detailed monsters
Action - Issue 17 (June 2003) - 6.1/10

(IG05702W)
Godzilla.txt
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When the king of monsters sprang to life in 1954, he stood tall as a terrifying lesson about the dangers of atomic energy. These days the radioactive dino is still trying to live down getting his butt kicked by Matthew Broderick. Thankfully, Destroy All Monsters Melee returns us to old-skool Godzilla, pitting him against famous archenemies such as King Ghidorah, Mecha Godzilla and Gigan.
Anyone looking for a serious beat 'em up won't find it here. Instead, you have four monsters beating the scales off one another in various real-life cities. Fists and tails swing in all directions, and each character has a rage bar that charges up and allows you to pull off a special atomic attack. Godzilla breathes brightly coloured radioactive fire while other monsters hit you with a triple-header of lightning beams. These radioactive strikes look cool, especially when they launch another monster flying skyward. Unfortunately, there's nothing special about the other attacks on offer. Bland punches and kicks make up most characters' repertoires and the combos consist of a maximum of three or four hits, executed by hitting one button repeatedly.
You'll often find that the monstrous rampage soon becomes much too scrappy and hectic. Because everyone is hammering away at each other, you'll have to rely on button bashing rather than skill. It's not so bad when you're battling three friends because you're all tied up in the same comical situation, but against computer-controlled foes it's not nearly as entertaining.
The dinos are extremely detailed but have so many pointy edges they end up looking a bit blocky. They really sound the part though, with all the squawks and roars recreated perfectly from the original movies. Another attraction is that the cities are totally destructible. You can tear down the Empire State Building or even rip up Big Ben, slinging lumps of concrete into your enemy's face. Destruction mode is a single-player game dedicated to causing the most city-wide damage in the shortest time. And if you tire of trashing the same old skyscrapers, you can hook up to Xbox Live and download new arenas and monsters, including the mighty Mecha Godzilla 3.
The tiny tanks and flying saucers that shoot you with rockets and freeze rays are cool little additions. It gets a bit irritating when they focus all their attacks on a particular player, though. You might also be frustrated by the lack of commentary. We could just imagine a Japanese TV reporter shouting "Godzilla is coming!" as the fight rages on. It's a shame we can't get excited enough about Destroy All Monsters Melee to do the same ourselves.

GODZILLA: SAVE THE EARTH
Pointless sequel to a pointless original. Special powers are natty but the combat and collision detection aren't
Action - Issue 36 (December 2004) - 4.9/10

(IG11501W)
GodzillaSave.txt
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Godzilla finally celebrated his 50th birthday this year. From trampling Tokyo to resurrecting and burying Matthew Broderick's career in one fell swoop, the wrinkled old quinquagenarian is back for more. Give it up mate, you're embarrassing yourself.
Godzilla: Save The Earth is Godzilla: Destroy All Monsters Melee (Issue 17, 6.1) with a modest story mode known as the Action mode and online options attached. The Action mode, or ACTION MODU! if you're a hardcore 'Zilla fan, is little more than a series of brawls interspersed with sub-quests such as saving buildings from aliens or shooting ships. Think Street Fighter's car-bashing sub-games, only a lot taller and with the whiff of rubber. Still though, the crux of Godzilla is the beat 'em up aspect.
To be fair, the scuffles are impressively destructive. Buildings topple, itsy-bitsy cars plough into your great clumping hooves and fizz into oblivion, and dinky aircraft buzz past your ears. The only problem though, is the other rubber gonk opposite you wanting to kick your hind. It's like being trapped in an episode of Power Rangers. For all the cheek puffing and bravado between the two beasts, the combat is atrocious. When you're not wrestling someone in a comedy lizard suit, you're tip-toeing through buildings or rolling around the floor. The collision detection will happily allow you to punch through an enemy, just as it will allow them to pick you up and throw you without so much as touching a hair on your head. Bleurgh!
Special powers are pretty natty even if the combat isn't, enabling you to unleash a blast of halitosis on everything. But when bouts alternate between punch, kick, breathe, punch, kick, breathe, the appeal bombs. Four-man melees are just as bad, only there are more of you slugging it out. More, in this case, does not mean merrier.
Still, if you're a hardcore GODZIRRA FANU!, you'll be pleased to see a complete back catalogue of enemies ready for a pummelling. All the monsters are here and its a nice touch allowing a choice between 90s 'Zilla and 'Zilla 2000, but for the untrained eye that's like choosing between a glove puppet and a glove puppet with boggly eyes.
As if to compound the misery, there seems to be some kind of gremlin at work within the code. Pause for any length of time and the game sees fit to cut into a rolling demo and you have to start all over again. We advise not drinking any quantity of liquid before playing, and pulling out all the phone cables too. Then again, if you do that, how are you going to play it on Live? Gosh, what a darned shame. Best bin it just to be safe.

GOLDENEYE: ROGUE AGENT
All the cocked eyebrows in the world can't raise this average shooter to the heady heights of its classic namesake
First-person shooter - Issue 37 (XMas 2004) - 7.2/10

(EA09302E)
GoldRogue.txt
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If you've ever seen Jaws 4: The Revenge, you'll appreciate our frustration when something once so brilliant is reduced to a far-removed sequel, riding on the coat tails of its pioneering predecessor. Unfortunately, the same can be said for GoldenEye: Rogue Agent. It may share the same name as Rare's groundbreaking FPS that inspired millions to buy an N64, but that's where the similarities end (apart from the option to reconfigure the controls to Classic mode - ˆ la the N64 controller - but with the advent of two thumb-sticks, why the hell would we want to do that?).
Bond is also, well, brushed off in the opening act by the black sheep of MI6 - you. You're the titular Rogue Agent, embraced by Auric Goldfinger to help combat the last obstacle in his path to total world domination: S.P.E.C.T.R.E. breakaway Dr No.
All iconic Bond baddies from the last 40 years are present together in one time frame, one of the many artistic licences EA has taken. After a stylish intro, we're flung headfirst into the action. It's a pity the visual spectacle of this opener doesn't carry its slick production into the main game. Levels are a bland mix of long, open corridors populated by scattered crates and long, open rooms populated by, yes, even more randomly scattered crates. Occasionally these are substituted for those generic computer terminals no bad guy's lair is complete without, yet remain uninteresting and repetitive.
The gameplay isn't as smooth as we'd have liked either. You'd think your Rogue Agent had been discharged for a gammy leg (rather than reckless conduct), such is his frustratingly slow pace. Turning is annoyingly sluggish, particularly with an enemy hammering you in the back. Yet, when you do spin round to blow them away, they'll mysteriously vanish before they've even hit the ground - not the best way to create an immersive FPS atmosphere.
But it's not all doom and gloom; Rogue Agent boasts loads of neat little touches. Enemies, when they're not vanishing into thin air, actually display some engaging AI, intelligently leaning round corners to get a better shot at you. As a result, fighting for every inch of every room is a significantly enjoyable challenge. Multiplayer, such a staple of the original, is again fantastic fun, with up to 16 players able to duke it out over System Link or up to eight over Xbox Live in Showdown, Domination and Tug-O-War matches (all variants of Deathmatch and Capture the Point multiplayer games).
Obviously you're able to wield dual weapons like the original, and the tools of GoldenEye's trade produce brilliantly varied combos for dealing out death. Pepper a bad guy with a sub-machine gun, or flush them out with grenades before picking them off with the rail gun - it's all superb fun. Scaramanga acts as a surrogate Q, equipping our Agent with an all-singing and dancing 'GoldenEye'. This features four different upgrades, like the ability to see through objects, remote hack computers and physically manipulate enemies from distance. Combine these with weapons for a multitude of entertaining gameplay options. However, because of the energy-draining nature of these special abilities, their use is disappointingly limited.
You could say Rogue Agent is a bit like that kid at school who, no matter how hard he tried, would never truly be cool. Sure, it's unmistakably Bond, but that can't mask the fact this isn't much more than a lazy shooter. It's not a bad game but, considering the brilliant potential, seems to be a missed golden opportunity.

GRABBED BY THE GHOULIES
Very polished. Top animation. A sure-fire crowd-pleaser
Action adventure - Issue 23 (December 2003) - 8.9/10

(MS08302E)
Grabbed.txt
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A sound can be scarier than anything you can actually see. Have you ever been up late at night and heard a rustling in the bushes? It could be just a cat, but maybe it's a 13-eyed bloodsucking freak from hell... It's enough to make you hide under the bed, bolt the bedroom door and never come out again.
Grabbed by the Ghoulies is far from being a spine-tingler but it'll still have you locked away for days on end. As an audio experience, the game just can't be beaten. If your ears could talk, it'd be very strange, but they'd tell you how much fun Ghoulies is.
Rare has done such a gratifying job here, because every zombie groan and skeleton shuffle is pure entertainment. Imps chatter from the shadows and Medusas warble mirthfully after turning you into a statue. Mummies utter bandage-veiled swearwords and the ghost pirates bellow "Pieces of eight" while trying to splice your mainbrace. Best of all is the cowardly hunchback who starts to cry when you punch him in the face.
The phantom of British humour inhabits every nook and cranny of Ghoulhaven Hall and it's extremely welcome. Character design and animation are as gorgeous as you'd expect from any of Rare's games. Rather than make the mistake of reinventing the classic movie monsters, it's kept them gloriously camp and unfailingly appealing.
Ghoulies also revels in having a pleasingly clich?d plot. Out hiking in the woodlands, Cooper and his girlfriend stumble upon a creaky old mansion. Moments later, Amber is abducted by invisible phantoms and the young hero sets out to rescue her.
Everything satisfies expectations, until you tackle the unconventional gameplay. Ghoulies looks like a platformer, but Cooper's feet are firmly planted on terra firma. Instead, it's a beat 'em up where anything you come across can be used as a weapon, and we do mean anything. Frozen hamburgers, picture frames, potted plants... all can be utilised. Your movement is controlled with the Left thumbstick while the Right stick lets you attack in eight different directions. This makes it possible to run backwards while attacking enemies who are in hot pursuit. This technique is used from beginning to end and is surprisingly easy to master... maybe a little too easy.
Cooper doesn't pick up any new skills as the game progresses, only new weapons. This would be okay if the weapons could be used in different ways, but the only real difference between them is their attack range and the amount of damage they cause. Nevertheless, the number of household items you can use to bash and bludgeon in your quest is very impressive.
That's not to say that you'll always have weapons to hand. Many missions make it more difficult for you by saying that you can only use punch or kicks. Other missions are 'weapons only' - difficult when there are loads of ghoulies and a shortage of kitchen utensils. The most fiendish missions of all are in environments where no furniture can be broken. You really have to play these ones with kid gloves.
Unlike many games where breaking the rules results in instant failure, Ghoulies goads you into doing things your own way. Do it wrong and the Grim Reaper appears, chasing you around with an instantly fatal touch. The beauty of this is that you can still escape with a little cunning and skill.
So, there's a dash of puzzle-solving which manages to stand out amongst a huge glob of fighting. What impresses most though, are the dazzling presentation, loveable characters and mind-boggling attention to detail. While the gameplay isn't going to prove too addictive, it's fun and engaging. Ghoulies oozes with the qualities that made Rare famous as a developer - it's a surefire crowd-pleaser with a potentially massive audience.

GRAND THEFT AUTO DOUBLE PACK
PS2 port, but a benchmark of crime titles yet to be beaten
Driving - Issue 25 (January 2004) - 8.9/10

(TT01402E)
GTA.txt
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Where do you start with a title such as GTA? The much imitated, but never bettered, granddaddy of all crime-a-thons is a long-established franchise, with GTAIII on its original 2001 release dubbed as a groundbreaking title which changed the face of video games forever. Equally revered and reviled for its glamorous portrayal of violence, the games have had their share of controversy. Formerly exclusive to PS2, the most recent (and by far the best) titles in the franchise, GTAIII and Vice City, have finally made the change from the Sonyoni family to the Xboxetti's, in exchange for a life of anonymity no doubt.
As the two games come bundled together in one pack, this in turn only necessitates one review, and although they share the same basic premise and gameplay mechanics, they are, in fact, two quite different games. The storylines, too, are conflicting, with GTAIII set in the present day, but Vice City 15 years previously, as a prequel. So, just what is all the fuss about?
Well, from the stylish, jazz-scored opener of GTAIII to the brilliant, tongue-in-cheek pastiche of a Commodore 64 loading screen that precedes Vice City, we know we're in for something special. Tommy Vercetti, a small-time hood, has a troubled life. Vice City sees him returning to Liberty City (New York, for all intents and purposes) after some time languishing in the State Pen. Mob boss Sonny Forelli decides it's too dangerous to have you hanging around town, and packs you off to Vice City (Miami to everybody else), to set up business down there. But after a botched drug deal and the loss of both your money and merchandise, it seems biker gangs, drug lords and the local mob all want you dead. Now you must take it upon yourself to conquer the city on your own...
Fifteen years later, GTAIII sets you up as a mysterious wiseguy on a bank job with your girlfriend, who betrays you and leaves you for dead. Again, local gangs and hoods want you pushing up daisies, so you've got to carry out jobs for the residing mob to gain allies and get your revenge on the double-crosser...
The fantastic gameplay of both games, particularly GTAIII, is based around a large number of driving-based missions. Through your quest to climb the criminal ladder of each city, it's necessary to carry out various errands for those in ruthless rule, and this paves the way for some varied and absorbing tasks. Collect packages, pursue enemies across town, assassinate informers and drop off prostitutes at the Policeman's Ball - and that's just the tip of the iceberg. Vice City ups the ante even more, providing a wider range of missions.
To keep things interesting though, any mission-based driving game has to have a large enough environment to credibly support the interweaving storyline. Thankfully, GTA delivers in spades, because there's tons of land to explore. Liberty City is split into three separate islands (Shoreside Vale - residential, Staunton Island - business, and Portland Island - industrial), whilst Vice City is split into several different areas, including Starfish Island and Little Haiti. Each area is huge, but you won't lose your way thanks to the handy map in the bottom left, detailing all the major roads the
city has to offer, but still leaving numerous alleyways and shortcuts to be discovered.
Each game successfully conveys its own distinctive atmosphere and characteristics, from the gritty, lawless ghettos of Liberty to the sun-drenched, neon-lit garishness of Vice City. Pink was definitely 'in' during the '80s and it's in abundance here, from the map and save screens to the pastel suits and cars - in retrospect, it makes the suburbs of Liberty look positively bland. The streets of both cities, however are quite literally alive with loads of different characters for Tommy and friend to 'interact' with. Businessmen, tramps, hookers, Triad and Cuban gang members, Speedo-clad funboys and Mafiosi types are all in there, going about their daily business. Short on cash? Just relieve a passing suit of his wallet for some extra spending money.
This is crucial to the game, as certain missions require Vercetti to go in all guns blazing, and the fruits of your immoral labour can be spent at the neighbourhood Ammu-Nation stores. Several different types of weapon (melee, pistol, machine-gun, rifle) can be held at any one time, and cycled through via the D-pad. Hand-to-hand combat is achieved through the rather rudimentary attack button (Right trigger), but a randomly swinging camera can spoil this. Be careful whom you attack though, as the unwanted attention of the local cops can be a bad thing.
The violence is not much different to all the other beat 'em ups out there, but it's the ability to target unarmed civilians with baseball bats and chainsaws that caused all the hoo-ha surrounding the game. And, while we're not condoning real violence of that nature, it certainly can be both amusing and fun in these games.
The essence of the GTA titles, and the reason they were so lauded over in the first place, is the total freedom offered to the player, by the non-linear and open-ended gameplay. Although both titles involve story-driven missions, it's up to you when to carry these out. In the meantime, it's great fun randomly roaming the streets, using any vehicle you can get your hands on. We say 'any', because you can commandeer (i.e. steal) every single vehicle featured in the game. Stand in front of a vehicle and force it to stop, then a quick tap of the Y button sees our anti-hero comically drag the occupant out of their car in the most immoral of ways. Things have been given a proverbial polish from the PS2 version, as all the cars sport a nice sheen, and real-time lighting gives great-looking reflections. Hit a fire hydrant and the spray looks great as it splatters the camera lens.
Different missions will require different vehicles; picking up a package within a time limit calls for a sporty little number, while beefy vans and trucks are the best option when bad guys' vehicles have to be rammed off the road. It's here that the enemy AI proves impressive, as although you may repeat the mission, the fleeing bad guys will take a different route each time, actively doing their best to evade you.
Vice City manages to go one step better, as we take a trip back to when cars were as sexy as the women, and just as wild. Along with all the returning vehicles, there's the welcome addition of motorbikes, speedboats and helicopters. Lamborghinis and Ferraris abound, and the handling of these is spot-on; there's tons of power but they'll fishtail round the gentlest corner if you don't ease off the gas. Alternate missions are also made available by stealing public service vehicles. Relieve a cabbie of his ride - Taxi missions let you pick up and set down fares in a Crazy Taxi stylee. Along with Vigilante and Paramedic missions, these genuinely do provide an entertaining distraction from the non-stop killing. At any time during the game, head to a designated payphone to get an invite to compete in tricky, illegal street races in exchange for cash - though this may require a late-night visit to the sports car showroom for a suitable vehicle.
To keep you occupied at the wheel on the way to whack that difficult jury member, GTAIII has a whole host of radio stations to choose from, including Flashback (playing tracks from the movie Scarface), and the drum and bass of MSX. Eject a Goodfella from the wheel of his Mafia Sentinel, and in a nicely consistent touch, he'll be listening to opera on Double Cleff FM. However, the decade that style forgot wins the day here, with an absolutely fantastic '80s soundtrack playing on Vice City's many radio stations.
But, we do have one or two issues with these great games. Though both titles are graphically improved over the PlayStation 2 version, they still share a couple of fundamental flaws. The control method, particularly the lack of a moveable camera, should really have been addressed. When carrying weapons, the lack of a controllable camera is nowhere more lamented than during firefights. The Left trigger provides a lock-on function, supposedly targeting the most threatening opponent in the vicinity - but you have to be precisely looking in a foe's direction for this to work. It's very frustrating when engaged in a life
or death gun battle with several cops to press the Left trigger and have it lock onto a random passer-by on the opposite side of the street, leaving you to be cut down by the characteristically trigger-happy US police.
Draw distances have come a long way in the last couple of years, so why is there still an issue here? It's terribly annoying to be pursuing a fleeing adversary on the wrong side of the (seemingly clear) road, only to have approaching cars randomly appear in front of you seconds before you unavoidably slam into them, thus making you start the entire mission again. And that's another thing. On failing a mission, there's an awful lot of to-ing and fro-ing in preparation (you have to go and see the guy to receive the job instructions, then pick up equipment), and more often than not it's ten minutes before you actually get started. This is compounded by some of the frustratingly hard missions, where you'll do this many times before finally succeeding.
But for all its flaws, it's the groundbreaking gameplay that sets GTA head and shoulders above the competition. Forget the glitchy camera and you're left with an incredibly addictive, endlessly replayable pair of games that'll stay in your Xbox for a long time. GTAIII is fantastic, but the more expansive environments and exotic atmosphere of GTA Vice City are even better, and as a double pack of games, you'll not find much better value than this. Welcome to the family, fellas.

GRAVITY GAMES: STREET.VERT.DIRT
A horrible extreme sports game. Dire
Extreme sports - Issue 9 (November 2002) - 0.8/10

(MW01302E)
Gravity.txt
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Just when you thought it couldn't get any worse, with Bruce Lee last month receiving our lowest mark yet (Issue 08, 1.0), along shuffles a game that manages to lower the bar in every possible way.
Like Mat Hoffman's Pro BMX 2 (Issue 09, 5.0), this is a BMX extreme sports title. It's a game type that isn't perfect, mostly because it uses the Tony Hawk's Pro Skater 3 (Issue 02, 8.8) game formula, a design made for skateboards and not bikes. But, unlike Hoffman's, Gravity Games plumbs new depths of ineptitude.
How a game like this manages to pass through the hands of several rational human beings on its way to the shops without at least one of them realising just how painfully, mortifyingly bad it is defies belief. Someone, somewhere has his or her fingers crossed that a gamer will accidentally buy this on a whim. Please, don't let that happen.
The frame rate is appalling and the graphical quality remedial. There are widespread glitches that prevent you from grinding objects with any degree of reliability, and the unresponsiveness of the bland trick system defies belief.
How can something so clearly attempt to imitate Tony Hawk's without capturing at least one of that game's many charming elements? It really is a mystery. We'll give this title 0.8 on the strength of the 'breakaway' camera that kicks in when you score some big height off a vert ramp during a stunt (that's stunt, singular; chaining combos together is an impossibility) and the video of the lead designer trying to ride down a little hill and falling off, which made us laugh.
If you're looking for a burst of quality extreme sporting inbetween Tony Hawk's titles, then stick with Aggressive Inline (Issue 07, 7.7) which is by far the best alternative available. Gravity Games Bike: Street.Vert.Dirt is an abject lesson in cynical, licence-led and enjoyment free development, and is dire in every way.
A 'triple-A' title if ever there was one: Atrocious, Abysmal, Avoid.

GREG HASTINGS' TOURNAMENT PAINTBALL
Simplistic and a bit silly, but it does a good job of recreating the paintball experience. Building up your character's stats adds strategy
Screenshots - FPS - Issue 42 (May 2005) - 5.2/10

(AV06601W)
GregPaint.txt
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It's not just failed policemen, TA nuts and frustrated bank clerks who enjoy paint-balling. It's a big professional sport too, apparently, with big professional paintballing stars such as Greg Hastings, Yosh Rau, Nicky Cuba and B-Real! No, we haven't heard of them either, but that didn't stop us squeezing five minutes of fun out of this simulation of the 'sport'. Think simplistic Halo-style deathmatches with one-shot kills (unless you 'cheat' and wipe the paint off!) and plenty of running around muddy forests, peering round trees.
It's all a bit ridiculous, of course, and no substitute for the real thing, but at least there's a touch of strategy involved in building up your character's stats and the whole thing can be played online. A novelty shooter for sure, but certainly not as bad as we expected.

GREG HASTINGS' TOURNAMENT PAINTBALL MAX'D
First-person shooting simulation simulation
FPS - Issue 54 (April 2006) - 6.2/10

(AV08701W)
gregmaxd.txt
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First-person shooters and paintball would seem to have much in common. Both offer the chance to run around with weapons and shooting your mates without having to worry about hiding the bodies or avoiding the cops afterwards. With that in mind, it's surprising that there aren't more paintball games to choose from. Or is it? Greg Hastings Paintball Tournament Max'd provides a thorough and detail-rich adaptation of the sport. So why, then, is it so incredibly dull?
Starting off like most Activision extreme sports titles, you choose a character from a small, stereotypical selection. The inability to create your own avatar is the first sign that this is going to be a limited experience. The usual mechanics are in place - squadmates, stat improvements and weapon upgrades - but overly complex controls and a general lack of oomph blight the gameplay.
The core concept simply works far better in real life than on a joypad. There's no reason to choose the play-fighting of paintball over shooters like Black (Issue 53, 8.3), when the latter is a simulation of combat and the former is a simulation of a simulation of combat. It's already two steps removed from the basic appeal of the sport, and thus even the finest gameplay engine - which this game certainly does not have - couldn't make it appeal to all but the devoted.
Live matches offer some sense of the real thing, but you can't shake the feeling that you'd be having more fun on Halo 2 (Issue 36, 10.0). If you're a paintballing lunatic you might enjoy this. But then you're probably getting pleasure from all that pain - which this doesn't have, being just a game.

GROUP S CHALLENGE
Loads of cars and tracks, realistic handling and an addictive career mode
Driving - Issue 20 (September 2003) - 7.8/10

(CC00503E)
GroupS.txt
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Everybody wants to be a racing driver. From kids with Scalextrics to big boys with souped-up Imprezas, the dream of tearing round a track will never die. Coming from Southend, street racing is in my blood. Every Saturday night the town is alive with the roaring of engines and the squealing of wheels as wide boys in even wider cars try to compensate for their physical imperfections.
Driving games are a dime a dozen on Xbox, so to make an impression in an already crowded market, a title is going to have to be a bit special. Group S Challenge is the latest in a long line of these, but has a few surprises up its sleeve.
There are two main modes on offer: Arcade and Circuit. Arcade allows you to jump right into the action. All the unlockable tracks are present, and all of the cars in the game (more than 50 models) are available. The tracks are derived from three accurately recreated cities - Shibuya (Japan), Surfer's Paradise (Australia) and jet set fave Monaco. With four different routes around each city, and their reversed double, this provides an impressive 24 tracks to master. The cities have an authentic look and atmosphere to them and the cars look great, with the developer using real-time lighting and shadows to good effect.
Difficulty is measured by the categories you choose to race in; Groups C, B, A, and S represent Beginner, Amateur, Professional and Special respectively. The titular S lets you loose on all the dream cars you'll never be able to afford, like the Dodge Viper GTS or Lotus Esprit V8. Controls are your standard driving fare - brake/accelerate/ handbrake on the buttons, optional manual gearshift via the triggers - perfect for a quick blast and offers easy pick up and play entertainment.
The meat of the game is in Circuit mode, which is further split into Championship, Line and Duel mode. Here you can earn cash to buy spare parts and upgrade your mean machine, but Championship is where you'll obsessively while away your life into the wee hours every night.
Buy a budget racer, compete against other cars in your class, work your way up the league tables and watch the money and women roll in. Well, maybe not women, but the comprehensive career mode does offer a substantial amount of gaming time that'll have you hankering after the latest nitro kit and brake parts for your new toy.
Gameplay wise, Group S performs on all levels. There is a marked difference in the handling and power of cars from different classes, and trawling through various cars to find a happy medium between speed and control becomes a pleasurable experience.
However, there are a few fundamental flaws. Racing games are perfect post-pub entertainment and deserve to be played with a few mates, but Group S only allows for two-player split-screen. Another problem frequently encountered by driving games is translating a convincing degree of speed to the player. Unfortunately, in this case, the speedometer may be reading 150km/h, but it feels like you're chugging along at 30 during a morning school run.
On the whole, Group S is a decent stab at a realistic racing sim, but a few flies in the ointment, rather than on the windshield, drag it down from a podium position.

GUILTY GEAR X2 RELOAD
At first glance, it's fun and frantic. Dig a little deeper and this superior 2D fighter significantly shifts up a gear
Beat 'em up - Issue 37 (XMas 2004) - 8.4/10

(SA00601E)
GuiltGear.txt
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The land of the Rising Sun produces its fair share of 2D beat 'em ups, so it's no surprise the brilliant Guilty Gear X2 Reload comes with all the usual Japanese juxtapositions. Break-neck guitar? Check. Incomprehensible, convoluted relationships between characters? Check. Stylish artwork, astoundingly deep combat system and brilliant multiplayer? Triple check.
The Guilty Gears are an eclectic bunch. The product of fused animal and human DNA, these rogue bioweapons are now self-aware, and out for the old clichŽd revenge. But don't dismiss this as another run of the mill beat 'em up; this is an unbelievably deep, complex and technical fighter. Intuitive controls mean beginners will have instant access to the stunning regular moves each Gear boasts, and casual gamers could probably button-bash their way through the first few matches.
However, Down, Towards and Strong punch don't even scratch the surface of what's possible to pull off, and the tons of outlandish Special moves are an absolute visual spectacle to behold. Often numbering six or seven button presses at a time, this title is aimed at hardcore fans of the genre - if you've got the digit dexterity, you'll be rewarded with a fantastically frantic, exhilarating experience.
Along with the standard health meters, several other gauges keep the fighting fresh. The feral freaks have quite a temper, and as such have Tension and Burst meters. Take hits or dish out your own brand of punishment onto your opponent, and these will gradually fill. The Tension meter is especially cool. Once full, players can unleash a devastating Instant Kill. This quick and satisfying death on a stick (or guitar/snooker cue/elaborate extension of character) encourages aggressive gameplay. Wusses who block every attack will rapidly fill the Guard gauge - the fuller the meter, the more damage you take. The game is weighted towards attacking strategies, but by ensuring players learn many more combos and Special moves, thus really benefiting from the deep nature of the game, this is only a good thing.
The comprehensive game modes are anything but two-dimensional, but obviously include standard Arcade and Two-player Versus. Story mode fills us in on the wonderfully abstract and tenuous relationship between each Gear, while Mission allows players to battle through the other Gears with fights governed by variable parameters, like combo damage and time restrictions. Each of these permutations (there are 100 in all) is brilliantly balanced - one player may have gradually depleting health, but boast double overdrive damage to compensate.
Multiplayer is, of course, a prerequisite of any fighter, and Guilty Gear boasts full online play in addition to the normal two-player mode. Impressive, we're sure you'll agree and, in short, that's what Guilty Gear X2 Reload genuinely is. It is a victim of its own strengths by being so technical that it may alienate casual gamers, but purists won't find a more technical fighter out there. Top Gear.

GUN
Cracking western action in this dusty, horseback GTA-style epic from the House of Hawk
Action Adventure - Issue 50 (XMas 2005) - 9.0/10

(AV07501W)
Gun.txt
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Well looky what we have here! If it ain't the rootinest, tootinest piece of Wild West gaming we ever did see. 'But it's just a Grand Theft Auto rip-off on a horse', we hear you holler. Not so! Sure, it's a free-roaming, open-ended GTA-style game, but it's far more than a mere rip-off. In fact, we'd bet your bottom dollar the folk at Rockstar wish they'd come up with this themselves, rather than having a developer who usually only makes games about an old man on a skateboard do it first.
Gun is the story of Colton White (that's you), a man mysteriously thrown into the middle of a power struggle between the oppressed Apache and the evil Thomas McGruder, who has his one good eye on a sacred treasure scattered throughout the land. Through a combination of bounty hunting, sharp shooting, gold mining, and plain old murder, you must build a reputation and earn enough experience to go after the enigmatic McGruder.
The game is crammed with neat ideas, and it's as nasty, authentic, and entertaining as it can be. Whether you become the next Wyatt Earp or the next wanted poster celebrity depends on how well you treat injuns and whether you like walking into towns and shooting your gun off. Start trouble, and the locals will become hostile and force you out, making it harder to scratch together a living. Of course, you can always resort to mining gold or just robbing people. Do the right thing, though, and you can take on missions, clean up the streets, or help round up cattle rustlers. Whether it's classic wagon-train skirmishes with marauding injuns, sharp-shooting the hangman's rope in a daring rescue attempt, or getting drunk, playing cards and gambling on loose women, every spaghetti western clich‚ has been lovingly stolen, dunked in a barrel of blood and brains, then recreated on Xbox.
For Gun is exceedingly, exquisitely violent too.Take a headshot and you'll get to see the bullet enter and exit the skull, along with bits of scalp and soft brain matter. These scenes of gore are rationed out only for special kills, though, courtesy of the Quick Draw feature. Handy for when you're in a tight spot, it slows the action down, letting you pop enemy heads one at a time.
The weapons are also cracking - from six-shooters to buffalo-felling rifles and dynamite, there's so much to play with you'd be tempted to spend the whole game killing people for cash. There are also mounted cannons and machine guns scattered across the frontier, with which to take out hordes of attacking bandits or angry bears. Just because you're between missions doesn't make the Wild West a less dangerous place to be.
Of course, if you're making Old West GTA, you need to get the transport right. Neversoft bought real horses to study their movements, and it shows - Gun has the best in-game gee-gee handling we've ever seen in a game, and that includes Barbie's Horse Adventures. They move and respond so well, their tendency to stink and attract arse-flies is forgiven. You can even trample enemies to death under your hooves if you want to save bullets.
Gun is such a rich, panoramic story, chock-full of sneering bad guys, shoot-outs, can-can girls and jailbreaks, you'll wonder why no one ever thought of it before. Pour them Neversoft brothers a few jars of moonshine - the boys done good!

GUN GRIFFON: ALLIED STRIKE
Stripped-down and simplified mech blaster that'll be too clunky for most. Great multiplayer via System Link and Live though
Screenshots - Mech shooter - Issue 42 (May 2005) - 5.4/10

(TC01201E)
Griffon.txt
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Gun Griffon doesn't make a bad effort at adding to the mix of mech shooters on Xbox, it's just a bit too simplistic and sparse to be of any interest. An epic cinematic opener (which, infuriatingly, can't be skipped) leads into unimpressive game visuals, the same drab mountainside/forest/wasteland settings usually favoured by futuristic shooters, and a nonsensical storyline involving instantly quashable rebel armies uprising throughout the land.
Gameplay straps into the 'obliterate everything in sight' seat, though this does mean you can kick back in your High Macs (High-Mobility Armoured Combat System) for a thought-free bout of arcade blasting. Steel Battalion: LOC (Issue 29, 9.0) it ain't. There is a decent selection of High Macs to choose from before each mission (all, annoyingly, with the turning circle of an oil tanker), and the ability to customise your heavy weapon set. This would be fine, were it not for the fact that each weapon's ammo is expended within the first 30 seconds of gameplay. You can get more from your supply chopper, but it'll often appear on the other side of the map while you're mid-firefight. It'll only hang around for a short time too, and more often than not it'll either sod off or get blown to pieces before you reach it, leaving you to blast through the rest of the level with your default machine-gun.
You're not alone on each quest, however, as a redundant follower inevitably accompanies you. These lag behind from the get-go, only showing up (like that scummy little kid at school) after a fight's all but finished to contribute a token punch.
Gun Griffon's multiplayer, over either System Link or Xbox Live, is a definite redeeming feature, though. You've your standard deathmatch and team deathmatch modes, and co-op allows players to work through the campaign with a real person - a damn sight better than doing it with your hop-a-long AI team-mates. Fun, but flawed.

GUN METAL
Enjoyable robo-death combat - if you can stomach the controls
Action/Shooter - Issue 4 (June 2002) - 8.3/10

(RA00801E)
GunMetal.txt
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Being the last line of defence is a dream job. If you're needed when things are really bad, odds are you're going to be given the meanest machine, the best guns and the coolest gadgets around to get the task done. And it's not as stressful a career as most people make out. Granted, the fate of your people lies in the balance, but hey, who's going to be around to tell you off if you fail?
Gun Metal sees you taking the helm of an experimental Transformer, a robot that's 10m of explosive, well-oiled justice and can morph into a zippy attack jet within a second. The background of the crisis situation is a little vague - story details are thin on the ground, and the only thing that can be gathered from the intro sequence is that the Blue guys (you) are being shot to hell by the Red Guys (boo hiss). You're the last line of defence, here's your helmet, good luck... But who needs a reason for video game warfare? Storylines get in the way.
There's even less of a lead-in to the action, as you're cut down within seconds of taking incoming in the opening mission when a line of enemy mortars advance on your base. To live longer, you'll have to master strafing and keeping on the move, which means you have to find a control method you can be intimate with.
And tough as the start is, your proper graduation comes after cracking the awkward, almost-unfair difficulty curve of the second level. Conquer this mission, and you'll be in good stead for the rest of Gun Metal.
The game may seem unfair at times, throwing you up against swarming ranks of opposition and insurmountable odds, but the difficulty level is pitched just right. Each time you retry a mission, you'll inch that much closer to completing it by finding shortcuts and utilising new strategies.
Eventually you'll be scorching enemy motherships into scrap metal and flattening entire installations with studied ease. Having to replay missions isn't a crushing chore, either, and that's thanks mostly to the satisfyingly mad combat.
Despite the environments being derivative natural settings (Desert, Farmland, Snow etc), they make the insane lightshows that break out during conflicts all the more dazzling. Dozens of laser bolts sear through the air as you barrel-roll through spectacular tangles of molten metal and hi-tech carnage, loosing off volleys of missiles that leave glowing trails and showers of explosive flak as they splash home. It's magnificent stuff and with a decent sound set-up it can come close to rivalling a certain cinematic Trench Scene.
Pay attention and you'll see the detail, too. Laser outposts, for example, will actually try to second-guess your movements, aiming their turrets at the spot where they think you'll be when their payload hits, much like the Covenant Wraith tank in Halo. Until you spot this, you're a pensioner on a rugby field.
Here's an example of the choices you get to make in a mission. Level 10 sees an allied cruise ship standing off against an enemy mothership, both dispensing ground and sky troops while holding their positions a mile apart in mid-air. When you join the fray, it's a Mexican stand-off where neither side has the upper hand, but enemy reinforcements are expected to gatecrash at any moment.
You've got to take that rogue mothership down ASAP - shred its shields, expose the core and crush the reactor at its heart - and do it fast to prevent the allied forces becoming nothing but a memory during a two minute silence.
Will you work with your comrades in the air, defending your attack copters to preserve their helpful firepower whilst occasionally unleashing a cheeky salvo of missiles at the mothership in a series of fly-bys? Or will you take the maverick, high-risk gambit of sticking to the ground, blasting away at the belly of the beast, using their own craft as cover from enemy mortar and napalm in the hope that you can avoid the intense cannon fire long enough to loose off some crippling blows?
We're not saying that Gun Metal allows you to mix several different styles of play. Action and intensity are the order of the day from the off, and that's the way the game plays until the final screen.
But it's up to you whether you plunge straight in with the BFGs, or mince about taking distant pot-shots. You can set the pace depending on which attack form you choose, although taking cover or employing stealth are minimal concerns when you're in a towering robot - massive firefights inevitably kick off within seconds of the fireworks and firepower being unleashed.
As we've said, it's a tough nut to crack. It can be alienating and frustrating to survive the early stage baptisms of fire. But keep digging at it, keep blazing away until the whole island's knee deep in smoking wreckage, and you'll eventually uncover some precious Gun Metal.

GUN VALKYRIE
Not for the faint-hearted, this has intense, skilful action all the way
Shooter - Issue 3 (May 2002) - 7.6/10

(IG02301E)
GunValkyrie.txt
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Halley's Comet sweeps past Earth roughly every 76 years. Throughout history, it has captured the world's imagination with each pass, appearing in the Bayeux Tapestry in 1066 and on TV at least 400 times a day during its last visit in 1986.
But what you may not know is that on its 1835 fly-by, a mysterious substance fell to Earth from the comet. In 1870, a scientist named Dr Hebble Gate made a spectacular technological breakthrough with this material, which he named the Halley Core. By harnessing its amazing forces he generated a new energy source that changed the world, rapidly advancing mankind's development. Space travel soon became a reality, and the British Empire went on to colonise numerous distant planets.
By 1906, Dr Gate - now the most famous, rich and powerful man in the world - had mysteriously vanished, along with large numbers of deep space colonists. A high-tech protection force, known as Gun Valkyrie, was dispatched to far-off planet Tir na Nog to find out what off Earth was going on...
With Gun Valkyrie taking place in this alternate version of the early 20th century, it has a wonderful style, mixing alien worlds and space travel with steam-powered machinery and clanking cogs, along the lines of Jules Verne's classic sci-fi stories. It also means you end up playing with strangely limited futuristic technology, so as well as fighting against hordes of mutant insect freaks you're simultaneously battling with your equipment.
The general idea in most levels is to simply track down and destroy all the enemies. The tracking down bit is easy enough, thanks to a map showing where every beastie is hiding, but actually manoeuvring your Gun Valkyrie character into position and destroying the enemies is where the real challenge lies.
The controls are a bit unusual, you see - when on the ground, a Gun Valkyrie isn't particularly mobile, making scraps against swarms of fast-moving alien spiders very tricky. The weapons are slow to fire, so simply running up to the enemies and letting rip isn't going to work.
Instead, you need to be a bit clever. Your suit - known as a Gearskin - is fitted with a limited jetpack and at first, it seems to be there just to let you jump a bit higher than normal.
But because you can use it to boost as well as jump, the suit is actually the key to getting through all the stages and racking up the best possible scores and ratings in each mission (more on that later).
Clicking the left analogue stick in makes you dash in any direction either in on the ground or in the air, enabling you to manoeuvre into safe shooting positions.
You really need to train yourself to think in 3D, as well. Enemies attack from every possible direction, forcing you to constantly figure out the best way to get a clear shot at them while avoiding being caught in the crossfire, or running out of jetpack fuel and falling into some painful abyss.
It's all pretty basic stuff: you shoot things, you collect things, you beat some bosses and you earn points with which to upgrade your weapons between levels. But as you progress through the game, you're forced to learn new skills for each new type of level until you're battling the final boss and doing things you never thought possible early on in the game.
It's only when you finish Gun Valkyrie once that you really feel as though you know what it's all about, making the second time through a very different experience.
For example, first time round you'll be awarded a big bunch of 'D' rankings at the end of each level, not earning enough points to buy any of the really good stuff. But second time round you'll be going for perfect 'S' ranks in every area.
The core task is learning to use the jetpack to the full. You'll start off doing everything you can from the ground, but will soon be forced to get the hang of clicking the left thumbstick repeatedly to dash around in the air. If it sounds a bit fiddly, that's because it is. It takes a certain kind of person to persevere through what seems to be a basic, awkward-to-control, very tough shooting game just so they can go back to the start and do it all again with newly mastered, even-more-awkward-to-control skills.
And while it's possible to do some amazing stuff once you've got the hang of things, the frustrating aspects of the game are never far away. The slowness of the controls doesn't mix well with the speed and mobility of most of the enemies you come across, leading to lots of occasions when you get hit unfairly. Add to this the fact that many sections are swarming with enemies and things soon get nasty.
It's also very hard work on your fingers and controller - you're constantly whacking the analogue sticks around, clicking them in and rattling away on the triggers - all the while gripping the pad as tightly as possible. With the frustration levels as high as they are, expect to smack your controller into things regularly, too.
The final boss brought on a stinker of an office-wide headache - partly through the intense, practically-in-tears frustration of the stage, and partly through whoever was playing (mainly Ed) bashing the controller repeatedly into their forehead after each death.
This is the only game that any of us have ever played that's practically reduced players to self-mutilation. We even went hoarse from screaming at the screen swear words we didn't even know existed. This isn't a game for the more casual Xbox gamer, that's for sure.
There aren't many levels (15 altogether), there isn't much variety, there are only a few types of enemy, only two weapons, the level design is fairly bland, the controls are slow and it's extremely frustrating to play.
But at the same time Gun Valkyrie is a spectacularly cool game with a great theme, loads of techniques and skills to master, levels built around an advanced playing style, some extremely challenging stages, a rating system that constantly gives you something to go up against and wonderful graphics and sound.
This isn't what you want to hear in a review of a game, but you need to figure out for yourself whether or not you're going to like Gun Valkyrie. If you like something light-hearted and enjoyable, save yourself from a world of pain and stay away. But if you've got the skills, and fingers, balls and a forehead of steel, get stuck right in.

HALF-LIFE 2
Gordon's ALIIIIVE! The finest, most immersive shooter ever made gets squeezed into the big black box
FPS - Issue 49 (December 2005) - 9.8/10

(EA14501W)
Half-Life2.txt
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It seems fitting that Half-Life 2 should be released on Xbox now. With the console preparing for the 360 to take over, and with such fervent interest in all things next-gen, it's easy to overlook the immense power the current Xbox still wields. The Xbox needed Half-Life 2, so it could prove once and for all that it's the king of the current generation of machines, and it needed it to show that even at this late stage in its life, serious developers are still willing to produce serious software. And here it is, Half-Life 2 - the pinnacle of Xbox gaming. We are slack-jawed in amazement at what we've seen. You'll be hard pressed to find a more intelligent, involving and entertaining game on Xbox today - it even gives Halo a run for its money.
Where to begin? Half-Life 2 is so much more than simply a good FPS - it's also an incredible feat of programming. Since rumour spread that it would be ported over from PC, gamers wondered how it could possibly be done. All that scope, vision, intelligence, and breathtaking gameplay - was it really possible to bring it to Xbox?
We were bracing ourselves. We were expecting to make allowances, to forgive corners cut and levels slashed, but Valve has achieved the impossible. You can almost see the Xbox sweat with all the work it's being asked to do, but it does it, and does it damned well at that. Textures and scenery, sound and lighting, draw distances, environmental detail - it's all there. Half-Life 2 never falls down, it never falters, and it never fails to deliver every moment with explosive efficiency.
Gordon Freeman's struggle against the alien invaders and the Orwellian government seeking to suppress and 'protect' the people is not just the background to the game, nor a device to drive on and introduce random shooting sections. It's the pivot around which the entire experience revolves. As Freeman makes a desperate bid to race through Earth's underground movement and send the aliens back to their dimension, every inch of ground you cover tells a story. There are no 'safe hubs' or markers in the script labelled 'insert big set-piece here', every step taken further enriches the game or endangers Freeman. The whole game is one giant set-piece, one massive adventure.
Even the 'cut-scenes' never detach you from the action, the gameplay seamlessly blending into face-to-face conversations with people, then back out the other side to continue the missions. There are surprises - quite literally at times - around every corner, and new discoveries and revelations with every minute that passes. The story is told with such fluency, and peppered with such crafty ingenuity, the whole experience washes over you in waves. Keep your eyes peeled for the climatic battle with a gunship on the underside of a giant iron bridge. Once it's all over and you're left dangling above the sea a few hundred feet up, don't for one minute think you can sit around and catch your breath. You'll see what we mean...
Freeman is held in high regard by many in the resistance movement, and they are always eager to help him out with new weaponry. Then, of course, there are the shadowy figures that lurk on the fringes. As in the first game, the mysterious GMan can sometimes be seen watching you from afar - and just what does the creepy agent of Big Brother have in his briefcase this time? On the whole, though, if it's not wearing a gas mask or vomiting its own stomach at you, it's a friend.
One such friend is Alyx Vance, who not only looks cute in her hippy-scientist get-up, but also gives you the Gravity Gun, which, for the purposes of future generations, is now officially the coolest in-game item ever created. It can lift just about any reasonably sized, non-biological object into the air, and then throw it across the level. It's great for lobbing compressed air canisters into fires, hurling exploding barrels into enemies, chucking buzz-saw blades into the stomachs of aliens frisbee-style, or using wardrobes to block off doorways to prevent an attack. We actually had to tear a radiator from the wall at one point, and waltzed through a level armed with nothing else. It's a rare thing indeed to be able to make your way through a game with such a degree of freedom.
Besides the immensely pleasurable use of the Havok physics engine, everything else in the world obeys the laws of gravity, buoyancy, inertia, and so on. Bottles roll and smash, ropes swing, and crates tumble down stairs when you walk into them. When incidental aspects such as this - a pane of glass will shatter precisely where you hit it - work so perfectly, bigger moments can only be measured by the capacity they have to take your breath away.
AI is another example of just how finely Valve has honed its art. Throw a canister to distract an intelligent Combine soldier (the chaps in the gas masks) and the chances are he'll ignore it and zero straight in on you. However, do the same thing to an infected civilian stumbling about with a headcrab sucking at his skull, and it will lumber off to investigate the sound. Make too much noise, or shine your torch in the path of an enemy and they will see you. The AI can be brutally intelligent, but thankfully not without weaknesses. They don't all know about the powers of the Gravity Gun, which makes toppling a wardrobe on top of them, or flipping a car over to crush them, deeply satisfying.
Half-Life 2, were it just a collection of staggering action set-pieces and messing with physics, would still be one of the best games ever made, but it's so much more than that. The environments you work through are a vast mine of traps and conundrums, some of which are so large and devilish it's only when you've reached the end of a level that you discover the entire thing is one huge Mousetrap-style puzzle that requires more than just a gun to complete. You have to learn to use reasoning, patience and cunning to survive, not just be a dab hand at taking heads off with shotguns.
Half-Life 2 is the only game we can think of where such astounding violence is so perfectly balanced with measured thought. As if to reinforce the idea, puzzles never become dull, and they never sideline you into dead ends or act as time-fillers. They are perfect. It's this careful combination of the two game modes that makes Half-Life 2 not only a brilliant single-player experience on Xbox, but one of the best single-player games of all time.
Half-Life 2 was never envisioned as being a flag-capturing deathmatch frenzy, you see. Just because a game is played out in first person doesn't mean it must toe the line regarding multiplayer modes or Live play, and to be honest, Live will be the furthest thing from your mind once you're engaged in the frantic single-player experience.
You won't want to share the experience - and to have added a multitude of Live options would certainly have impacted upon Valve's ability to fit the game on a single disc. The game doesn't suffer too much from not having the multiplayer options of the PC version, though it is a shame there's no option to download any future episodes. Having said that, there are more than enough game modes within the actual single-player campaign to keep players happy.
The variety of gameplay is, as with so much of Half-Life 2, just another of its strengths. It can shift in an instant from being a creepy, nerve-shredding fight for survival among the shadowy ruins of a village, to frantic scrambles on dune buggies across the open countryside, while being bombed on all sides by ground-slamming attack choppers.
What with tanks smacking you around with heat-recognition smart bombs, zombies crawling half-dead through broken glass to attack you, or unseen snipers cutting the air with their blue laser targeting, just about every flavour of shooter is represented here, and with genuine style and panache. Creeping terror fan or trigger-happy commando - whatever category you fall into, you'll come away breathless and amazed.
Every turn, every tunnel, and every bullet fired offers something new. You'll play fetch with a giant robot dog and get strangled by a 13-foot-long tongue. You'll stop at a ruined cliffside house to juggle the cars in the car park, and while away an afternoon in an infested cemetery with a drunken Irish priest. It's a thing of beauty from beginning to end. You'll barely have time to wonder how they did it, but Half-Life 2 is as perfect a game as you'll ever play. We're still picking our jaws off the floor.

HALO
Quite simply, a masterpiece and without question one of the best games ever made
FPS - Issue 1 (March 2002) - 9.7/10

(MS00403E)
Halo.txt
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Do you remember your first brush with video game genius? The very first game you went without sleep to play? The game from which you 'awoke' only when physical exhaustion prevented just one more go and over which the first birdsong of dawn suggested politely that perhaps it was time to rediscover your sense of proportion. A Super Mario World, a Quake, an Ocarina of Time; a Final Fantasy perhaps. A game that transcended the beauteous craft of its individual parts to become something truly, undeniably great. If you can remember the joy of that original realisation and you're prepared to go there again - or you want to feel it for the very first time - then you're probably ready for Halo.
Now, I could try to pretend that this review could go either way and that the final score a few pages hence just might not be very high indeed. But the truth came out at the US launch of Xbox, and you know as well as anyone properly interested in their games that Halo has already been recognised by gamers the world over as one of the finest video games ever made. Rather than waste your time with false deliberations, consider the next eight pages as our tribute to a game no Xbox owner should be without. Unto gaming's most glittering golden Hall of Fame, I commend to you the first work of genius for Xbox: Halo.
There's a point when you're playing a new game when you have the perfect insight into how much it'll ultimately mean to you. At that moment - the moment of first doubt - you know whether you'll either finish it, finish it grudgingly, finish it only when life is really dull or bin it and take it down the games exchange.
It can happen when you're forced to replay a long section to get back to where you were before, or when you get hopelessly stuck. If it doesn't happen in the first few hours of a game's life, you know you're onto a good thing.
With Halo, my first moment of doubt came after about 50 hours play. I'd played through the game twice - once on default, once on difficult - and fired off thousands of head shots in countless multiplayer games. It was only when I got hopelessly stuck on the third level while playing the hardest difficulty setting that the prospect of another try didn't seem quite so appealing.
The fact that I've now completed the game on that Legendary setting is proof that even then, there was nothing about Halo that could make me stop playing.
It's actually hard to explain specifically what it is about Halo that makes it so compulsive. It's not as if the game can claim to innovate in any particular area. Other games have great storylines. Plenty of other games have tense, corridor-based sections and plenty unfold in open-air arenas. Vehicles and alien weaponry play their role in a galaxy of sci-fi shooters and with the likes GoldenEye, Timesplitters and Quake, consoles are home to games with top quality deathmatch options.
The brilliance of Halo is not in what it does, but how it does it. Put simply, every single element is tuned so finely, so inch-perfectly, that there's no real need for gimmicks. Playing Halo makes you glad that so many first-person shooters have paved a way for it, and makes you realise how few of them really took the time to fully exploit their own attributes.
No sensible discussion of Halo should start with anything other than the story. The tale of a spaceship under alien attack in deep space and a crash landing on an uncharted world (albeit an enormous ringworld) doesn't seem that inspirational at face value. But it's the telling not the tale that matters here, though, and the game's restrained use of cut-scenes coupled with some major and genuinely exciting plot twists ensures its success.
The quality of storytelling on display in Halo is good enough to create genuine immersion on its own - before graphics, audio or anything technical comes into the equation. To play the game is to take part in the story, to play a game where the challenges presented by gameplay rarely feel artificial or contrived. Everything makes sense.
In recognition of the weak point of most video games, Bungie has spent a lot of time working on the artificial intelligence of Halo's enemies and non-player characters. With the opposition in so many first-person games making for little more than a high-tech duck shoot, the joy in seeing how the Covenant dodge, retreat, taunt and panic is enormous.
Never before have a game's frontline grunts behaved with such authenticity or guile. From running away when their squad is depleted, to executing flanking manoeuvres bent on catching you from behind, to taking cover and pinning you down - the behaviour of the enemy is both incredibly canny and realistic. Taking them on makes for an experience nearer to close combat than that conveyed by any game before now.
It's not just the AI of the Covenant that makes them such an enjoyable enemy to fight. Their animation and speech - naturally, all the best aliens speak English - are also perfectly pitched, capturing the right balance between threat and comic relief.
It's possible that some people will tire of watching that last grunt running away with his hands in the air screaming, in a panic-stricken voice, "they're everywhere" or "run away! RUN A-W-A-Y!" but it hasn't happened to me yet.
In creating a believable AI for their Covenant race, Bungie would have been within its rights to sit back and let Halo revolve solely around this axis. Their introduction of a second enemy race (the Flood) in the middle levels of the game, however, is a masterstroke that works on several different levels.
Leaving aside its value as a welcome twist in what is, at that point, a fairly familiar tale, it has significant overall impact on Halo's gameplay.
Having mastered your tactics against the cunning, cautious and organised Covenant, the Flood presents a totally different challenge. These zombie attackers are self-consciously brainless. Wave after wave throw themselves at you in numbers not seen since the days of Doom, often picking themselves off the floor for another bite after the first shot fails to see them off. Halo suddenly becomes a frantic, sweaty, shooting marathon.
When the final class of enemy is added, in the shape of Monitor droids, the four-way face off between the Human, Covenant, Flood and Monitor forces creates some amazing inter-racial rucks. Far from being mere set pieces, these enormous conflicts play out according to chance, combatant's AI characteristics and the player's rush in/hold back tactics.
With so much going on at one time, it's amazing that Halo's game engine doesn't stutter but it rarely, if ever, shows the strain.
Halo's ten-level mission structure is vital to its storyline, with each level only available when the preceding one has been completed. Each one is considerably longer than those on any console first-person shooter and, thanks to the Xbox hard-drive allowing unnoticeable mid-level loading, the only breaks from gameplay are the ten loading screens at the beginning of each chapter.
One of Halo's most subtle acts of brilliance is the invisible checkpoint system that saves player progress through the levels. Rather than relying on you to manually save your progress as you go - and risk the 'one step forward and quicksave' tactic that ruins so many PC first-person adventures - Halo saves progress automatically once players pass pre-ordained checkpoints. They normally occur in quiet moments of play.
What's clear from the save method is the huge amount of playtesting that Bungie must have put in, ensuring that each checkpoint is in just the right place.
The pitch of Halo's missions is so perfect that you're rarely frustrated by having to replay 'conquered' areas over and over, only to fail at a difficult section right at the end. The lack of enforced manual saving also ensures you never leave the game experience. This is the way all adventure/action games should be made.
Halo's mission structure is so compulsive that it would have been a crime to hold back players via game saves. Examples of some of the individual moments of brilliance appear on these pages, but Halo as a whole is that good. Over ten enormous levels, there are maybe only two or three places where the action falls below a consistently brilliant and innovative standard.
Despite the wide variety of gameplay styles on display, everything works in a deeply satisfying way; enormous set pieces are actually tactically wide-open.
If you fancy a stealth and snipe approach, take it. If you want to fight with and protect your marine buddies, do it. If you want to wade in and cause maximum carnage, help yourself.
The experimentation that Halo encourages in response to the challenges it sets is matched only by the methods by which every available solution can be carried out. Hijack alien flying machines, pilot a tank, snipe aliens from 600 yards, stick plasma grenades onto Covenant commanders - almost every idea, every tactic you dream up in response to the game works, and works brilliantly.
In the normal run of things, a review of a game that looks this stunning would open with details of bump-mapping, anti-aliasing and all the other visual tricks unfurled by Xbox. It's a mark of Halo's gameplay brilliance that its superb graphics are not the major talking point.
But there are moments in the game, particularly in the outdoor sections, where the view is so magnificent you just can't help but stop, stand and stare.
Grass has never looked finer, trees are modelled down to the individual leaf and the texture of rocks can be examined with the sniper scope from 200 yards away. Explosions shake the screen - aided immeasurably by the Dolby 5.1 surround sound - as Covenant and/or Flood are blown up across your field of view, and drop ships that appear initially as a speck on the horizon arrive in screen-filling glory.
During the early stages of the fifth level, the view from a bridge across a chasm seems to go on forever. Ninety minutes later when - on the same level, damn it - you find yourself at the bottom of that vast chasm, looking up in awe to where you were stood all that time ago and thousands of yards away.
There's not a glitch or hiccup to upset the perfect suspension of disbelief so lovingly crafted by the game's story and mission structure. Graphically - as with every other aspect of its design - Halo is going to be an extremely hard act to follow.
Halo gives so much in single-player mode; it would be entirely forgivable for it to offer only an afterthought of a multiplayer mode. But like some restless, perfectionist superbrain, the notion of any half-measure in Halo was clearly too much for Bungie and the two-tiered multiplayer mode included with the game is one of the finest any of us on the Official UK Xbox Magazine have encountered.
First off, it's possible to play through the entire game in two-player split-screen mode. Combining the brilliance of the single-player challenge with the extra tactical element of simultaneous two-player action is arguably one of Halo's defining moments. It's all the more impressive when you realise that on Legendary setting, the extra firepower provided in co-operative mode is practically the only way to progress through the level. The sheer hardware power of Xbox ensures that even in the largest of the huge outdoor arenas, the framerate issues that dogged games like N64's Perfect Dark don't plague Halo. It's perfectly possible to become so wrapped up in two-player co-op that playing the game any other way seems a lesser experience.
The second aspect of the multiplayer mode is, of course, deathmatch and it's here that Bungie's heritage as a Mac and PC developer is exploited to the full.
Twenty-six game modes are included as standard, from straight deathmatch and capture the flag, to bizarre 'rally' games and king of the hill. The 13 arenas on offer are bespoke designs specifically for deathmatch and display the elements of design that only people steeped in the heritage of online multiplayer gaming are capable of understanding and including.
For perhaps the first time ever, two-player deathmatch is a viable, entertaining option - in the early days of the magazine when we only had two pads it provoked 'winner stays on' queues normally seen only around pool tables in the pub.
It goes without saying that the three-and-four-player options are even better, but the game really comes into its own on machine link-up play. Plugging Xbox consoles into a LAN network, effortlessly linking them and then indulging in multiplayer matches is the best experience that any console has ever delivered.
In fact, the multiplayer aspect of Halo almost merits a review in its own right. The ability to use vehicles (the Ghost, Warthog and Scorpion), the teamplay, the custom feature that allows you to create your own unique game set-up, the fact that even with the screen split into four there's barely a drop in graphical quality and only rarely a stuttering framerate...
How many times can 'brilliant' be used before it loses its punch? Better 'life-defining moment?' 'One of gaming's finest hours?' How about 'totally f***ing superb?' For the first time in my life, it's been extremely difficult to convey just how much I've enjoyed a game.
But in the interests of balance and tradition, here's the 'niggles' bit:
One: a lot of the interior section graphics are fairly repetitive (although their design is actually cleverly altered to change the tactics required to progress).
Two: Some post-level GoldenEye-style carnage report, possibly during the loading screen might have been good (although it might have distracted from the storyline somewhat).
Three: According to Paul, the Covenant foot soldiers 'look and sound a bit silly' (he's wrong).
Four: The multiplayer levels might have benefited from the inclusion of computer-controlled 'Bots' as enemies.
Five: It ends.
That's it - any more would be like criticising Jesus for having dirty sandals.
Play Halo and change the way you feel about games. It's one of the best five video games on any format, ever.
Play Halo and change your life.

HALO 2
You won't find a better single-player and multiplayer game on this generation of consoles. Astounding
FPS - Issue 36 (December 2004) - 10.0/10

(MS10003W)
Halo2.txt
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There are two kinds of people in this world: those who invert the thumbsticks and those who look at us 'inverters' like we've just walked off another planet.
Choosing the setup you're used to makes a huge difference. Make the wrong choice and even a veteran killing-machine becomes someone who stares fixated at the floor when they should be paying attention to the purple plasma-toting kestrel soaring above.
I'd like to think that one day in the future all 'inverters' will stage an uprising. Just like the Covenant, we might command a fleet of galactic battleships and could try to nuke Earth for our zealous upside-down cause. But when you start thinking like that, you know it's time to relinquish the Xbox controller and take a rest.
It's little wonder that at the end of three days of hammering Halo 2, I want to destroy everyone. Having completed the game on Heroic difficulty, this relentless exercise in carnage and destruction is finally over. Even now, I still can't come down from the buzz of excitement and the brain-frazzling ferocity of the whole experience. Not since the 2001 prequel (Issue 01, 9.7) has any FPS nut spent so long 'in the zone' in one sitting. Halo 2 pushes the extreme limits of competitiveness and concentration, leaving you physically shattered but flooded with endorphins at the end. You'll love every minute of it and here's why...
This is the point where I have to 'chill out', so to speak. To lose control of my enthusiasm and blurt out all of the game's biggest surprises would be downright irresponsible. Particularly so, because one of the best cards in Bungie's hand is to play on the expectations set by the first game and throw them back in your face in a new and startling way. Like the prequel, Halo 2 doesn't try to revolutionise the FPS (see Riddick - Issue 33, 9.0 - for that). Instead, it takes all the features the fans loved and gives them a fresh and crowd-pleasing upgrade.
It's not originality and certainly not the plot (although Bungie's marketing people would have us believe otherwise) that makes Halo 2 great. It's all down to the excellence of execution; the exquisitely balanced weapons, the staggeringly brilliant AI and the simply unbelievable art direction.
Although there's not much of the story we can talk about that won't ruin the surprises, the first chapter is almost a carbon copy of the original game's opening level, The Pillar of Autumn. This time, the fleet defending Earth comes under attack. Master Chief and Sergeant Johnson must reclaim their space-bound manor from the Covenant. Earth itself is also very much under threat, for the next two levels at least. The immense concrete metropolis of New Mombassa is the staging ground for some insane street-to-street fighting - like Stalingrad with seven-foot tall alien Nazis.
Despite the Battlestar Galactica premise, we have a far more complex and conspiratorial tale than it at first seems. At the heart of it all is the Covenant's religious fanaticism pitted against the humans' adulation of hardware, technology and the man himself, Master Chief. Hearing the Covenant describe MC as 'The Demon' while the Marines boast "I've got a SPARTAN killing machine - what have you got?" are just two examples of inspired in-game speech that drives the story and characters forward.
Halo 2 is one of the very few FPSs confident enough to place multiple non-player characters at your side. Despite being expendable in terms of the mission, these gun-crazy Marines make the total war experience believable. They sweep the area and take cover when the Covenant is attacking in force. They even jump into vehicles and let rip with homing rockets, all the time hollering with vitriolic put-downs and macho boasts (of which Sergeant Johnson is the undisputed king). On the other hand, when the chips are down, they'll scream for help and sulk just so you know that Master Chief should pull his big green finger out.
The high-pitched shrieking of Covenant grunts never fails to raise a smile. Elites have also expanded their vocabulary way beyond "wort, wort, wort". They now have human voices and we even heard one eloquently shriek "Retreat and regroup!" as he ran away into a cave. The in-game dialogue is witty, intelligent and varied. You rarely hear the same line twice. Enemy AI is just as sharp as their ugly forked jaws. Elites are way more ferocious than in the original Halo, and they are just as unpredictable. Almost all of them now carry plasma swords as their secondary weapons. They've become a new definition of pain on Legendary mode.
The AI is extremely sophisticated. It's almost as much fun watching two groups of enemies fight each other as it is taking part in the genocidal royal rumble. Three-way battles are so unpredictable that each play through is a totally unique experience. You can experiment with different weapons and survival strategies each time through.
Lengthy non-interactive cutscenes (of around four-eight minutes) are superbly created with in-game graphics and really give you an idea of how talented Bungie's artists are. Technically, it's nearly flawless despite some odd occasions where the textures are noticeably mapped on while the scene is already in progress. In terms of plot, it doesn't fare so well, deliberately asking more convoluted questions without answering any from the first game. Instead, it prefers to set the stage for the inevitable Halo 3.
But there's plenty of Halo 2 to get through before we start thinking about the next one. Fifteen massive levels to be exact - five more than the original. Okay, so none of the levels are as lengthy as Assault on the Control Room, but that's a good thing in my book. Most take 60-90 minutes to complete on Heroic and there's no repetition or backtracking at all, from start to finish - an awesome achievement considering the immense size of the game and the attention to detail that's gone into each level.
Hard disk caching means you'll never have to watch a loading screen mid-level. Automatic check-points also prevent your enjoyment of the game being interrupted. Checkpoints are fairly frequent and paced intuitively after every major battle. You always know that you just have to survive a little longer to make progress but don't have to worry about being penalised too heavily if you die.
The entire Campaign mode is paced as beautifully as one of Martin O'Donnell's hypnotic symphonies. Halo 2 sneakily lays down moments of peace and tranquillity amidst scenes of outright chaos. At one moment you can quite happily be walking through a forest, admiring the sun's rays glistening through the rustling leaves, or watching a fish dart playfully through a babbling brook. It's just enough breathing space to appreciate just how much the graphics have improved. Old Xbox bedfellows: bump-mapping and anti-aliasing are joined by newer graphical tricks including soft-shadows and per-pixel shading. But beauty can be deceptive. In the very next instant a Covenant mothership blocks out the sun completely and an entire battalion of Grunts, Elites and Hunters are raining down from the sky. This slow, quick, quick, slow approach to level design creates peaks and troughs of deafening silence followed by jaw-dropping action. The way I like to see it is if you have time to admire the scenery, it's time to be very afraid (and reload your gun).
Of course, there are a lot more reasons to be afraid this time. New species have joined the burgeoning alien congregation, most noticeably the Prophets and Brutes. The latter are extra-terrestrial gorillas that even Dian Fossey wouldn't get on with. They're slower but more durable than Elites. Ammo and accuracy are at a premium if you don't want to get your head ripped off by their devastating melee attacks. Twice as bad and three times more ugly, the Mekon-esque Prophets are the leaders of Covenant society. To make things worse, some of the nebulous marauders, particularly Elites and Jackals, have access to new weapons like the Covenant Carbine and Beam Rifle (a new version of the sniper rifle).
If you think that sounds bad, imagine coming up against four Wraith tanks at once! Thankfully, the new hijacking feature makes things a little more even-handed. Getting close and pressing X can capture any vehicle in the game, from mortar-launching Wraiths to flying Banshees. With the tougher vehicles like the Scorpions, you have to batter the hatch to get it open, and then press the L trigger to throw in a grenade or two. Hijacking is a double-edged plasma sword, though. Elites and Brutes will return the favour and remove you from your vehicle given the slightest opportunity.
Far more than just a gimmick, this simple trick also fine-tunes the multiplayer portion of Halo 2, making it a lot more balanced. No longer can one player go on a ten-minute rampage in a Scorpion - they simply won't last that long. This is crucial because over half of the 11 multiplayer maps are packed with fully destructible vehicles.
Considerably bigger than those from the first game, these maps are also a leaf out of the Unreal Championship book. They're multi-tiered, labyrinthine and there are always several different routes to a single all-important location. Brilliantly, the best weapons are placed in the most exposed positions, creating satisfying risk/reward scenarios. He who dares wins!
Another feature that alters the nature of multiplayer games is dual wielding. It's as simple as walking over any of the single-handed weapons you can find and pressing the Y button. It's a little confusing at first because you can only swap your primary weapon in the traditional way (pressing the X button) and your secondary weapon must be discarded before you can pick up a new one. Once you've figured it out though, the possibilities are endless. Despite playing it for hours and hours, we've yet to discover the ultimate weapon combo... but it's only a matter of time.
One thing I'm not at all happy about is the removal of the pistol. The new magnum just doesn't cut it for accuracy and stopping power. That weapon was so brutally refined; it makes no sense at all why it should have been taken out (apart from to make things easier for newbies). Despite this, you couldn't accuse Halo 2 of dumbing down. Every new feature the fans asked for - from being able to play as the Elites to detailed post-match statistics - are included.
Perhaps most significant of all is the brand new ability to field up to eight different teams in a single battle. This won't work in obvious two-team game modes like Capture the Flag and Assault, but give it a try in Oddball or King of the Hill and you will discover how it requires completely different strategies to succeed.
Excitingly, it's still possible to play two-player co-op split-screen. I'll be the first to admit I'm certainly not brave enough to try to beat the game on Legendary difficulty without another veteran Halo player at my side.
Above all else, Marcus Lehto's art direction is what astounds us the most. Sharp graphics don't mean a thing if the enemies and environments are clichŽd or silly. There's certainly no danger of that happening here. Halo 2 has real elegance in its design, from the architecture of the alien buildings to the Covenant's curvaceous and insect-like mother-ships. Apart from the Silent Hill series and Ninja Gaiden (Issue 29, 9.2), I've never played a game with so much visual integrity. It's all down to creating a world apart, something completely unique that you could never find in your standard generic FPS.
The trailers said 'Earth will never be the same.' Now that I've played and finished Halo 2, I realise what they meant. It could be years before we see another FPS of this unbelievable standard. Three days ago I could never have imagined a game could be so intense, so polished and so eager to give the fans everything they asked for. A full-metal assault on the senses, Halo 2 is an astounding game that will never be forgotten by those who play it.

HALO 2 MULTIPLAYER MAP PACK
A great collection of maps. Considering how it'll expand your Halo 2 experience, it's stunning value for money
Screenshots - FPS - Issue 45 (August 2005) - 9.0/10

(MS20570W)
Halo2Map.txt
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Bit of a weird one this. Sure, we've reviewed standalone mission discs for other shooter franchises in the past, but the Halo 2 Multiplayer Map Pack marks the first time we've truly reviewed a sole expansion pack like this one. Gamers with Xbox Live have had access to four of these maps (two free, two as Premium Content, but currently also free) for the last few months, but MS has now released a retail version of the pack for players who are lovin' the LAN (the five new maps are available to download on their own over Live for £7.99 if you already have the other four). Obviously, any game type and conceivable weapon set apply to virtually every map, though when reviewing each one we played the modes we thought the most suited to that map.

Elongation
A bastard child of the Longest map in the first Halo, only with two conveyor belts moving along each corridor in opposite directions. These carry a series of cargo crates, which make excellent portable cover. It's dead easy to hop onto a crate then up onto the ledges above, making scrambling for cover dead easy. Get caught out in the corridors below though, and it's like sprouting fins and being shot at in a wooden liquid container. Although the moving crates do offer some degree of cover, they can often get in the way when you're trying to dash into one of the numerous alcoves littered either side.

Backwash
Probably the most atmospheric and unbelievably tense map, this is set in Halo's swamp environment. A two-tiered compound forms the centre of a cruelly claustrophobic, dark and dingy bowl. Gnarly trees and rotting trunks scattered around offer some degree of cover, though we found the best way to play was to charge round in a blind rage, always keeping on the move.
Because of all the mist, visibility is severely limited - if you're holding the Plasma Sword you'll dominate this map, though that doesn't come without consequence; the glow of the blade will give away your position to others from a fair distance away. This accentuated sense of atmosphere really works, and the fine balance of the pros and cons of using the sword add a significant amount to the mix.

Gemini
Floating above the Covenant planet High Charity, this is a truly gorgeous map. Another tight and claustrophobic experience, a large open area in the centre of the map makes this excellent for fast and frantic games of Slayer. It can be frustrating to spawn on the outside of the structure, particularly when you can hear the kill-tastic slaughtering going on inside, but quick access via a multitude of doors and ramps get players right back in there. The sword will spawn right in the centre of the middle tree - again, the fine balance of risk versus reward for retrieving it is adequately addressed.

Relic
An absolutely beautiful game environment, this brings back memories of Ivory Tower. Tranquil areas of beach and sea surround a large structure in the centre of the map, and the generous amount of terrain happily accommodates vehicles. Crashed ships provide plenty of ammo and weapons too, so you're never caught short on the beach. Particularly suited to Team Slayer with snipers, a floating lookout platform is a great vantage point, though it's far too easy to be picked off by anyone else with a sniper rifle, no matter where their location on the map. Playing CTF could be something of an issue here as well, as there are far too many quick and easy routes around the outside of the main structure.

Terminal
This is the one; the map we spent an absolute age tearing chunks out of each other on. Fairly hefty in size, and set in a shiny and clean-looking New Mombasa, we found it best suited to large-scale Team CTF or Slayer. Apart from the central canyon, a warren of paths and tunnels run the length of the map down either side, which is an absolute godsend when sneaky, covert gameplay is involved. The crowning glory of this map is the high-speed bullet train that continually runs along the accompanying monorail at rooftop level. Get caught on the tracks (this usually happens while trying to reach the grail-like Plasma Sword) and your character will get splattered as the train piles into him. Very cool, and also amazingly frustrating at the same time.

Turf
Another asymmetrical urban environment set among the derelict streets of New Mombasa, taken directly from the second level of Halo 2. This sorts the wheat from the chaff with a healthy mix of ground-floor and rooftop action, with only two small alleyways to cower and hide in. An isolated area of debris and cargo crates provides the focal point of the combat - Team Slayer matches, with motion trackers off, was a tense yet fast-paced affair.

Sanctuary
Another one of our favourites, this gargantuan arena is set among another gorgeously lit backdrop, and features some seriously sweet water effects. Ancient ruins house two identical bases, linked by a series of walkways. The symmetrical nature of the map makes it perfect for Capture the Flag games, and there's enough rubble and objects littered all over the entire map to use as cover points, as well as loads of fantastic camping spots. An outstanding map, and one that deserves to be up there with the best of them.

Containment
Taking a bite out of Sidewinder's pie, this epic, icebound arena is an amazingly impressive bout of vehicle-based destruction. Because of its size, any vehicle can be accommodated, and the map provides a real challenge for objective-based gameplay like CTF. Incredibly good fun, but anything under the full complement of 16 players and things can get boring and laborious.

Warlock
Already one of the most played maps on Live, this indoor map is based on the original Wizard environment from Halo. Not overly huge, it's best suited to small, quick games like Slayer or Oddball, thanks to the multitude of platforms and cover.

Overall...
There's a lot of talk in this magazine about polishing turds, but as Halo 2 was the highest-scoring game we've ever reviewed, theoretically it's impossible to improve on perfection. Yet Microsoft has outdone itself and successfully managed to expand the Halo 2 multiplayer experience with a top expansion pack. Every map is incredibly well designed and offers a huge new range of game possibilities, all boasting intelligent, finely balanced multiplayer elements. There's been graphical improvement too - just check the gorgeous waterfalls on Sanctuary or the textures on the clean, metallic objects in Terminal.
If you haven't got Live, or don't play LAN multiplayer, then don't bother with this pack; there's no new single-player content. If you and a group of mates do enjoy blowing the shit out of each other, however, you'd be as misguided as 343 Guilty Spark to miss out on this. Fifteen quid to add another year's enjoyment to an already fabulous title, or eight quid for five spanking new ones over Live? Yes please to both!

HARRY POTTER AND THE CHAMBER OF SECRETS
A good looking, highly playable and authentic slice of Potter Pie
Action adventure - Issue 12 (January 2003) - 7.0/10

(EA01402E)
Harry1.txt
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J.K. Rowling's favourite little boy (and he'd be your favourite too if he earned you more money than winning a lottery jackpot) has made his debut on Xbox in his latest adventure, The Chamber of Secrets.
We don't like talking about games in the past tense, especially when they haven't already been given the Official UK Xbox Magazine once-over. But Harry Potter and the Chamber of Secrets was subject to a simultaneous release with the film back on November 15th, which means that by the time you read this the game will have been on your local high street shelves for as long as a Hogwarts summer holiday.
Normally, when publishers fail to release games early to the specialist press it means that the title is as suspect as a package going tick-tock. So as we booted up Harry for the first time you can imagine our surprise to find that it doesn't stink like a stale witches' brew and instead it's really quite good. Stop sniggering you hardcore gamers, honestly it is - albeit aimed at a younger audience.
The game is largely of the third-person action/adventure variety and starts with Harry preparing to go back to Hogwarts for his second year. There's a lot to be done before he even gets to the school gates - typically Potteresque stuff like chucking gnomes out of a garden and rescuing Ron from a tree with an attitude problem called the Whomping Willow. Most of the early stages are encased in very linear gameplay, but once you actually get to Hogwarts the game steps up a gear and opens itself up more to fewer straight-line objectives and plenty of exploration possibilities.
Hogwarts itself is huge, with seven floors, a multitude of rooms to roam about in and more secret areas than a wing of the MI5 building. And that's before you consider the surrounding grounds housing the Quidditch arena, Herbology lab and broomstick training ground.
Harry's time in the school is split into individual days and on most of these he is required to attend lessons. The successful accomplishment of these lessons (often adventures in themselves) usually rewards Harry with new spells. And as one would expect, magic is the overriding theme of this game with later stages or areas only being playable through having the right spell to get past whatever obstacle stands in your path.
So what makes one of the most commercial and licence-heavy games of the year worthy of our praise? Well for a start it looks the business - much more than it actually needs to in order to achieve the commercial success it's undoubtedly destined to attain. Harry is animated expertly with detail lavished on the little fella even down to the way his hair moves when he runs.
The environments are also depicted in great detail. Light streaming through stained-glass windows, reflection maps shining from polished floors, detailed textures on interior scenery... the graphics are the chief weapon in charming you into the whole Potter experience. And it works.
When the visuals are combined with reasonably varied gameplay, including elements of stealth, racing, puzzle solving, platform action and head-to-head duelling - and then all wrapped up neatly in a good story - it starts to become pretty entertaining.
But the whole experience can only take a seasoned gamer so far. The Chamber of Secrets is a game that is aimed squarely at the mainstream, and in particular the younger gamers that are going to go absolutely potty for Potter. As a result, it's an easy game to complete and the controls are of the simple kind with elements like auto-jump in effect.
However, as a whole, the game has successfully accomplished what it set out to do. It's a good-looking, highly playable, authentic slice of Potter pie. But in truth, you're either going to be a hardcore Harry-head or very young at heart to part with 40 quid when there are many more titles out there that can offer greater levels of sophistication.

HARRY POTTER AND THE PHILOSOPHER'S STONE
Solid remake of the official Potter game that'll appeal to the Harry hardcore only
Action adventure - Issue 26 (February 2004) - 6.5/10

(EA05502E)
Harry2.txt
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A long time ago, before the mighty Xbox hit our shores, EA released a game based on the first Harry Potter movie, The Philosopher's Stone. But with the third film not due out until the summer, Christmas wouldn't have been the same without a Harry Potter adventure to walk through. Sure, we had Quidditch World Cup (Issue 24, 7.7) to tinker around with, but it wasn't a brand new adventure.
So EA re-released this Potter game for the current generation of consoles, but thankfully the publishing giant has included a few new areas to explore to your wizard heart's content. Essentially the game is the same as the PSone version. The graphics have been given a major overhaul as you can see, but some areas of the insanely large Hogwarts are easily identifiable as PSone graphics on crack, as huge triangles line the sky and courtyard of the grounds.
Saying that, the attention to detail is very impressive. At one point or another you'll come across the major landmarks of the first film, all represented in glorious Xbox Technicolor (and 5.1 surround sound if you have it). The Great Staircase shifts and moves just like it does in the film, Hagrid hides away on the edge of the Forbidden Forest and each classroom has been fitted out with virtual props from the film.
As Potter you get to play through the story of the first book and movie right up to the showdown with You Know Who. The action begins by throwing you head first into Diagon Alley, where you have to choose your wand of mass destruction. Then it's off to a little training course that teaches you all the basics of being a trainee wizard. Potter can cast spells (obviously), tiptoe along tight ledges, crawl through little cracks in the wall and speak with almost every one of the inhabitants of Hogwarts.
But one area where good things go quickly bad is that the likeness of all the famed characters from the film are too poor in the game. Strange considering how EA got it so right with its games based on the Lord of the Rings movies. Even the voices are way off the mark.
The gameplay is nice and simple and there are plenty of side quests to keep you busy between lessons. Hidden throughout the game world are numerous treasure chests that contain various goodies as well as trading cards. These cards give you vital information on the creatures and monsters of Harry's world. All the little goodies you collect throughout the game are kept in a nifty inventory accessible from the pause menu. Here you'll also find a list of completed and on-going objectives, so it's easy to keep tabs on what a wizard's supposed to do next. The Philosopher's Stone is a huge game but EA has done everything possible to make things simple to follow.

HARRY POTTER AND THE PRISONER OF AZKABAN
The most solid and enjoyable Potter outing to date. A good mix|of puzzling and platforming
Adventure - Issue 31 (July 2004) - 7.4/10

(EA07601E)
Harry3.txt
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Harry Potter: normal boy, discovers he has magical powers inherited from his dead parents, is whisked off to wizard school, forms part of an uneasy boy-girl-boy threesome with two other magically gifted teenagers and, at the end of each school year, defeats arch-nemesis Voldemort and generally saves the day. Everybody knows the Potter parable by now, and to mark his third cinematic outing this summer, EA has released another movie tie-in title. Let's state one thing from the outset: Prisoner of Azkaban is aimed squarely at younger gamers. Although the franchise may appeal to children and adults who are too cool to admit they really like it, hardcore adventure fans won't find anything too taxing here.
Players are led by the hand from the start and, disappointingly, this continues through the game, with on-screen prompts pointing out the absolutely bloody obvious. These do gradually peter out into more subtle hints, but the game would've been better off had these disappeared completely in a puff of smoke - kids are more intelligent than we give them credit for.
Comprehensive cutscenes commonly intersperse the action, yet whilst atmospheric and vital for the progression of the story, players are left twiddling their thumbs for seemingly ages at a time through these and the annoyingly frequent loading screens. The labyrinthine Hogwarts is not exploited to its full potential either; it would have been nice to explore the entire school whenever we wished, rather than be shepherded by locked doors to each specific area as and when required.
But ignore these faults and we're left with a respectable adventure. Players navigate the school, attending lessons and carrying out tasks for each teacher, such as collecting potion ingredients for Snape or recovering lost spell books for Lupin. A brand new feature this time round is the brilliant option to control Ron and Hermione as well as Harry. Controlling each character is a breeze (tap B to switch between each one); the only difference between the three is that Hermione can crawl into small spaces. Each student learns spells unique to them, and must put these to use solving the simple yet fun puzzles. One character often gets separated from the main group, though the user-friendly learning curve ensures players have learnt just enough spells and techniques to get through the following stage.
Teamwork is required to progress. Ron and Harry must often work together to lift a heavy door whilst Hermione crawls underneath, or all three help each other to reach remote switches and push them all at the same time. Combat involves some frantic spells and sorcery too, where the Left trigger acts as a handy lock-on function. Simple button taps wield some unforgiving and blisteringly brutal spells, and some of the game's more hectic boss fights are equally lethal, especially for a Potter title. Other great little touches smatter Azkaban. Discover an Owl Treat in a locked chest, and you can call your pet pest-eater Hedwig before assuming control of the bird to grab previously unreachable items.
If your spellcasting skills or aerial abilities are below par, you can improve them in the ace sub-games. Comprising of the fearsome, team-based Duelling Club, along with the fun Owl and Hippogriff races, these are a refreshing break from all the dashing around, and are beneficial for success in the main game, too.
It doesn't break any new gameplay ground, but Azkaban is a decent adventure, although older Potter fans will find it all a tad too rudimentary. Harry's growing up - his games should do the same.

HARRY POTTER AND THE GOBLET OF FIRE
The best Potter game yet, featuring proper magic and embryonic RPG features
Action - Issue 50 (XMas 2005) - 8.3/10

(EA11901E)
PotterGOF.txt
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As Potter gets older, Potter gets better. With the latest, penultimate tome disappearing off the shelves, and the fourth movie heralding the return of Voldemort and the introduction of yet another defence from the Dark Arts teacher, we join Potter in the polygon world for his fourth Xbox outing. A lot has changed since we last saw the bespectacled sorcerer on Xbox. Having evolved through three stages of increasingly adult third-person adventuring, the latest instalment takes something of a detour. It's not quite Baldur's Gate, but it looks as if Potter is getting himself some of that tasty RPG action.
All three characters - Harry, the annoying ginger one, and the girl - are constantly on screen, working their way through not only a series of deadly levels, but doing so in unison. It's all well and good Potter scooting on ahead, but this game really is about teamwork. Large enemies or pieces of scenery can only be smashed, trampled, or zapped through combined effort. It works most of the time, but like a pack of Bertie Bott's, you'll occasionally end up with a bogie. When three people are needed to use a powerful Wingardium Leviosa spell (that's lifting things, for you Muggles), sometimes either Hermione or Ron will stand around or run into a wall. It doesn't happen often, but when it does, it's annoying - especially as this is the Potter game with the most magic for your money.
There is very little block-pushing and physical puzzle-solving this time; rather, every battle or puzzle can be solved with magic. It's great seeing Potter do what he does best for once. Hurl blocks, quash flaming salamanders with water spells, turn enemies into rabbits, inflate them, or give them a pumpkin for a head. Paul Daniels, get thee back to Every Second Counts!
There are also oodles of extras and bonuses to collect in order to get Potter through the game correctly. Levels can only be progressed with the collection of Triwizard shields, and you can play through them again and again until you've collected enough to move on. You can collect Bertie Bott's beans for stamina and mini-shields to unlock challenges, but there are also character cards to be bought with spare beans. These add permanent points to your spellcasting abilities, strength, and speed. Unlock them all and you've got just about every frame of the movie thrown in, too. Who needs to fork out œ9 at the Odeon, eh?
Because it hasn't totally metamorphosed into an RPG yet (we reckon that'll happen at book six - if the series hasn't turned into an 18-certificate beat 'em up by then), Goblet of Fire's puzzle-solving is occasionally interspersed with the Triwizard events. Racing a Bulgarian dragon through the grounds of Hogwarts is nightmarishly fast, and surprisingly hair-raising. You'll never look at The Little Mermaid in the same way again after you've seen Harry swim through a series of ghastly green underwater deathtraps. They don't happen particularly often, but Triwizard events are superbly placed within the bulk of what is otherwise a thoughtful, more paced-out adventure.
Of course, the voice acting is as bad as it always was (never a strength with those kids), and the cut-scenes show little of the actual game, but you know what? This latest Potter effort is rather damned good. It looks superb, it encourages teamwork without screwing up too much when only in single-player mode, and when a change of pace kicks in, it usually involves Potter being murdered by a 60-foot-long fire-breathing lizard. It's not your typical third-person adventure, but the child-friendly RPG elements work rather well, to the extent that we're now actually looking forward to the remaining three games. Wonder if Harry and Hermione end up bumping uglies?

HARRY POTTER: QUIDDITCH WORLD CUP
Aimed at kids, but Harry snatches credibility with an exciting|alternative sports game
Sports - Issue 24 (XMas 2003) - 7.7/10

(EA06104E)
Harry4.txt
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Boy discovers magical powers, goes to wizard school. End of HP history lesson. Hogwarts - the home of spooky schooling - is the place to cut your teeth in the Quidditch cup. You begin by picking one of four house teams (Ravenclaw, Hufflepuff, Slytherin, or Gryffindor), then your captain briefly explains the rules: everyone flies around the pitch, passing the Quaffle (big ball) between team-mates and through the opposition's rings for ten points. Two beaters per team keep the sadistic Bludger balls at bay, while the seeker searches for the elusive Golden Snitch, a tiny winged orb whose capture earns that team 150 points and signals the end of the match.
Each team member gives a brief tutorial on basic passing, tackling, and chasing the Snitch, and success in these challenges unlocks Quidditch cards which allow you to unlock further matches and learn special moves.
These special moves are crucial to victory, owing to the peculiarities of this 'sports' title. Using the triggers in conjunction with the pass button results in a gravity-defying pass combo.
At the top of the screen are two special meters, which are marginally filled every time you score a goal, but quickly increase after the completion of combos and special moves. When the two bars meet, the Snitch is released. Each seeker is allotted a boost bar (not the chocolate, the turbo meter kind), which is in direct proportion to... their special meter. Slipstream behind the Snitch to replenish the turbo meter, then hit A for a speed burst. This is a match-winning way of encouraging you to try more special moves and works well.
After winning the House final, it's on to the titular World Cup. You must choose a team and lead them to success, all the while earning cards and unlocking more teams and stadiums. At this stage, everything's looking as fine as Cho Chang to Harry Potter. The graphics are lush, and the varied stadiums and environments look outstanding. The broomstick animation (the exhilarating Snitch chases in particular) is very smooth and fluid, and the great commentary accurately keeps pace with the fast-paced events.
It's great fun too, when your opponents are in possession, to quickly switch to a beater and let one of them have a faceful of Bludger. However, tackling is a far easier option, and against the computer AI it's ridiculously simple. After so many matches of combo, combo, pass, shoot, score, the action can get a bit repetitive, though this is somewhat remedied with the inclusion of an ace two-player option. Aimed squarely at kids and die-hard Potter fans, this is a surprisingly entertaining title, but Harry and his Nimbus 2000 won't sweep away too many serious sports titles.

HEADHUNTER: REDEMPTION
Poor presentation, camera issues, frequent and overly long cutscenes... occasionally entertaining though
Third-person shooter - Issue 34 (October 2004) - 5.8/10

(SE03701L)
Headhunter.txt
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Why is the future never optimistic? Games, movies, books... they're all the same. If it's not totalitarian dictators oppressing the people, it's some apocalyptic vision or other decimating humanity. Headhunter: Redemption is no different.
A classically scored, noirish intro brings us up to speed on the dark goings-on of the near-future. After an apocalyptic virus, the world is now split between Above (affluent inhabitants, sleek buildings) and Below (crime-ridden all-round nasty place). Keeping the peace for the elevated populace are Headhunters, super-cops who, typically, are of the jaded/hard-bitten/washed out nature. King of the clich? is Jack Wade, the best of the best with several bags of McCain's on his shoulder.
If you remember the original Dreamcast Headhunter game, you'll be pleased to know the recipe of the first game still forms the meat and two veg of Headhunter: Redemption. Relatively simple third-person action, mixed with a healthy dose of stealthing and garnished with an intriguing script is the dish of the day. Unfortunately, this may not be to everyone's tastes, because although this sneaky smorgasbord was sufficiently nutritious four years ago, times have moved on and us critical kids demand much more from a game than merely run-of-the-mill action.
Although solid, the graphics are hardly the cleanest or sharpest we've ever seen on Xbox, and the two characters (streetwise rude girl Leeza X
and the aforementioned Jack Wade) feel rather clumsy to control. Interaction with the (rather bland) environment, like picking up objects and flicking switches, is painfully slow. Intrusive cutscenes often punctuate the (sporadic) action, and though not quite on a Metal Gear Solid scale, quickly start to grate.
Auto-aim works very well in games when it's executed correctly, but Headhunter: Redemption's offering unfortunately proves a hindrance more than a help in a lot of cases. The floaty nature of the crosshair does encourage careful aiming and limits players' Rambo tendencies of carelessly blazing through levels. But once the bullets start raining down, try quickly targeting a foe and the flawed lock-on function proves its uselessness. Players must be facing the exact direction of an enemy for it to really work. Try strafing or switching direction quickly and the crosshair will randomly jump to a nondescript barrel in the distance, rather than the bad guy five feet in front of you pumping you full of lead.
But that's not to say the game is merely a tiresome toil through the uninteresting underbelly of society, because Headhunter does offer some entertaining moments. Mission objectives progressively appear throughout levels, and involve a fair bit of sleuthing, item-collecting and puzzle-solving. Characters' weapons attributes are upgradeable, as is their ability to decode, through simple logic puzzles, locked security doors.
However, factor in the poor presentation and camera issues inherent throughout the game, and unfortunately Redemption loses its head before it really gets going. The odd bike chase succeeds in breaking up the on-foot action but, at the end of the day, still can't bring Headhunter the Redemption its title promises.

HELLO KITTY: ROLLER RESCUE
The ubiquitous pencilcase illustration now in kids'-game format - and it's not bad, either! (If you're a kid)
Platformer - Issue 49 (December 2005) - 7.0/10

(XP00402E)
HelloKitty.txt
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Little girls aren't exactly spoiled for choice when it comes to Xbox games. Thankfully, Hello Kitty: Roller Rescue isn't the usual tripe peddled out to this audience. It's colourful, chunky, friendly and actually gives the young uns a little credit as discerning gamers.
When Kitty's love-filled planet is invaded by the Block Battalion and all her family and friends kat-napped, the only course of action is to put on a pair of roller-skates and explore the brightly coloured environment. The game is very easy, but it's fun and engaging and not without a little depth.
Kitty can execute three-hit attack combos and special moves, such as a burst of 'Love Radiation' that brushes away enemies like a smart bomb. Another neat feature is a selection of computer-controlled companions, like the squishy pudding-throwing Purin or the grumpy penguin Badtz-Maru. These friends help you beat the Block Battalion and can be levelled up to improve their attacks.
Graphically, it's very true to the Hello Kitty franchise, with the iconic 2D artwork translated well into 3D. Characters and levels are bright and alluring. It's only really the uninspiring enemies (blocks with arms and legs) that fall a bit short. Sound-wise, it's even better - as if every noise has been pre-approved by the Ministry of Cuteness.
Of course, if you're a little girl you probably won't be reading this. But if you're a grown-up looking for a gift for one, you could do a lot worse than pick up this sweet, lovable adventure game.

HITMAN: CONTRACTS
The black sheep of the series. Great physics and plenty of gore,|but it descends into shooter territory
Action adventure - Issue 29 (May 2004) - 6.6/10

(ES01807E)
HitmanC.txt
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Poor old Agent 47 hasn't had what you'd call an ideal upbringing. As well as coming from a dysfunctional family (his DNA donors are an assortment of deranged and dangerous criminals), the Romanian replicant was dragged halfway across Europe by his creator before being discovered by the mysterious Agency. But it's not all doom and gloom, as Agent 47 finally discovered his true vocation in life - to be a ruthless assassin.
But enough of the derivative back-story; 47 has plenty of time for that in the beautiful and stylish cutscenes. It's very slick and stylish at first glance, but has Hitman: Contracts got enough substance to get to leather-gloved grips with?
Picking up where Hitman 2: Silent Assassin (Issue 08, 8.3) left off, Agent 47 wakes up in a mental asylum, populated by his recently deceased, balding brethren. Aside from serving as the customary tutorial level, this blood-splattered, corpse-ridden environment confirms from the outset what we'd all been secretly hoping - that Contracts is darker, grittier and downright nastier than the previous instalments.
The core gameplay remains faithful to the Hitman series, so fans will be pleased to see the original formula of silently entering a compound, covertly taking out enemies, utilising their clothes as makeshift disguises and ultimately assassinating an unscrupulous businessman/treacherous military commander repeated here - with many levels seeing 47 going through more costume changes than Mr Ben. Unfortunately, this formula is a bit too consistent - every mission is just a variation on the same theme, broken up only by the odd rescue or sabotage task. It's all a bit monotonous, and due to dubious enemy AI, the game resorts to standard trial and error gameplay.
Stealth, if you haven't guessed by now, is just as important to Agent 47 as a discreet dry cleaner, and the handy Training level teaches players all they need to know about creeping through windows, avoiding guards and carrying out clandestine kills. At the end of each mission players are graded on their performance, based on criteria such as Stealth, Aggression, Shots Fired, Innocents Killed and so on - the idea being that a perfect mission involves zero detection and no other fatalities aside from the target themselves. However, one of the game's fundamental flaws is that there's no clear distinction of how stealthy you should exactly be. Alongside your health meter, a gauge measures passing enemies' state of suspicion. But even if all hell breaks loose (due to the above-par difficulty of remaining undetected), this returns to normal once all guards in the vicinity are silenced, leaving players in an undercover limbo. Agent 47 can only crouch or sneak, and his ungainly movements are done no favours by the appalling animation that results in our hairless hero skidding, gliding and moonwalking all over the screen. It's pretty rudimentary compared to other stealth 'em ups like the outstanding Splinter Cell: Pandora Tomorrow (Issue 27, 9.3).
Part of the morbid beauty of the Hitman series is the relatively open gameplay that allows players to work through missions in a variety of different ways. As mentioned, the player is rewarded for carrying out tasks covertly, and as such 47 has all manner of silent weapons at his disposal. Gone is the option from Hitman 2 to select your fatal tools of the trade before each mission, as now a quick look in your inventory reveals a tasty garrotte, lethal syringe and the favoured silenced Silverball pistol - permanently there. Heavy weapons and other melee items you come across, like snooker cues and carrier bags can be picked up and put to more unorthodox use, along with some neat-looking choke holds if you can get close enough.
Alternatively, players can blaze through the level with a wanton disregard for secrecy; leaving discarded bodies littered everywhere safe in the knowledge that a heightened alarm stage will eventually return to normal. A new feature enables the player to switch to a first-person perspective at any time during proceedings, but this is something of a double-edged sword. Whilst making aiming and shooting a lot easier, it also turns the game from third-person adventure to all-out FPS. Unfortunately, the shoddy animation reoccurs here, as jerky characters and a dubious framerate make this a very poor FPS at that, and further compounds the fact that all things stealth are stuffed in a brown sack and thrown off the nearest pier. It's a lot more satisfying/exciting/easier to simply blast through a level, completely negating the real purpose of the game.
We really wanted to like this game. We loved the previous Hitman titles, yet sadly this has proved the black sheep of the series. Some nice touches remain, like the great physics engine that makes enemies' bodies slump when dragging them like the dead weights they are in real life (erm, not that this reviewer would know...), and the comical death throes of dying victims. However, a very dated look and a simplified, confused gameplay style mean Hitman: Contracts is a considerable disappointment that aims wide of the target. Definitely more miss than hit.

HITMAN 2: SILENT ASSASSIN
Great stealth game that rewards patience and planning
Action - Issue 8 (October 2002) - 8.3/10

(ES00907E)
Hitman2.txt
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Getting rid of any moral objections by, say, bundling them in a sack and dropping them off a deserted pier, being a hitman would be great. Let's look at the facts:
a) You get loads of cool gadgets to play with.
b) You have to travel to all sorts of exotic locations to kill wealthy businessmen.
c) Every day is bound to be a bit different.
d) The pay is great.
The only downside is that, according to Hitman 2 at least, you have to have a ridiculous barcode tattooed onto the back of your head. That and the fact you'll probably get killed the very first time you mess up. But hey - even that beats being a traffic warden, where you get grief for actually doing your job right.
With Commandos 2 (Issue 05, 7.9) and Championship Manager (Issue 02, 8.8), Eidos took two game series commonly associated with PC and let them loose on Xbox with enjoyable results. Now they've done the same with Hitman 2. No harm in that, especially when it lets us sample this most shady of professions.
The game starts in an impressively unexpected style. Unexpected, because instead of plunging straight into a murky, violent hit, Agent 47 (the baldy, barcoded hitman of the title) is picking tomatoes within the glorious, sunny grounds of a church.
This sanctuary will become familiar as the game goes on, because Mr 47 likes to retire there between jobs, to feed the pigs and water the melons. It's also a handy base for preparing for the next mission, studying targets and deciding what to take from an ever-increasing gun collection.
Planning is a very important part of the game. Through his laptop, 47 receives mission details from Diana at the Agency, his mysterious employer. She also provides photos and videos of the targets, as well as handy maps. The latter come in particularly handy, because familiarising yourself with mission objectives before attempting a hit is often crucial to success.
Gameplay is similarly thoughful. A methodical approach is required throughout, and careful attention must be paid to surroundings and equipment to make a hit as efficient as possible. Mess things up enough to alert nearby guards and chances are Agent 47 will enter a world of pain. After all, he's a silent assassin, not a one-man army.
It's the danger of being discovered that makes Hitman 2 unique. Other games flirt with stealth, but few have made staying undiscovered such a giddy, exciting experience as this. Because being recognised is so dangerous, you really don't want to be seen, and you have to do everything you can to remain undetected. That means killing silently whenever possible, then dumping bodies where they (hopefully) won't be discovered.
Disguises are also extremely handy, and you're free to steal clothes from your victims. But you then need to consider how you should behave in your new outfit; act out of turn and people will get suspicious. For example, on the first mission, you need to enter a Mafioso mansion and take out a Don. It's possible to enter the enemy grounds dressed as a postman, but if you start running around, the guards start to wonder what's up with Postie...
Assuming a disguise and going about your business in front of other guards can be an enormous amount of fun. Casually mooching through a room full of armed soldiers, cheekily dressed in their dead mate's clothing, is as nervously exciting as it sounds. Pulling off a clockwork hit is satisfying stuff.
But there are a few little niggles that prevent Hitman 2 from hitting the target with 100 per cent accuracy, and they're the kinds of thing that'll irk some players far more than others. For example, looking at the map doesn't pause the action, so the game continues around you.
This is handy for seeing patrol routes and so on, but it also prevents you from checking your surroundings during a hectic moment, since you can be shot while you're map reading. It's realistic, but a realistic step too far. Getting shot while wondering what to do next is the kind of thing that prompts heart attacks, especially if the volume's cranked up high.
More problematic are the missions that involve tight time limits, when you must be in a certain place at the right time to perform a given task. Again, these missions are realistic, but they're not as much fun as the levels that allow you to experiment with different tactics.
One mission, for example, requires you to wipe out two army generals meeting in a park. When you first start playing it, it's possible to fail before you've even decided what you're going to do, because the meeting is over in a flash. This forces you to restart the mission over and over again, imposing a trial and error gameplay method that significantly diminishes your enjoyment . Again, it's as it would be in real-life, but that doesn't make it fun.
It's during the missions with no time limits that the game comes into its own. Without a pressing need to be in a given place at a specific time, you have plenty of opportunity to experiment and try out your ideas without feeling rushed. Sure, there's still an element of trial and error as you work out what you can and can't get away with, but this doesn't grate so much when time is on your side.
The extensive array of equipment to try out means you'll want to test plenty of strategies, and although there generally seems to be one approach that works best, it is possible to fulfil objectives in different ways.
Hitman 2 is a thoughtful, unusual game with a lot to offer players of a logical (and amoral) persuasion. Its realism means that every action needs to be considered carefully, leading to much satisfaction when things go well, but the high level of difficulty means that it quite often doesn't go your way.
However, the engaging concept and huge amount of things to do prevent the difficulty from becoming too off-putting. And, in fairness to Eidos, the first three levels boast more gameplay hints and slightly reduced enemy AI compared to the rest, so there's a conscious effort to ease players into the game's complexities.
Hitman 2 is graphically accomplished, too, although some levels look much nicer than others. But by far the best thing about the visuals is the way enemies react when hit by bullets. It's marvellous, with limbs crumpling lifelessly and bodies being flipped over handrails with the force of a magnum-propelled bullet to the head.
This clinical violence really suits the game's style, making you feel just like a cold-hearted, brutal murderer which, with morals sinking to the bottom of the river, makes the game something of a success, really, doesn't it?

HITMAN: BLOOD MONEY
Old bald-head goes stateside for his most user-friendly murder sim yet
Stealth - Issue 56 (June 2006) - 8.1/10

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hitmanbm.txt
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I'd like to place an order" is the first significant piece of dialogue in this new Hitman game. You are Agent 47, the trouble-fixer who sorts out the kind of problems not covered by your local council. You are a hitman, funnily enough, using stealth, binoculars, stolen clothes and special strangling wires to silently hack away at the necks of your victims. Oh, and in a first for the Hitman series, you're now in America.
You're out to get the 'Swing King' in your first mission, a bad man responsible for a string of health and safety infringements - that lead to a few unfortunate deaths. The f-word then makes an appearance, as does Agent 47's serious manner, manly walk and no-nonsense attitude toward causing death. And it's hard. This is a grown-up game for people who want to think about how to get from A to B. But first, you've got to decide how much you want to suffer while playing it.
The difficulty setting you pick at the start of each mission really makes a difference to how you play Hitman: Blood Money. A huge difference. For research purposes only, you understand, we set the game to Rookie - the easiest setting - and had a go. It's pretty damn pointless. Guards you're supposed to sneak by in a stealthy fashion simply ignore you, with Agent 47 able to stroll past them in broad daylight without them even breaking their clich‚d gangsta conversations.
If you start shooting they die with one hit, then you can run away and hide until everyone else forgets about the murders they've just witnessed and goes about their normal business after a few minutes. So don't play it on Rookie. That's like buying a Porsche and only driving it in reverse.
Up the difficulty a notch to Normal and they'll bust your arse into bite-size chunks even if you're holding down the left trigger and trying to sneak. It's suddenly ten times harder and like a proper Hitman game. Only the elderly and infirm should bother with Rookie. On top of this comes Expert and Pro settings, each of which further enhances the challenge and brains of your enemies.
Blood Money also ups the toughness by including its new Notoriety system. Notoriety works by charting how aware the enemies are of you and your work. Leave more of a trail and get spotted and your Notoriety grows, making the bad guys more aware of your presence. Each mission has several different end sequences depending on how you got through it, with bigger cash rewards coming your way if you manage to keep yourself off the front page and remain mysterious.
So you need to work on staying hidden. And that's the greatest appeal of the Hitman games. Sneaking around enemies while wearing a lab uniform, security guard costume or doctor outfit is something you don't often get to do. It works here and it's a laugh. You're worried about getting caught at every turn, you're walking slowly through buildings past people with big guns, hoping no one busts you. In every level. It's great.
If you do get busted, the resulting events depend on your difficulty setting. On Rookie, guards will gradually reset themselves, taking up their original positions or maybe hanging around a slightly different area and paying a bit more attention to what's happening. The thing is, it's not game over as soon as you're spotted. Play it on something above Rookie, mind, and you're up Trouble Creek without an excuse.
You soon get to understand Hitman's hierarchy system and start automatically seeking out a better uniform to help you keep hidden and stop enemies noticing the bald killer in their midst. It happens in most missions. Nicking superior uniforms from dead guys lets you walk into the next area, better clothes mean you're safe to stroll through the next set of brainier guards and so on. It's a Hitman game, and that's what you do.
But it's kind of hard to know how to play Hitman: Blood Money. On Rookie, you can play it like an FPS - especially if you click the right stick to whack the camera into FPS viewpoint. On the harder levels, it becomes a painful exercise in extreme stealth that makes Splinter Cell look like Dance Dance Revolution.
In fact, it's possible to play Hitman: Blood Money like Rainbow Six if you're busting through it on Rookie. Each location has a set number of enemies, and if you manage to off them all and hide, you're free to wait around until the alert status goes back down to normal and move onto the next sector. Cheesy, yes, but possible if you're impatient.
Pressing the shoot button when you're close to someone strips their weapon away from them and lets Agent 47 turn it against them, but if you're playing on anything other than Rookie difficulty you'll be gunned down promptly if you let things progress to that level of personal violence.
What's impressive is the freedom you're given. The levels really do let you approach them in many different ways. Some locations don't even give you the slightest clue about how to progress, you're simply dumped down in a massive, interweaving maze of corridors, outbuildings and pathways, then left to work it out for yourself.
Loudly through the front door with the shotgun, quietly round the back with the sniper rifle or painfully slowly through the bushes using your coin to distract guards and throttling people silently with the wire - this game actually lives up to its promise of letting you choose your own way of playing.
That's the most impressive thing about Blood Money. Playing on a challenging difficulty setting makes it impossible to run and gun your way through, so you must think, plan, die and start again, then steal trousers and impersonate officers if you want to play it properly.
Like most Xbox games these days, it's pretty flawlessly presented and looks damn nice throughout. The variety of locations helps, with Agent 47 taking in more glamorous places than your average Bond movie. America's big, different round every corner and Blood Money never repeats Hitman: Contracts' mistake of repeating levels. You're always given a new place to explore - and exploring is much easier this time thanks to a much more flexible Agent 47.
He's been working on his motor skills, coming with less of the option-selecting and more of an action theme. You don't have to select 'jump' or 'climb' from a menu, he just does it. Walk up to a box and he climbs it, without needing to be told. Pipes are automatically grabbed, boxes clambered over, and 47 has more fist-based moves to get him out of trouble when ammo's low.
It's easier to play, but that's not to say it's been dumbed down. It's just less of a chore to move him around. You're also allowed more save positions when playing the game on easier difficulty settings, which is nice of it, although you can't revisit a level you got halfway through. Quit and you're starting back from the beginning, even if you're being a wuss and playing on Rookie.
A lot of people were disappointed with the last Hitman game. This one's better. Not by much, but it's more user-friendly, has had a slight visual upgrade and the plot and game settings are a big improvement over the lacklustre Contracts. A new weapon upgrade system and the Notoriety theme that encourages stealthy play boosts the likelihood of you replaying levels, too, as does the genius inclusion on Xbox Live scoreboards.
But it's still you sneaking about with a bald head while trying very, very hard not to get spotted by the wrong people. Happily, you're getting a fresher, more varied selection of missions that erases the memories of the half-assed Hitman: Contracts and proves that Agent 47 is still one of Xbox's darkest and coolest heroes.

HOT WHEELS STUNT TRACK CHALLENGE
Fun, yet visually unimpressive and tediously simple. Poor multiplayer doesn't help - Live would have been great
Screenshots - Driving - Issue 39 (February 2005) - 5.0/10

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HotWheel.txt
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Ah, the joys of childhood. Whiling away hours sprawled on a Flash-deprived kitchen floor, racing toy cars around an imaginary track, taking in rubbish bin corner and that nasty table leg chicane. Hot Wheels will always have a place in our hearts, but unfortunately this game does nothing to sustain the teary nostalgia.
On one hand, this is a very accessible arcade racer. The career mode takes the form of a futuristic game show where players work through reasonably fun mini-challenges, be it racing against AI drivers or completing stunt-based or long jump timed challenges. Each 'episode' of the show provides a different theme, and thus the comical environments for the challenges. There's a ton of cars to choose from and customise, and success unlocks further vehicles in each class (Sports, Heavy, Muscle and Gold), along with fancy decals and rims. Easy, eh?
Well no, because the game is simpler than Forrest Gump. The word 'Challenge' in the title is a tad superfluous - a blind leper with both hands tied behind their back could complete this with minimal effort. The point of unlocking cars is redundant as well - later models boast better capabilities, but the easiness of each challenge means the very first car you start out with is perfectly capable of finishing the game. Stunt challenges are dependant on high-scoring jumps, yet your wacky racer can only rotate around two frustratingly limited axis, and scoring is seemingly dependant on landing on all four wheels.
It's a reasonably fun title, but tired graphics and monotonously easy challenges mean this is strictly one for undemanding kiddies. They still exist, right?

HUNTER: THE RECKONING
A repetitive rumble. Good, unclean fun but multiplayer is messy
Action adventure - Issue 5 (July 2002) - 6.7/10

(VN00401E)
Hunter.txt
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Second level; intro. "The town thinks this is just a riot. They justify what they can and deny everything else." You spill out of the subway, onto the street and into a scene of carnage and destruction that'll take hundreds of hours of community service to put to rights.
Burning wreckage, corpses skewered on railings like cocktail sausages and two dozen zombies lurching straight for your energy bar.
You can't blame the people of Ashcroft for thinking this is a riot, a bit of urban unrest. Thing is, they've no idea just what has happened to their old lives
They don't know about convicted serial killer Nathan Arkady and the gruesome events surrounding his visit to the electric chair exactly a year ago to the day when it started to go bad.
Nor did they know about the underground rave, organised on the very site of Arkady's time in the hot seat, which has awoken a tremendous evil and transformed the town into Hell's Own Alton Towers.
This is where the Hunters stroll on in, too fashionably late to prevent the whole tragedy from kicking off.
Based on the White Wolf comic series of the same name, the game gives you the job of a Hunter, mopping up evil and protecting the meek little citizens with guns, blades, magic powers and one-liners.
You're going to have to blast, slice and cast your way through waves of undead, rescuing innocents and battling through to the deserted prison where this evil began. Either solo or with three friends in tow, this town needs rescuing from the zombie nation.
So what is Hunter: Our Reckoning? Well, its biggest strength is the atmosphere it manages to create via quality visuals and unnerving audio. Despite the colour scheme of moody, pooey browns and other drab hues, the animation is impressive, your character's twitchy movement when changing aim being the only letdown. It's grubby and gritty, but intentionally so.
Creatures lope and shamble in a believable manner and the sight of a conga line of zombies flanking a master ghoul along with exploding spiders and undead Rottweilers is, naturally, as pretty as it is worrying.
It's a shame that most of the game is spent with the camera zoomed out (for the sake of keeping an eye on things) because the view up-close is easily the best of the two and always nicely detailed.
The sound is suitably detailed, too. Obligatory industrial metal pervades the soundtrack, but only ever kicks in when the screen is packed with danger.
The rest of the time there's a creepy concoction of ambient noises and disturbing bass chords rumbling away in the background, creating a top sense of unease and dread. It's not quite up to the standard of the aural brain-terror that courses through Silent Hill, but it's close enough to that benchmark to make you feel consistently uncomfy.
Combat, however, is both good and bad. You need to use both thumbsticks to fight - one to move, the other to aim - and works fine when using pistols or any other firearms. Fighting from a distance is also okay thanks to a relaxed auto-aim that lets you shoot vaguely in the right direction to score a hit.
It's when the fight moves in your face that things get shabby. Your close-up weapon can be used in a number of combos, but intimate scrapping is just piss-poor. No matter how hard you try to hack at the crowd, you'll soon be overpowered and have your energy bar nibbled away to nothing.
Both these examples illustrate the two-faced nature of the combat - it's a bit too easy when you're taking potshots with a ranged weapon, and nigh-on unplayable when going toe-to-toe.
Being little else besides a frantic scrolling kill-'em-up with relentless crowds of undead to wade through, repetition sets in. Your brain will cramp up long before your fingers do.
We'll gladly and happily button-bash through games that are nothing but a series of increasingly big explosions (Smash TV, Loaded, Max Payne, Serious Sam), but Hunter just becomes terminally dull if played for more than two levels at a time.
The multiplayer experience is, strangely, a lot more limited and scrappy than the one-player mode. It's a game that's far more enjoyable if taken as a tense shooter, rather than a slapdash beat-'em-up.
Hunter is disposable, bitesize fun, with lot of slavish effort injected into its style, setting and mood. Just beware of some fundamentally unbalanced gameplay that wavers between enjoyable, intense, infuriating, hopeless and impressive in the space of a few seconds.
"The town thinks this is just a riot." They're not far off.

HUNTER: THE RECKONING REDEEMER
Old-skool and repetitive, but fun. Essentially a blood-caked reincarnation of Gauntlet
Action adventure - Issue 25 (January 2004) - 6.8/10

(VU04502E)
Hunter2.txt
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Imagine if State Of Emergency seduced Evil Dead: A Fistful of Boomstick over a cannibalistic dinner for two, then made sweet, dirrrty love beneath a full moon in a graveyard west of Elm Street, and reminisced over hours spent playing Gauntlet in smoky '80s arcade halls... The twisted sprog likely to pop out nine months later would surely resemble Hunter, a visceral, modern-day slaughter-fest full of more dismembered limbs and random body bits than Leatherface's own front room.
Brains don't even enter the equation here - it's all about how quick you are with the controller; how much bloodlust you need to sate. You select one of five Hunters (a gifted warrior out to thwart supernatural evil, fact fans) and guide her/him through a barrage of stylised, gothic violence. Of course, there's the usual mystery tying the missions together, this one featuring a sub-Resi Evil/28 Days Later-style plot about a genetics lab infecting local residents. Twists are sparse, the scripting poor. Even when you end up siding with a troupe of werewolves - all eight-foot tall, snarling buggers who were probably airlifted specially from the set of Dog Soldiers - you won't give a hoot. Not when killing is the only thing high on its blood-spattered agenda...
Those of you familiar with last year's Hunter outing (Hunter: The Reckoning, Issue 05, 6.7) won't be surprised by the general gameplay. It's still very State of Emergency-like, (Issue 17, 6.6) albeit with a touch more panache and a wonderfully stark Christmas setting. The character models are chunky and well-drawn, and the ability to accumulate experience points in three categories of combat adds a tiny sprinkling of depth.
There are melee weapons, special spells (known as Edge) and an array of outstanding firearms perfectly suited for triggering chains of exploding heads. Steaming into monstrous hordes with axes, pistols and shotguns ablaze is fun and messy; roasting them with flame throwers, chain guns and rocket launchers is sadistic bliss. Even better, Hunter has the kind of warped adversaries that make hell's Halloween ball look vaguely conservative. Take the giant Santa Claus boss, for example - how many times have you been attacked with a mutant teddy bear and found it disturbingly frightening?
So, a decent, if predictable action game then, except that it stumbles in several key areas. Firstly, the multiplayer story game (up to four players can fight co-operatively) is not as playable as it should be. The single screen approach means that gamers trying to progress up-screen will find their paths hampered by fellow hunters embroiled in battle. System Link facilities might have solved this but, sadly, such an option is missing. And with so much carnage liable to occur at once, things also become infuriatingly messy. Admittedly, the camera does pull out to alleviate the sense of claustrophobia, but this inevitably detaches you from the bloodshed. Plus, the weapon aiming system is erratic. Attacking the most threatening foe can prove unnecessarily arduous, and quite often your character ends up thrashing at thin air rather than dicing up the enemy.
Hunter: The Reckoning Redeemer does exactly what it says on the tin. It's a solid, gratifying fighter with reasonable visuals, slick controls and a deliciously dark small-town setting. It's certainly not as gripping as Silent Hill 2: Inner Fears (Issue 08, 8.4) or Buffy The Vampire Slayer: Chaos Bleeds (Issue 22, 8.0) - those expecting a classic adventure will be left nursing the kind of disappointment normally reserved for Scottish footy fans - but for engaging anger-management therapy, Hunter: The Reckoning Redeemer could leave you with pustules on your fingers.

ICE AGE 2: THE MELTDOWN
Simple family platforming with a chilled-out rodent
Platformer - Issue 54 (April 2006) - 7.0/10

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Every rose has its thorn and every animated kids' film has a platform game spin-off. It's the law! Based on the CGI sequel about anthropomorphic olden-days animals, Ice Age 2 doesn't bother to even attempt to rock the boat as far as movie adaptations go. This is safe platforming by numbers.
For the majority you play Scrat, a mute rodent on the trail of his beloved golden nut. Scampering, leaping and climbing through lengthy platform stages, gameplay is broken up with the usual mini-games involving the other characters in puzzles, races and Dancing Stage-style rhythm challenges.
Nuts and fruit litter the landscape, and collecting 1,000 on each level unlocks bonus features. Bizarrely, the features in question are dry interviews with the cast of the movie rather than playable content, so don't be surprised if the kids soon lose interest in collecting everything to unlock extra stuff - they'll soon learn it's not worth it.
The visuals range from surprisingly good during the game to decidedly ropey during cut-scenes. Thank god, then, that the audio is robust, with music that doesn't irritate and the proper actors reprising their roles from the movie.
While it's unlikely to impress or entrance older players, as far as the target audience is concerned, this is a perfectly acceptable diversion which sweetens its uninspired construction with just enough moments of levity and some reasonably polished gameplay to help compensate for the standard trappings of the kids' movie tie-in. In other words, to use a phrase as clich‚d as the game itself, the kids will dig it.

INDIANA JONES AND THE EMPEROR'S TOMB
One of the best single-player adventures on Xbox. Brilliant
Action adventure - Issue 14 (March 2003) - 9.0/10

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Along with Transformers, Garbage Pail Kids and Culture Club, 80s children are always going to have a soft spot in their hearts for Dr Henry 'Indiana' Jones. He is, without doubt, da man. Han Solo might have launched Harrison Ford onto the A-List, but it was surely Indy that cemented his position at the top: a hero with brains as well as brawn, who always gets a bit of cheeky lovin' as well as the exotic prize. And he hilariously shoots people who show their sword skills off.
Yes, it's fair to say that the trap-laden temples that failed to catch out Indy caught the imagination of a generation of cinema-goers. Not to mention game designers: the Tomb Raider series (blatantly inspired by Dr Jones) forced games into the public eye and was a relatively early success for the 3D visuals we now take for granted.
But now, the man himself has stepped to the fore, to take the gaming prize from the currently diminished Lara. Well, The Emperor's Tomb is set before the trilogy of films, so he should be agile enough...
Indy might well be the original tomb-raiding character, but it was Lara who got there first in the video game world. So, as you'd expect, Indiana Jones and the Emperor's Tomb borrows fairly heavily from the Tomb Raider series. Oh, it's all getting so inbred, isn't it?
Confusing, incestuous inspiration aside, The Emperor's Tomb contains all the ingredients you need from a classic Indy adventure. For a start, the sense of exploration and wonder that the films encapsulated is captured marvellously. The game starts out in the suitably named Palace of Forgotten Kings in Ceylon - just the sort of mysterious ruin you associate with the bestubbled hero - before moving onto locations all over the globe, from Prague and Istanbul to Hong Kong and China. And best of all, the journey from location to location is accompanied by a red line being drawn across a map, just like in the movies.
Vitally, each of the locations drips with the atmosphere you'd expect, thanks to solid (if not amazing) visuals throughout. The draw distance stretches so far that the great heights Indy scales can induce nauseous vertigo at times - check out the view from the top of the castle in Prague for proof. It all helps lend the game an even bigger, epic feel.
What's more, the environments in The Emperor's Tomb offer an extremely satisfying blend of exploration and puzzling. Because the locales tend to be so large in scale, they're fun to negotiate, and there are plenty of thrilling leaps across precipices to keep stunt fans excited. They play host to some great puzzle aspects too. These are not necessarily all about finding a switch to a door; some require a little more lateral thought, making progress rather satisfying.
Still, there's more to Indiana Jones than just travelling; he also beats people up, and does it with a lot more style than most. Amazingly, The Emperor's Tomb manages to pull this off too (Tomb Raider's combat was always its weakest feature). Indy's trademark weapon, the bullwhip, has been integrated into the game fantastically, and offers a variety of interesting uses. It's a wonder more people don't carry them, frankly - if a real whip is even half as handy as the one in this game, I'm heading down to World of Leather the second I've finished this review.
But besides the whip, there's a great variety of other weapons with which to dispatch the hordes of cronies. Many different kinds of pistol and rifle make an appearance, and if it's straightforward pummelling that you hanker for then you can use everyday objects too: table legs, bottles of wine and shovels are all game, and smashing them over the head of an enemy is brilliant fun. Then there's the large number of unarmed moves...
Fans of Buffy The Vampire Slayer (Issue 06, 8.3) will be on familiar territory when it comes to the fights, because the same developer and engine are responsible for The Emperor's Tomb. But it's even better here, and some of the battles look choreographed in advance, thanks to the great Hollywood physics. Whip a gun out of an opponent's hands, grab him, smash his head on a wall and boot him down some stairs: now tell me you're not enjoying yourself. You can't, can you?
As with the split between level negotiation and puzzles, the balance of fighting to exploring is superb. Because fights don't go on for a monotonously long time, you never get bored of them. And because the levels are so well designed, you don't tire of exploring them either.
That's something that's true of the game in general, in fact. There are ten chapters, each of which is divided into several pretty large sub-chapters. It's a big game. The game saves your progress automatically between each sub-chapter, and if you die it's to the beginning of that section you'll go. Generally speaking, that means you don't have to redo a particularly large amount of the level should you get Indy killed in action, and it also makes it very easy to sit down to do a sub-chapter or two and end up completing a whole chapter in one sitting. For those of you familiar with Tomb Raiders past, the saving method in this game strikes a nice balance between the tension-killing quicksave method of Tomb Raider 2 and the overly stingy saves of Tomb Raider 3. All good.
Indeed, it's a whole lot harder to spot the bad in The Emperor's Tomb than it is the good; but there is the odd thing that, on occasion, threatens to make this a
bit more Temple of Doom than The Last Crusade. Regardless of the generally pleasing save system, it can be irritating to fall and die right near the end of a long sub-chapter. But it's rarely a huge problem.
One thing that might be a problem for some, though, is the way that the game tends
to lead the player by the hand a little at times. When Indy's near a part of the level that requires a certain item to progress, an icon flashes up in the top right-hand corner of the screen to tell you exactly which item is needed. For example, stand near some vines and the machete icon will pop up, informing you that you can hack your way through; or you could be standing by a gargoyle or equally convenient protrusion, in which case the whip will pop up to show that you can swing across.
For some players, this will be a welcome device that prevents you from wasting time trying things that won't work. For others, it could feel as though the game makes the route forward a little too obvious, alerting you to things you'd have rather spotted yourself. Overall though, it ensures that things keep moving forward at a brisk pace and there's a minimum of fruitless running around in circles.
The only other slight irritant is that Indy is a bit of a delicate flower when it comes to taking damage from falling. The old energy bar takes a hit even when falling from a very short distance - although admittedly only a very tiny amount of energy from such heights. But it does mean you could theoretically kill the dashing archaeologist by having him fall a little more than a metre, were you to be careless when on low health. And that could be annoying.
But that's really it with complaints. The fact is, Indiana Jones and The Emperor's Tomb does everything you want an Indy game to do, and captures the exuberant spirit of a Jones flick brilliantly. He's a balls-out hardman next to the more po-faced, softly-softly approach of Sam Fisher, and the game's fun spirit makes this a great choice for those seeking some escapist adventure, rather than the grim terrorism we all hear enough about on the news. Yes, Indy is irrefutably still da man.

INDYCAR SERIES
You won't find a better racing sim on Xbox. Very technically demanding
Driving - Issue 18 (July 2003) - 8.6/10

(CM00601E)
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So it's bloody fast, it's got oval circuits, it's big(ish) in America, virtually unknown over here, and more gruelling than a shopping trip to Ikea on a Bank Holiday Monday. So what else do you need to know about IndyCar racing? Following in the racing slipstream of a good gaming rendition last year, there's this fully Xbox Live-enabled sequel to send fans of left-handed steering into new bouts of loop-induced dizziness.
You certainly couldn't fault last year's IndyCar Series (Issue 18, 8.6) for its blistering pace and impressive mechanics. This year's IndyCar Series 2005 delivers another stern lesson in ultimate racing physics, with eye fluid-sapping speeds, ultra-realistic handling and vehicles flatter than an overused doormat. On the surface, it may look about as deep as a toddler's paddling pool, but underneath lurks a massive underbelly full of broken springs, ruptured sprockets and heated tyres.
The main event involves competing with 30+ other drivers across 15 American oval circuits (you can race up to a whopping 200 laps if you're completely off your rocker). Surprisingly, despite their bland shape, each course handles and feels considerably different with varying surfaces, slants and lane width. Listening to the pre-race briefings is essential, giving you valuable advice as you tinker with your car's back and front-ends to cope with the imminent demands.
In-game pit stops are just as key. Tyre temperatures, tyre pressure and the level of onboard fuel all need monitoring as arduous marathon races enter their crucial stages. And ramping up the intensity further are a set of advanced driving techniques (from tailoring your car's downforce to overtaking using drafting), most of which could probably be put to effective use on a congested M25 if you had the audacity.
Okay, so IndyCar Series 2005 may be very, very similar to last year's version. It's hard, fast, sleek, uncompromising and probably way too anal for those seeking more immediate thrills. However, with head-to-head online play now bundled into the bargain, additional System Link play also offered, plus the very latest sport statistics (yeah, like you know who everyone is), hardcore petrolheads should definitely be tempted by this challenging race-fest. Sure, it may be specialist and not especially exciting to many, but IndyCar Series 2005 handles comfortably and is more rewarding than most of the po-faced F1 games out there.

INDYCAR SERIES 2005
Not massively different to last year's effort, but a good, solid racer for hardcore fans
Racing - Issue 31 (July 2004) - 8.0/10

(CM03603E)
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You know, the Americans are a funny breed. They mutate cricket into baseball, football into a wussy rugby clone with pads, guards and bulletproof vests, and then turn the glitz and glamour of Formula One into a series of two-mile dirty grey oval bowls. As strange as it sounds, they must be doing something right. The Superbowl halftime break attracts the highest advertising spend of the year. Each game of baseball lasts for about nine hours - just enough time for the hot dog sponsors to recoup sales to break even. And, according to viewer figures, the Indianapolis 500 is the most watched car race in the world.
IndyCar Series (ICS) is, for the uninitiated, a big money group of 15 race stages across Stateside speedways. Using Formula 1 styled cars, drivers rely on speed and technical strategy. There are 29 pro drivers and 14 unique tracks to play with, and developer Brain in a Jar has chosen to turn against arcade racing - this is serious simulation territory of the highest order.
Whether campaigning through a full season, having a quick race or taking on the spectacle of the Indianapolis 500, ICS is without doubt the fastest, most involved and technically demanding racer on Xbox to date, though on first impressions you could be misled into dismissing it as just another Formula One clone.
The main purveyor of this misconception is Quick Race mode. All the cars, drivers and courses are available from the offset. In Quick Race this means very little, as all courses are ovals and all cars go round and round and round - up to the tune of 250 laps if you're sadistic enough to attempt a full race. Worse still, play it on Easy difficulty and there will be no damage, driving assists will be in effect and you will essentially be controlling a 230mph bumper car. Dismiss this as entry level folly and you will be justly rewarded.
They only real way to appreciate this title is in Masterclass mode, which is the equivalent of Gran Turismo's licence scheme. This is a racer for big boys and girls - you need nerves of steel and the patience of a saint to progress. Only gamers of the highest calibre can expect to achieve gold levels.
The first thing you notice when playing the game for real is just how frustratingly unforgiving it is. As with most racers, the line is the most important aspect. In ICS it is renamed the 'groove' - an area of tyre wear which gets darker as the track warms throughout the race. Driving in the groove, you should be able to go flat out through most courses. The problem is that, once mastered, you still only end up finishing midway in the rankings, if you finish at all. The slightest miscalculation or bump from another driver will send you out of the groove, hurtling into the concrete wall at more than 200mph. Although this leads to some intensely spectacular crashes, it doesn't make for a smooth gaming experience.
Until the technical intricacies of ICS driving start to fall into place, the real beauty of the title is hidden. ICS has a far greater infinity with PC-based 'real' racers such as Geoff Crammond than the aesthetic pleasantries of Burnout 2 (Issue 17, 9.0). The Masterclass includes a few lessons on car setup. It immediately becomes apparent that no matter how good a driver you are, your chances of winning a race without a PHD in mechanics are minimal. Different settings need to be applied for qualification and each race. Once ICS takes hold you'll find most of your time playing the game is spent on the warm-up, tinkering springs, cambers, tyre pressure and wing angle. Thankfully, the logistics of each are addressed in laymen's terms at the garage.
Test-driving the vehicle is where you start to realise just how much thought has been put in. The car dynamics are so spot on you begin to notice elements such as oversteer and wind drag caused by air pressure from the altitude of track, time of day or even air temperature, given that all states have natural logistics that need to be taken into account.
Once racing, your pit crew monitors the car's internal workings, but changes such as fuel mix (to squeeze every last drop of speed from the car), and weight jacking (to compensate for over and understeer) are handled on the fly due to the intuitive Xbox control mechanism. The pit crew also plays an integral part in damage limitation. Given the ludicrous speed of the game, you have no time for rear view. Side views are also limited. At 230mph with at least 25 other cars on track all following the same groove, immediate disaster is the result of the slightest swapping of paint. Your pit act as eyes, so using your ears just about completes ICS's full-on assault on the senses. The only thing you can't do is smell the burning rubber on asphalt.
Graphically, ICS is nothing special, but then it doesn't have to be. The unimaginative tracks are representative of the sport, the cars don't reflect like mirror balls and after a while you're thankful as it lets you get back to the task in hand: driving. As with most things in life, it's the non-visual subtleties that show the real depth.
Sonically, too, a couple of grungy Midwest rock tracks are included to appease those who demand screeching guitar solos as an accompaniment to the road. However, turning off the music and listening to the engine works as an advantage, especially when drafting or slipstreaming past your opponents. Listen carefully and you can hear the change in sound as air drag is reduced by the car in front allowing you to pull out and slingshot past.
IndyCar Series is not so much a game as an experience for gamers who have the time and patience to really appreciate what they are playing. For arcade racers, thrills are there to be had - they just take a little time to understand. As for sim fans, you'll wonder why it's taken so long.

ISS 2
Fans should treat this bitterly disappointing sequel with caution
Sports - Issue 3 (May 2002) - 5.1/10

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We're in shock. To put this into context you need to know how much of James's life has been spent playing ISS 64. In the long, long months between worthwhile N64 releases, he hammered that game both in multi and single player. It was a thing of joy and beauty - a game with seemingly limitless rewards for those prepared to put in the hours mastering its subtleties. He loved it from the moment it appeared and, as any of his close friends will tell, can bore people to the brink of suicide going on about it.
It's important you understand this, though, because through the near-tears of disappointment, the rest of this review may lose a little of its objectivity. Put simply, ISS 2 is a shattering disappointment - it's a stultifyingly average football game that bears no resemblance to the binary brilliance offered by its predecessors. There have been plenty of football games worse than this, but seldom has there been such a massive fall from grace. Until now, ISS was the purist's game of choice, and rightly so.
It's like world and European champions France deciding to field their national netball squad instead of their footballers at this year's World Cup. Except that would be funny, not heartbreaking, unlike the ISS series's decline.
How is it crap? Let's count the ways. Player artificial intelligence is woeful. Imagine playing football with teammates only vaguely aware of the rules and having interpreted 'kicking the ball' as 'running up to it before thinking better of the idea and then arbitrarily legging it in the opposite direction'.
The through-ball feature - until now, the jewel in ISS's crown - has been reprogrammed to do something else entirely. It's not entirely clear what that is, but an apt description of it would be 'the button that kicks the ball randomly forward whilst simultaneously rendering it invisible to any of your teammates'.
It might as well have been programmed as 'the button that makes the player in possession stop and scratch his arse' for the good it does you in the game.
Now take the cheating. Imagine if you will a football game where players can run at a certain speed when you control them with the 'run' button fully depressed, but can run twice as fast when controlled by computer. Whether they've got the ball or not, every other player on the pitch moves like a jet-assisted Linford Christie while you can practically see the pension book in your guy's hand as he does what appears to be a Tuesday morning shuffle to the Post Office. Bloody rubbish.
What else... How about the fact that the game is so weighted in favour of the defence that just getting inside the penalty area to shoot is good cause for celebration? In our games, Paul and James had to resort to using the 'Shots on goal' stat to decide each successive nil-nil draw. And even then a typical result was often only two or three to one. All the excitement of the original game - where equally matched players could still play tense, exciting games with plenty of chances - replaced by the tedium of an end-of-season, second-division mid-week, mid-table dullathon.
The real problem with ISS 2 as just another football game is one that many titles have suffered from - it never lets you play football. With its multitude of niggling problems, your concentration is spent overcoming the challenges set by the mechanical act of playing the game, not the tactical challenge of playing an exciting game of football. The problem with ISS 2 as a sequel is that its designers have, for some unknown reason, set about desecrating one of sports gaming's most beautiful temples. People are going to buy this on the strength of the original and they're going to be devastated.
You might think after reading this review that a score of 5.1 is a bit generous. The truth is that ISS 2 is a run-of-the-mill football game capable of providing a certain amount of entertainment for those prepared to work for it. Its problems are those that plenty of footy games have shown and plenty will suffer again.
Konami have apparently split their development talent between the ISS and the relatively new Pro Evolution Soccer franchises. With Pro Evolution currently not scheduled for a UK release, the Xbox stage is left to 2002 FIFA World Cup. It'll be interesting to see how long it takes Konami to realise its mistake and get an Xbox version of their other football franchise ready for launch.

JACKED
Competent but rather drab update of ancient bike thump game Road Rash, with bits of Burnout thrown in
Racing - Issue 50 (XMas 2005) - 5.5/10

(EM03001E)
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Two wheels good, four wheels bad seems to be the message from the rather wanky-sounding Jacked, a clunky but well-meaning racer-slash-brawler-slash-piece-of-budget nonsense. The title refers to the 'jacking' (as in hijacking) you can dish out on other riders in order to make ground on the courses. You can smash them across the face with a crowbar, leap on their bike, then speed away as they lie in the road, clutching their gushing throats. And there's more! But not much more.
There are various modes of race, from your straightforward checkpoint-style affair to survival, 'jacking battles', and eliminator races. You've probably seen it all before about a thousand times over to be honest, and probably done a little better too, but Jacked is amiable enough tosh. There's nothing particularly engaging about it, nor is there anything particularly bad about it, it's just one of those titles that comes along that's destined to raise perhaps the tiniest of smiles before being consigned to the £1.99 bin at Gamestation. Okay, so Jacked does have a £19.99 price tag written all over it, and we have to congratulate what appears to be a small development team for doing their best, but with so many quality games now in the Xbox Classics range, it makes us question just why they bothered to make it? That said, it will no doubt please everyone who's ever played Burnout and thought to themselves, 'you know what, they should have bikes in this as well'. Oh, and here's a tip - don't worry too much about hitting oncoming traffic in any direction other than from head-on - the chances are you'll just stop or bounce along the road, free to continue your race. See what we mean about clunky?

JADE EMPIRE
BioWare outdoes itself once again. Imaginative, accessible, beautiful to look at and incredibly immersive to play
Screenshots - RPG - Issue 41 (April 2005) - 9.3/10

(MS10901L)
Jade.txt
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Following up a classic is never easy. Just ask George Lucas. Or BioWare for that matter. After the Canadian developer unleashed Star Wars: KOTOR (Issue 20, 9.5) upon us, it wasn't interested in following up with a pure sequel - it left that in Obsidian's more than capable hands. Instead, it turned its attention to an altogether new setting. The result? Its Empire Strikes Back is a sweeping, glorious role-playing game set in mythical China that, aside from delivering like a 24-hour takeaway, more importantly won't alienate fans of the previous effort. So settle down for a tale of intrigue, a long time ago, in a beautiful land far, far away from any space saga...
With any RPG comes the task of choosing a playable persona, and we now know how hard a choice it must have been for Blind Date contestants at the end of their 15 minutes of fame. Six different characters (seven if you fork out for the limited edition) provide the not-so-blank canvases with which to start your quest, though all are considerably better looking than the mutton that used to put you off your tea on a Saturday night. Each falls into Magical, Strength or Balanced categories, but because of the huge amount of character customisation on offer throughout the game (and hence the vast amount of ability each can amass), these don't have the far-reaching implications we would've liked, and all become a bit academic after the first third of the game. All, however, boast incredible facial detail, which is brilliantly reflected during conversations between folk. Subtle alterations in their expressions may not sound like much but make an Empire-sized difference in creating an absorbing atmosphere.
And it's not just a tacky weekend to Center Parcs you'll be spending with your chosen companion either, but a hefty, wondrous journey through this truly fantastical frontier. Each episode of the story takes in incredibly designed, sumptuously spectacular locations, from tranquil villages and mountainside temples to claustrophobic underground caverns and the bustling dynamic of the hub-like Imperial City. There's an overall majesty resonating in every new area you discover, and the fantastic visuals really are jawdropping. We could spend longer gazing wistfully at the gorgeous waterfalls and rainbows here than at the latest Gossard billboard, but then that wouldn't get us very far on our quest to restore balance to the world of spirits and humans, would it?
There's never a huge sense of urgency to complete the main objectives either, so it's a joy to wander at will and explore every square inch of this wondrous land. It's a tribute to the developer's wild imagination that these both advance and complement the storyline without ever being too intrusive or in your face. Brilliant audio - from the soothing tweeting of birds and calming guitars to the rousing orchestral score during boss battles - is also a fine accompaniment.
Sweeping and all-encompassing in scale, the progressive script limits to-ing and fro-ing, and always does enough to keep players interested. The main story charters your humble beginnings as a promising student at your master's dojo. A few fights and cryptic musings from wise old men (that seem to litter these types of games) later, and we know something bigger is afoot. Teasing titbits of info are drip-fed to your character at an appeasing rate, and you'll be constantly itching to discover the next piece of the puzzle.
Cutscenes are frequent and impressive in composition, but do have an annoying tendency to drag on for that bit longer than necessary. That's not to say it's all serious though, as every other conversation is smattered with humorous dialogue and entertainingly eccentric NPCs. The same 'go here, talk to him, go there' vein of gameplay as KOTOR pulses throughout Jade, though tasks never become laborious thanks in part to the quality of sub-quests, and to the continually entertaining combat.
And so onto the discerning factor that separates Jade from every other RPG out there. KOTOR pioneered the evolution of RPG titles, seamlessly implementing turn-based combat as real time. Jade Empire goes one better by introducing full-blown, all-out combat that brilliantly plays like a normal actioner/beat 'em up - the first RPG to use martial arts as its combat engine. However, far from simple button-bashing, Jade still retains a surprising element of strategy to each bout, thanks to the numerous different fighting styles on offer. Skill levels are of course taken into account, though the finely balanced engine weights the chances firmly into players' hands. Stripped down and accessible, simple one-button moves are the way of the fist. Or sword. Blocking and evading are just as important as offensive moves, yet are an absolute cinch thanks to the intuitive button-mapping.
Jade Empire squeezes in 18 different forms of combat throughout the course of its massively comprehensive storyline. Switching between styles mid-fight is smooth and seamless, and this intuitive interface really makes every fight entertaining and engaging. It's vital too, as certain enemies are immune to different fighting styles, be it weapon-based or unarmed. This refined combat really elevates Jade above KOTOR's confines and, most importantly, actually works really well. Fights are never intrusive to the pace of the game, and although they're a bit on the simple side (it's dead easy to avoid almost any type of attack), they never become a chore.
Hand in hand with this is the whole Closed Fist/Open Palm way of thinking. Similar in theory to KOTOR's Light Side/Dark side mantra, Jade shows far more subtle implications. The only headache this adventure will cause is that of choice; we're consistently challenged to decide the right thing to do, be it saving a town from drought or destroying the dam and pocketing the hefty mercenaries' reward. Like KOTOR you'll learn various fighting styles quicker than others, though unlike the space saga no style is exclusive to one side of the fence. Go round slaughtering the neighbourhood dogs instead of saving them and you'll struggle to learn the style assigned to that sub-quest, though thankfully the opportunity arises later in the game to atone for this.
These subtleties vary the game enough to warrant repeated play and experimentation, and amount to three different endings. There's a notable change in perception from the NPCs towards your character depending on your current allegiance, be it kind pleasantries or downright ignorance. This is none more evident than in the behaviour of your followers. You'll meet up to 12 different disciples along your quest (of which nine are combat-enabled), though only one will ever be able to accompany you at a time. Piss off one of your tree-hugging groupies, and they'll even go so far as to refuse to follow you into combat, though the flipside of this is the increased acceptance and enthusiasm of your more bloodthirsty brethren. Handily, you can dip in and out of the lobby at any time and switch your army of one for a different character best suited to the current situation. Each can be assigned Attack or Support tactics, the latter meaning they'll stand idly by and casually 'help' by occasionally healing you or temporarily increasing your magical ability. Like, oooh thanks, why not just shout a few insults while you're there? We didn't use this tactic much, not for want of lusting after a tougher fight, but because it took away some of the camaraderie and team-based thrills of your regular role-playing game.
But let's not belittle what is in effect a truly groundbreaking feature in a RPG. The sheer accessible quality of Jade will grab the huge portion of mainstream gamers introduced to the role-playing genre by KOTOR, and drag them kicking and screaming into a sumptuous, surreal world of elephant demons and ancient lore - a considerable achievement for a new franchise. So hark the trumpets and start the Imperial March; in our opinion this is an accessible Star Wars-beater if ever we saw one. Beautiful to look at and incredibly immersive to play, Jade Empire delivers enough depth and detail to satiate even the most jaded RPG fan. A royal event worth attending.

JAMES BOND 007 EVERYTHING OR NOTHING
The finest Xbox 007 adventure, only let down by poor targeting. Forgive this and you'll love it
Shoot 'em up - Issue 27 (March 2004) - 8.4/10

(EA06602E)
JamesEON.txt
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Bond is painting by numbers. There's a comforting formula to the series that is so uniform and regimented you could pluck a 007 plot from thin air. It's not about creating original storylines anymore, it's about reworking the best bits of the previous films and sticking a colourful, cackling megalomaniac on top for decoration. And don't forget your silver-toothed, bowler-hatted, diamond-blasted Aryan henchman - it just wouldn't be the same without one of those.
In fact, there are so many Bond conventions and traits that you no longer need a specific film on which to base a game in order to recognise the franchise. Agent Under Fire (Issue 05, 7.2) did it, as did NightFire (Issue 11, 7.5), but these were just tasters. Echoing the films in more ways than one, just as Goldfinger was hailed the definitive 007 movie, the third 007 Xbox game could well be its virtual counterpart. It has everything - even a Bond-derived name (the Bond movie production company Eon is an acronym of Everything Or Nothing) - but what you have to admire is the sheer flamboyance and knowing campery of it all. This is seriously good fun.
First up, the most notable difference between this and the last two console outings is the shift away from the first-person perspective. It was a brave move, especially considering the number and breadth of third-person games on the market. But hey, this is 007, he could dance the light fandango with olives up his nose for all we care. Fortunately, the transition has been a smooth one, and Bond moves and looks every bit as suave and slick as the real Brosnan, and it isn't hard to see why. The cast has been scanned and mapped onto 3D models, complete with quirky mannerisms and postures. Brosnan, Cleese, Dench, Elizabeth, and surprise guest Willem Dafoe have all been under the scanner, and it makes a staggering difference to the game. Couple this with original voice acting that's second to none, and you're looking at one of the finest cinematic experiences to hit the Xbox in a long while.
The use of a third-person Bond instead of just the view over the top of a variety of guns also means the scope for gameplay can be taken that much further. It means the inclusion of scenes like the breathtaking freefall section (worth the money alone), plus more inventive Bond Moments, which are incidental missions you can perform to increase your overall score. It's fair to say there's a big thumbs-up going out to whoever suggested the third-person malarkey. Most of the time it works a treat.
The only real problem is the targeting system. It's not particularly complex, yet you can only really score a hit if you lock on to someone. It's forced precision that takes a little of the spontaneity out of the game. You lock, you fire, you move on to the next sucker. There's no spraying an area with lead in blind panic and, depending on your point of view, this approach can be somewhat clinical.
The camera also has a tendency to be stubborn. You may well know someone is shooting at you from above, but unless you can position yourself in just such an angle that you can get a lock on then you're done for. The same goes for close-quarter firefights. It's virtually impossible to shoot from point-blank range, as Bond opts for (albeit impressive) fisticuffs instead. Keep a middle distance from enemies and you should be fine; alter from your position and you're entering ground that's best not dwelled on. Pity.
What really lifts Bond out of the control and camera doldrums are three key factors. The gameplay (which is intensely varied and clever), the visuals (which speak for themselves), and the gadgets. Oooh, the gadgets! MI6 would be giddy. Bond now has a handy rappel to scale walls plus mini-grenades cunningly disguised as £2 coins. He gets miniature spider cameras which allow remote access into nooks and crannies (and then explode on command), and even the daft invisible car is back. It seems Q has been pretty busy, because there's also an invisibility suit powered by batteries the size of house bricks. Silly, sure, but you don't use it that often so there's little to grumble over.
One minute you'll be crouching behind a crate being blasted from all sides and fumbling around in your pocket for a £2 coin, the next you'll be driving a rocket-powered 500cc motorbike off a cliff into the back of a cargo plane. There are Speed-style 'don't drop below 50mph' missions, there are GoldenEye-inspired tank missions. You'll break your knuckles punching Jaws in his metal kisser, and you'll take a break from saving the world to give a Scandinavian lady a massage. Everything, from Mya's theme tune (and subsequent daft cameo) to the knowing innuendos and cringey puns are crammed in with such gusto and glee you know from the instant the theme tune kicks in you're in for far more than just kiss kiss, bang bang. It's as cheesy as a bag of old man's pants, but the best Bond yet. It's not quite a case of 'nobody does it better', largely due to the shoddy camera and fiddly targeting, but nobody does it with such style and cocky panache. Welcome back, 007.

JAMES BOND 007 IN... AGENT UNDER FIRE
Makes you feel like Bond, but the bad guys' interaction is stupid
First-person shooter - Issue 5 (July 2002) - 7.2/10

(EA01302E)
JamesAUF.txt
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James Bond now makes it into the world of video games with his mojo intact, but no longer tied to the plots of the films that made his name.
James Bond 007 In... Agent Under Fire, isn't connected to any particular movie, or even one of the movie actors. This is just the character and a whole load of Bond trademarks blended into an action-packed video game.
The game makes you feel like James Bond from the off. The first thing you do is use a gadget disguised as a mobile phone to open a security door, then break into a heavily guarded research facility with a pocket laser, where you a sexy girl needs rescuing from a submarine.
Then you race through the streets shooting from the open roof of a speeding car, before getting your hands on the steering wheel of Bond's own souped-up automobile.
The fun continues into the first-person shooting stages. Some require stealth and sneaking about, while others give you big guns and you get to blow everyone up. Bonuses are available depending on how Bond-like you are. Shoot a valve, sending steam into the face of a guard instead of just plugging him, and the 007 jingle plays to acknowledge your coolness.
This makes you play through every stage trying to think like Bond rather than Arnie. And it doesn't matter if you don't do any Bond stuff first time through - once a stage has been completed you can choose to redo it at any time, trying for better rankings and rewards.
It even looks and sounds good, with a cartoony style that perfectly complements 007's tongue-in-cheek sense of humour and over-the-top action. But there are problems that take away from the presentation and design.
While you can set the buttons up to mimic Halo's set-up, shooting things isn't as good as it is in that game. Auto-aim (a permanent feature) makes it tricky to aim carefully and often leads to wasted ammo. Enemies also sprint up to you like nutcases, pumping you full of bullets before you can work out where they're coming from.
We're not saying it's tough, it's just annoyingly unenjoyable at times. There's no chance to outwit the guards and no fun, one-on-one shoot-outs. Cycling through your selection of gadgets also takes too long, letting bad guys shoot you in the ear ten times before you've even got your laser-jetpack-phone out of your pocket.
Some great ideas and a lot of effort have gone into making Agent Under Fire (including a multiplayer mode featuring computer-controlled 'bots') a solid spy shooter, but the gunplay just isn't as fun as it should be in such a gun-heavy game as this.

JAMES BOND 007: NIGHTFIRE
Looks great. Entertaining but nothing particularly groundbreaking
Action/Shooter - Issue 11 (XMas 2002) - 7.5/10

(EA03802E)
JamesNF.txt
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Ah, glad you could join us Mr Bond. We've been reviewing your track record in the field and frankly we think you've been slacking since the GoldenEye mission back in '97. Your Agent Under Fire (Issue 05, 7.2) exploits were really nothing more than average and if you don't shape up into the polished example that we expect then you won't be getting a licence to kill, you'll be getting a P45. Oh, what's that you say? You want us to appraise your forthcoming NightFire adventure? Well, let's see if you still have what it takes or if you're just an old duffer in a snazzy suit.
Little more than six months since his last game, the world's most famous spy dusts down his tuxedo and sharpens his one-liners to take us on another secret agent romp. Following the lead from Agent Under Fire, the game is based on an original story and not a remake of any existing big screen action. The plot involves a typically foreign-sounding bad guy, Rafael Drake, who is the head of the Phoenix Corporation, an environmental protection agency that's about as much a Friend of the Earth as a five-mile oil spill.
The slick opening title sequence not only imitates but also rivals the big screen equivalent, providing the first indication that EA is looking to deliver its most polished Bond yet. In terms of style, NightFire is as sharp as the suave agent himself. A decent original story is supported by well-scripted cinematic cutscenes, good voice acting, great graphics, cooler tools than The Gadget Shop, and an epic backdrop that really captures the essence of Bond right down to his flirtatious double entendre comments and comic eyebrow raising.
Like Agent Under Fire, the game still adds a mix of driving and FPS action, with the emphasis falling mainly on the latter. NightFire successfully cooks the traditional FPS recipe in a number of different ways in order to keep the flavours interesting. For example, in the opening stage you start the level armed with a sniper rifle, aboard a helicopter and zooming in on a car chase involving the bad guys and a fellow operative. The action then switches to a castle that you need to infiltrate in order to rendezvous with other operatives. To do this, you have to mingle with guests at a cocktail reception held in the main building. Once you meet up with the other agents you need to spy on a secret meeting, find a guidance chip and finally escape in a cable car that gets attacked by a helicopter gunship.
It's classy stuff, and what really works well is the pace at which the action is delivered. From the frantic (the opening chopper sequence) to the more sedate (the party scene), it reproduces the traditional peaks and troughs of a Bond story very well. The locations are also pretty diverse, and over the course of events you can expect to travel through a variety of interesting backdrops as well as taking to the stars on board a space station - no doubt in a tribute to Bond movie Moonraker.
Control, movement and visual presentation have all been enhanced, and Bond no longer feels like he's travelling on rollerskates like he did in Agent Under Fire. The number of control options that can be selected from should also provide enough alternatives for the most dexterously challenged - and it needs to be, as most buttons and sticks are employed in one way or another. The enemy AI is passable, with the bad guys at least making token gestures to dodge bullets. But you do still feel like you're playing through a fairly railed experience with the same bandits popping up in the same places.
Multiplayer is good fun and can cater for up to four players. An imaginative number of game types, plenty of levels and customisable bot skills are all at your disposal. The rich menu of options highlights the difference between the multiplayer afterthought that was evident in the rather disappointing Medal of Honor Frontline (Issue 11, 5.7) and a genuine attempt at delivering something worthwhile.
A title that includes the word 'Bond' will always be designed for the mainstream and there is no getting away from the fact that this is still a linear shooter/driver that lacks any really fresh gameplay ideas. But NightFire still tries to make a standard FPS as enjoyable as possible without actually being particularly innovative. And in the most part it works.
In the same way that Rage succeeded in producing an authentic Rocky game, NightFire has delivered a true-to-theme 007 experience.
But innovations need to occur if Bond is to make further appearances. More open-ended missions, more freedom to use gadgets in non-scripted places, more meaningful character interaction and generally more bright ideas would be as welcome as a freshly poured Martini after a hard day saving the world. You've passed the test this time Mr Bond, but we're keeping an eye on you. Dismissed.

JAMES BOND 007: FROM RUSSIA WITH LOVE
More depressing off-the-peg Bond rubbish from the Electronic Arts Fun Corporation. Don't say we didn't warn you
Shooting/driving - Issue 49 (December 2005) - 5.0/10

(EA12101E)
007Russia.txt
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On the 25th of August 2005, Sean Connery turned the ripe old age of 75. That's 15 years of free bus passes. Yet somehow, EA managed to entice the old bugger out of retirement (free biscuits, perhaps?), and sat him in a recording booth to regurgitate line after line of hackneyed Bond quips for the first venture into old-school 007 titles. Remember when the Bond movies were solid, well-crafted plot-driven beasts? No? It seems EA hasn't either, because From Russia With Love the game is as far removed from 'serious' Bond as Roger Moore in his clown disguise.
Taking the main plot points of the film, then surrounding them with explosions, pointless car chases, clich‚s, and, for some inexplicable reason, Natasha Bedingfield, renders this little more than a poor copy of Everything or Nothing (Issue 27, 8.4). But this isn't a Bond purist grumbling here, oh no. This is someone who likes videogames.
Any notion of free thought in From Russia With Love is entirely absent: you can only walk where it takes you, and only open the doors when it says you can. Forget such new-fangled concepts as 'free-roaming' - you're strapped into the game and the big EA spoon starts shoving the 'fun' down your throat. You can pretty much only shoot where the game wants you to as well - the aiming is so appalling that the only way to progress is to wait for the bad guys to make their scripted entrance. Then the amazing 'Bond Targeting' system kicks in, where you press a button to automatically lock on to the nearest enemy, then press another button to make them die. The obligatory driving sections, also copied from Everything or Nothing, are utterly lame as well, and mainly involve hitting the right buttons at the right time to blow up an enemy or shred his wheels. We have heard of mythical games where you can choose between manual or automatic gears, but EA doesn't seem to have.
From Russia With Love occasionally strays from the path-following, game-in-a-tunnel idiocy, but it's only to indulge in some life-sappingly dull 'stealth' sections - which, thankfully (and also somewhat pointlessly) can just as easily be tackled with all guns blazing. The gadgets are mildly entertaining, although we don't remember the film having remote-controlled video surveillance micro-copters packed with explosives.
EA now owns the rights to the entire Bond back catalogue, but of course, a company of its reputation and standing wouldn't just use such a licence to churn out cookie-cutter games with slightly different graphics for œ40 a pop. Would it? So take a chance, stop with this utterly average scripted nonsense and dare to be different, EA. You owe it to the nation. England expects...

JET SET RADIO FUTURE
Supremely playable and very stylish. Huge, intricate levels
Platformer/Extreme sports - Issue 2 (April 2002) - 8.9/10

(IG02401E)
JSRF.txt
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Sit back, kick off your spraypaint-splattered rollerblades and bask in the knowledge that Xbox, with Jet Set Radio Future, is now home to the coolest and most stylish game ever made. It is sooooo cool. If it were a person, everyone would want to be it.
But it's not just about the cel shaded cityscapes, the outfits and the ball-busting beats. All they do is form the tasty chocolate around the surprise toy of JSRF's core gameplay. Being 'cool' does not necessarily mean being 'good', though, and in the case of Jet Set Radio Future it defintely doesn't. It equals great.
The action revolves around a gang of bladers called the GGs. Playing as one of them (the amount of characters you can select from grows as the game progresses), you must make the various areas of Tokyo your own by spraying graffiti over the wall scrawls of your rivals. Naturally, the police have a problem with such behaviour, so you'll be dealing with them too.
The concept is great (it originated with Dreamcast's Jet Set Radio, over which this game improves in every single way) but the genius lies in the execution.
It's more like a platformer on wheels than a skating game. Each of the skaters has a knack of grinding high wires, fences, handrails and lamp posts, letting you access virtually all of the flat surfaces in the frankly beautiful urban landscapes. It's where much of the fun lies - Jet Set Radio Future is primarily about exploration, and working out how to get to the graffiti spots.
A keen eye is needed to get to the more obscure areas, so you'll find yourself performing a series of grinds, flips and wall rides to reach high ledges. The moves are all easily executed, though, making it easy to bounce around the levels in style.
There's more depth to the general trickery and movement controls than it seems, and intelligent game design means that you're gradually introduced to new techniques as you play through the levels, maintaining your interest all the way through. Later levels require a good knowledge of these techniques in order to reach graffiti points.
Once you get yourself in a position to do some spraying, a quick squeeze of the right trigger uses one can of paint - the amount you need depends on the size of the mural. Paint lies around the place to be collected, and can also provide a speed boost.
The police, their vehicles and enemy gang members also need to be squirted. They crop up once or twice during each level, and you can't progress until you've sprayed them all - it's more like a mini-game than an integral part of the action. Completing tasks of this kind ups the fun level and helps you to see more of the elaborate environments.
And when you have environments as amazing as these, exploring them is a real pleasure. Compared to the Dreamcast prequel, the areas are bigger and there are more of them. They look wonderful, with an abundance of detail filling every possible view from every possible position.
Pedestrians are everywhere, flocks of birds scatter as you skate towards them, shelves in the music shop spill their vinyl as you bomb down the aisles - hell, everything looks absolutely fantastic. Stylistically, this is very possibly the finest looking game ever. The draw distance is excellent, animation is smooth, motion blur and boost effects look fantastic and the design is perfect.
What the game doesn't do is provide a perfect camera. It doesn't automatically spring behind your character, and the view is occasionally obscured - lining up precision jumps when that happens is a pain.
However, the camera can be snapped back behind your character with a quick press of the left trigger. Pressing the trigger near an enemy initiates a lock-on mode that fixes you (and the camera) onto them. It makes confrontations with the cops and other gangs more exciting and more intuitive.
Another potentially off-putting feature is the way the characters feel to control. Large, floaty jumps are the order of the day, and you'll find yourself constantly misjudging leaps during your first few games. The controls feel loose, and it's hard to skate about with any precision.
But it's something you get used to, and before long you'll be jumping miles and landing on a wire with ease. It's only a problem in the first place because it feels so different to other platform games. You'll want to persevere, because it quickly becomes obvious that you're playing something pretty special.
The only other significant problem is an occasional drop in the frame rate when you're in the garage with the rest of your gang, but it doesn't spoil your enjoyment of the main game.
These negatives are far outweighed by the positives, though. This is a supremely playable game with loads to see and do. Multiplayer games provide some up-to-four-player entertainment, with racing and graffiti modes inspiring plenty of competition. There aren't many arenas available for multiplayer action, but their mere presence in such a brilliant one-player game is a bonus.
Then there's the soundtrack - loads of excellent new tunes backed up by remixed version of tunes from the Dreamcast game to keep the hardcore fans happy. The music meshes perfectly with the rest of the JSRF package. You don't need your own tunes.
The way that all the elements come together to make Jet Set Radio Future so mightily fine overall is a rare and precious thing. New game notions (cel shading, unusual controls, the urban warrior/rollerblading concept) happily combine with the old - and when we say old, we mean good, old-fashioned high-quality gameplay.
In striving to make something that is as good to play is it to look at, Smilebit has created a game worthy of Elite status.
Unique, addictive and only possible on Xbox - get set for Jet Set.

JUDGE DREDD: DREDD VERSUS DEATH
Authentic comic book style, but poor, buggy AI and tired level design
First-person shooter - Issue 21 (October 2003) - 6.6/10

(VV01301E)
Judge.txt
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Rebellion, the developer of this futuristic shooter, liked the Dredd licence so much that it bought his comic book vehicle, 2000AD. It's strange and disappointing then, that the new owners fell so short in doing their favourite son the justice that he should deserve, and as the universe's harshest Judge, would demand from the barrel of his Lawgiver pistol.
Actually Judge Dredd is not the harshest Judge in the universe. That draconian award would have to go to Judge Death, whose policy on life being a crime punishable by death lies just a dead cat's whisker short of Thatcherite. And dead cats feature significantly in this game's story. Yes they do. With Death escaped from his Iso-Cube after a system failure and riot, a death cult has sprung up who are using Pet Re-gen (a dodgy vet's treatment that revives recently departed fluffies) to populate Mega-City One with Death-serving vampires and zombie horrors.
'Populate', unfortunately, is a very big word in this instance. While the game engine succeeds brilliantly in portraying the neon wonders, glass shields, walkways, skyways, haloed heights and decrepit depths of the sprawling metropolis, it's patently unable to fill the urban spaces with a convincing throng. By mistake this is emphasised right from the opening scene, asking Dredd to disperse/arrest protesters on the steps of the Justice Department. The sight is thoroughly underwhelming, with less than a dozen feebly chanting perps - and the problem persists through the game.
On top of this there's some appalling AI to the city's natives, with pedestrians frequently stuck on and walking directly into walls, and enemies often taking your gunishment with stoic refusal to move an inch from the path of your lead justice. Which all makes for a totally unconvincing living environment, not aided by repetitive dialogue and physics for dead bodies that Dredd should punish for crimes against the laws of gravity. Like incompetent caretaker gods, Rebellion has fashioned a beautiful world from its game code clay, but the spark of life stutters and is extinguished almost before it's had a chance to catch. Glitches with pedestrians sticking on walls extend to Dredd too, and on at least two occasions during this review, game-ending bugs occurred after getting lodged in a lift wall and a sewer duct necessitated a suicide restart. A few missing skybox textures also failed to impress this Judge.
Level design is equally disappointing, with undisguised linearity and tired conceits that no longer cut it in the modern shooter. It's just no fun to hide mission objectives in obscure rooms and have you search for them by recovering every inch of a mostly empty level. While Halo-style pointers direct you to the more linear objectives that you'd find anyway, there's no radar to help find the two objective-dependent perps, for example, who have been deliberately hidden away in a boxroom. There's also the nightmare relay of switch A opens area B, reveals switch B opens area C, repeat until quickly bored. On the journey, meet enemy groups more agile than yourself (varieties are woefully limited, mainly vampires and zombies) and back out through doorways dispatching from a distance as you retreat. It's been done to Death and fills us with Dredd. Later, you do get to battle Judges leading up to a final confrontation with Death, but the arcade arenas are poorly balanced and one of them again contains a potentially game-ending bug.
Levels do gradually improve and occasionally allow the unique 2000AD humour to shine through - the zombie disco is not to be missed. The comic book style is captured perfectly by the engine, with decent lighting, smoke, flame and outstanding rain effects - splashes for every raindrop and droplets on your visor if you angle skywards. But that's not enough, especially from a developer that proved its mettle with the outstandingly atmospheric PC shooter Aliens Versus Predator. In the language of Mega-City One, we're afraid that while not total Stomm, Dredd Versus Death is verging on Drokk and this FutsiePerson will Grud on a Greenie if it's not more of a Jimp than a Helmet.

JUICED
Masses of licensed cars and spare parts, a huge career mode and excellent Live options, plus fantastically improved graphics
Screenshots - Driving - Issue 42 (May 2005) - 8.0/10 - Xbox Live features ****

(TQ23901W)
JuicedMk2.txt
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Good games never die. They just move to new publishers. Such is the case with Juiced, a car modification racer that we originally awarded a very respectable 8.0 to way back in Issue 33. And that would have been the end of the story, if it wasn't for the fact that Juiced's original publisher, Acclaim, promptly went bust, sending what should have been a fine driving game spiralling into a state of perpetually unreleased limbo.
Enter THQ stage right. Having rescued Juiced from the eternal fires of damnation, it set about stripping out all the rubbish bits (but why ditch the genius intro starring MC Shystie?), tweaking the so-so bits (the handling) and improving all the bits that weren't that bad to start off with (the graphics and general gameplay). And the result? Yet another solid racer that's easily as good as anything else the car-mod genre has to offer at the moment.
But before we get down to explaining exactly how THQ has gone about improving the game, here's a brief recap for those who may have missed Juiced first time around. Pure and simple, Juiced is a modification-skewed racer based around the increasingly popular underground tuning scene. Where it stands out from all the others, though, is that it bases itself around the concept of 'crews'. Essentially small gangs of like-minded racers, the idea is to hit the city, race well and perform flashy manoeuvres to gain the respect and racing privileges of other crews while at the same time building up a top quality racing crew of your own.
From a modification point of view, Juiced features everything you'd expect from an accomplished mod racer, like an excellent list of fully licensed Japanese tuner cars, and literally hundreds of real-life performance and appearance modification parts. Mix them altogether and you've got your usual three trillion possible car combinations. Throw in a unique, calendar-based race system that lets you pick and choose between race meets as well as host your own and you've got a game that certainly knows how to carve itself a decent niche.
Where THQ has really improved matters is in the handling of the cars themselves. Gone is the overly sensitive handling that caused frustrating spinouts on every other corner, replaced by a far more forgiving, arcade-style handling system in line with games such as Need For Speed Underground 2 (Issue 37, 7.5) and Midnight Club 3: DUB Edition (Issue 42, 8.2).
The graphics have also been considerably tweaked. Juiced oozes bold colours, bright, airy racetracks and a real sense of speed thanks to its clever use of blurring. And let's not forget to mention the sound either, with some beautifully throaty engine roars helping to give the impression you've really squeezed the most out of your engine.
Yep, there's no denying it: Juiced has come a long way since the fall of Acclaim. It's still a huge undertaking, full of masses of depth, but it now plays and looks a damn sight better too. Our only complaint is we can't work quite out what market Juiced is pitching itself at. Given the ridiculous nature of hooking up with other 'crews' via your mobile phone, you'd imagine something aimed at rat-boy racers, but the depth of the modification and career system suggests a game that desperately want to be taken as seriously as Gotham or Forza, the result being something that can't quite justify itself to either crowd. Great stuff, just lacking a bit of a focus is all.

JURASSIC PARK: OPERATION GENESIS
Want to be master of your own universe? You'll waste serious time
World builder - Issue 15 (April 2003) - 8.0/10

(VV01001E)
Jurrassic.txt
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Dinosaurs are cool. They were mucking about on this rock we call home long before monkeys jumped up on two legs and made fire. But try and find a good Xbox game dealing with our dino friends and you'll be in for quite a search. The forthcoming Dino Crisis 3 looks ace, but apart from that we've only had the average Turok Evolution (Issue 08, 6.6). Until now, that is. Enter Jurassic Park: Operation Genesis.
The game doesn't revolve around running away or killing dinosaurs (although if things go wrong you'll need to do both). Instead, you treat them as the main money-spinner in the Jurassic Park tourist attraction that you build from the ground up. Based on the movie licence, this title is a world-builder game along the lines of the Theme Park simulator games of yesteryear.
But before you throw the gates of your prehistoric emporium open to Joe Public, you need to build absolutely everything from scratch. And we do mean everything. First, choose your island, then modify the terrain, then get to work on constructing the considerable number of buildings and amenities required for even the most basic franchise. Sounds daunting? Well, it is to begin with, but thanks to a very useful tutorial mode (that also doubles as additional unlockable exercises), even a novice to this kind of game will grasp the basics in a short time. And then there's a truckload of fun to be had.
For a start, there are 25 different types of dinosaur to create. And it's not just a case of popping down to your dino-shop and picking up a box of T-Rex eggs. There's an involved process in the creation of each dinosaur. You stick to the one park throughout the game, gradually building up its star rating, which in turn unlocks additional excavation sites containing the required DNA of new dinosaurs. So if you want to see the badass carnivores, you need to invest the time.
It's not all point and click either. As the game progresses you'll be able to add cool attractions like jeep safaris and balloon rides where you can plot the waypoints and even drive the car. You can also build a ranger helicopter pad and become an airborne sniper to sedate or kill wayward dinosaurs. The action is varied and keeps the game exciting.
The only disappointment is that, in some places, JP:OG is not quite as sophisticated as it could be. After getting the hang of the game you can quickly run out of different tourist attractions to research. And the email bombardments announcing routine developments can also interrupt the flow of play.
But above all it really does feel like you're building a dinosaur park. The sense of wonderment and spectacle that was translated so well to cinema audiences worldwide is evident throughout the game. A lump will come to your throat when you hatch your first T-Rex and watch as it takes its initial steps before letting out a roar that's accompanied by the original film's orchestral score. And in equal doses you'll sweat bullets when a storm destroys your fencing and your favourite meat eater is unleashed upon a gaggle of tourists. It's classic Jurassic.
JP:OG retains an edge over other games of this ilk thanks to its source material. You're not building city blocks or rollercoasters; the attractions are living creatures that have their own personality traits and AI quirkiness. Some species are social and want to stay in groups, others are aggressive and need to hunt, some are shy and may get stressed by too many prying eyes and others are extroverts. They get sick, they panic and they get angry.
You'll need to consider all these factors when building their environments, and it keeps the experience unpredictable and fresh. Combine the animal management aspect with all the other typical theme park issues (like making sure there are enough toilets and souvenir stands) and you've got gameplay that's as deep as a fossil pit. If you like playing god, then this game will make hours pass like minutes and, let's face it, who doesn't like being the boss?

KELLY SLATER'S PRO SURFER
Cool ideas mixed with aquabatics and satisfying play. Original fun
Extreme sports - Issue 9 (November 2002) - 8.2/10

(AV00203E)
Kelly.txt
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Be it karma, luck or irony, in the same month that our brains are stained with the abominable Gravity Games Bike: Street.Vert.Dirt (Issue 09, 0.8) - literally the baddest extreme sports game in the world - along comes a breath of fresh, invigorating ocean air in the form of Kelly Slater's Pro Surfer.
Unusually for an extreme sports game, a proper plot is at work. Backed up with lots of comments from the titular, tubular Kelly, you travel the world on a boat, receiving text messages from friends and sponsors asking to meet you at a certain beach, or head to a certain place for great photo opportunities.
This method is interesting and well presented, improving a familiar extreme sports game structure in an original way yet remaining faithful to both the sport upon which it's based and the genre.
Riding a wave is made interesting by giving you a whopping reserve of tricks to access and explore, and allowing you to string together combos along any part of the wave, the break (the wave folding back into the sea) or the tube (the space between the inside of the break and the wave).
Building combos is more than simply performing stunts in succession. First, you've got to max out your special bar, by either landing 'perfect' from an air trick or riding the lip of the wave.
Then, once the meter is flashing, you're in a position to start racking up some meaty scores through some nifty trickwork. As long as the bar is yellow from being maxed out, your tricks accumulate and tot up on the combo counter. The meter is quick to empty if you're idle, so you've got to keep pushing, getting close to the tube of the wave to get good height on your jumps. If you bail, it's all over, your points and chance of jumping into bed with sponsors and ladies blown.
Riding the tube is both neatly done and good fun. Other than that, you can skim across the roof of a tube, grind and twist along a lip of a wave, pull off sharp roundhouse turns and grabs and chain them all together in a slick, satisfying way. Getting a combo buzz is what extreme sports is all about, and Kelly Slater creates it in a fresh and satisfying manner.
There's a constant, addictive pressure on you to rack up a stratospheric score, instead of easing off and banking what you've already earned. Potentially, you could maintain a combo for an entire two-minute run. Even after you've finished the game, that perfect performance and wave is something you'll still want to play for.
Besides the smooth tricking, there's a great sense of carving your way through a massive expanse of rolling water. The waves themselves are fairly pretty, but they comprise the main visual feature you see. There's little incidental detail, although, to be fair, every beach does have its own character and mood. Miami is bright, sun-drenched and laid back, Antarctica is threatening, foreboding and inhospitable.
But still, at the end of the day, you're just riding the same old wave formation, and using the same trick style in each stage. The challenges on offer are far more entertaining than those of TransWorld Surf (Issue 02, 6.1), for example, but they vary little from beach to beach.
The simple truth of the matter is that Kelly Slater's Pro Surfer is just not as varied and freeform as street-based extreme sports titles can be, even though it tries respectably hard. But it's still the best surfing title to date, and one that should appeal to anyone with an appetite for slick, polished gameplay.

KAO THE KANGAROO ROUND 2
Fun, no-frills platformer with the odd inventive touch. Simple enough for kids to get their little mitts sweaty
Screenshots - Platformer - Issue 41 (April 2005) - 5.5/10

(JW00301E)
Kao2.txt
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It's best to forget about the naff rapping parrot, and focus instead on the more innovative features of this sequel to the Dreamcast platformer. Collecting items is a given, and here blinging gold coins mean upgrades to more powerful punches and attacks. Each vibrant environment provides plenty of gameplay variants, be it bobbing down rivers or fleeing avalanches on a snowboard.
The controls are intuitive (jump and attack, that's your lot) though annoyingly, change whenever riding atop a fellow animal or vehicle (you must physically manoeuvre 360û to change direction). This is frustrating when you consider the slick speed of Kao in the main game. There's nothing new here, but the bouncy little fella certainly beefs up the number of kids' titles on the console.

KING ARTHUR
You'd find more fun at the bottom of a wheelie bin. Putrid nonsense. Avoid
Action - Issue 38 (January 2005) - 2.8/10

(KN03603E)
Arthur.txt
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Hands up who actually went to see this mess at the cinema? Come on, don't be shy. You at the back, come on, stop hiding, raise your hand. Yes you. Yes, you. Right, pay attention because this review is for you. You were duped out of a tenner to sit through two hours of fog-drenched boredom a few months back - do not be the doughnut to then fork out a few more notes on the game, okay?
Released to coincide with the Special Limited-Edition Director's Cut DVD (would that be the one with the Lady of the Lake and Merlin, then?), the game is the film, only played out in glorious polygon-o-vision. Relive all the stifling fog, all the tedious battle sequences, and all the glaring inaccuracies you can cram down your gullet!
Despite its Dynasty Warriors pretensions, King Arthur is nothing of the sort. Whereas Dynasty Warriors games are played out on vast scales, with huge, corpse-littered battlefields, Arthur is a flatliner. It's so on rails we're surprised it doesn't come with a buffet trolley. Portions of the game map unfurl as enemies fall, then the conveyor-belt gaming shuffles and clunks onto the next section. Clear that and you're shunted to the next area. To illustrate just how damned linear it is, those old bugbears the 'invisible wall' prevent accidentally walking into the next area, and horses, God love 'em, can't jump felled logs. The fact they manage to walk at all is something of a miracle actually, especially as Arthur seems to be faster off them than he does on.
Then there are the ludicrous fights themselves. Enemies swarm at you from all directions while your AI allies lurch into the scenery or pivot on the spot, turning circles and being harvested like wheat. Collision detection is perhaps a concept that wasn't invented back when King Arthur was a Roman, and at seemingly random moments Arthur fires out streams of lightning from his sword. Eh? Why? Yet, despite its hero's lofty Emperor Palpatine impersonations, King Arthur also manages to be staggeringly hard. Now there's a winning combination: tedious AND impossible. At one point, having fought through four sections of a level, Arthur is besieged on a log bridge and hacked to pieces. Then it's back to the very beginning of all four sections to try it all over again! Crack open the Diamond White, let's have a party!
It's unlikely you'd want to play this beyond, oh, say, the first two minutes, which begs the question of why the hell it was made at all. Sure, it looks almost alright, but it's like releasing a game based on Police Academy: Mission To Moscow or Problem Child 2. If you took one of those rat-bashing arcade machines and stood playing it waist-deep in a freezing river you'd have more fun. Putrid nonsense. Avoid.

KING OF FIGHTERS 2002
A fan favourite, but even at this price it should be part of a compilation of King of Fighters games, not a standalone title
Screenshots - Beat 'em up - Issue 45 (August 2005) - 5.4/10

(SN00601L)
KOF2002.txt
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No, there's not been a mistake. You've not stumbled onto a retro arcade feature or a reader's own game submission page by accident. This is an actual, real, brand new Xbox title and not a joke at all.
King of Fighters 2002 might have gone down a storm with the 2D fighting masters when it was first released in Japanese arcades four years ago, but even with the bonus of Live support this is not the sort of game we expect to see on the Xbox in 2005.
"Ah, but it's a really deep, technical fighting game!", the fans might argue. And yes, from a certain point of view that's true. If there's one thing history's taught us, it's that 2002 is probably the high point of the long-running 2D King of Fighters series. So yes, providing you've got the thumb dexterity of a double-jointed, ambidextrous, Yugoslavian thumb wrestler, you have the mental capacity to reel off 50-odd button-press combinations from memory and you don't mind graphics that look like they're one step removed from Ceefax circa 1985, you'll probably eke some kind of fun from this. But in this post DOA Ultimate (Issue 39, 8.8) era, who but a handful of dedicated retro fans are going to have the time or enthusiasm to really appreciate that depth, let alone pay good money for a game they've probably got on some other system already anyway? Not us, certainly.
Perhaps if Ignition had been good enough to release KOF 2002 as part of a retrospective compilation pack then we would have thought differently. King of Fighters 2000-2005 perhaps, with a flashy front end and a couple of KOF anime DVDs thrown in for good measure. Instead we get a handful of dull, text-based menu screens and 90s throwback gameplay that seems to think it can parade around on the back of a reputation built up over years of arcade hammerings. Sorry to burst your bubble King of Fighters, but not even Capcom could manage that with its significantly more psychedelic Capcom Fighting Jam (see page 083).
We're not questioning the worth or the technical quality of 2D fighters here. Just the sense in releasing a game that's four years old, looks much older and has no relevance to the majority of today's gamers for what is the comparatively expensive price of £20. Even hardcore King of Fighters fans would have trouble building a viable argument against that.

KING OF FIGHTERS: MAXIMUM IMPACT MANIAX
A fast, fun, easy to pick up fighter that's high on energy but a little lacking in both substance and presentation
Screenshots - Beat 'em up - Issue 45 (August 2005) - 6.9/10

(SN00704A)
KOFManiax.txt
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It's taken long enough, but full marks to SNK for finally dragging its venerable two-dimensional King of Fighters series kicking and screaming (literally) into the 21st century. In a world where mobile phones are rapidly approaching the size of grains of rice and plans are being drawn up for holiday parks on the moon, King of Fighters has finally seen fit to enter the futuristic world of 'three-dee' images.
Not that everybody will be happy about it. Hardcore KOF fans won't like it - to them it'll be nothing short of newfangled witchcraftery - but for the rest of the world, a world already wallowing in the accumulated love drizzle of both Soul Calibur II (Issue 21, 9.1) and Dead or Alive Ultimate (Issue 39, 8.8), this is exactly what the doctor ordered.
Mai Shiranui's heaving bosom redesigned to fully utilise the immense funbag-recreating power of Xbox? Lead on, good sir, lead on.
Admittedly, there are problems, number one of which is the fact that Maximum Impact looks distinctly rough around the edges - prop it up against the stunningly beautiful DOA Ultimate and it looks positively sketchy in comparison - but let's not be put off too much. Like all good fighting games it's the fisticuffs that's important here and KOF: MIM boasts a decent combat system. Mixing fast chain combos with more traditional 2D fighting game techniques (Street Fighter fans take note, we're talking quarter circle fireball moves here) it feels both familiar and different. Better yet, it's very fast (far more so than DOA Ultimate) and refreshingly easy to pick up, making it ideally suited for the button-mashing, fighting game novices.
It's also fully Live playable as well, which, as we've seen from the DOA Ultimate phenomena, is a massive lifespan extender for any one-on-one fighter these days. But beyond the multiplayer, the single-player arcade mode, a perilously brief mission mode and a few multiplayer tweaks, there's very little else to Maximum Impact, and that's its biggest failing. Without a ridiculously long list of unlocks to pick through or endless Soul Calibur II-style quest modes to hack away at, the game ends up with very little to differentiate itself from all the other one-on-one fighters out there.
Battles are buzzy, entertaining affairs, full of energy and outrageous special moves, but as a complete package this falls way short of what we'd expect, especially when for the same money (30 quid) you could probably pick up DOA Ultimate or Soul Calibur II. Or both even. Entertaining then, but by no means essential.

KING OF FIGHTERS 2003
Only two years late! Has the king of fighters become the king of past-it brawlers?
Arcade - Issue 52 (February 2006) - 5.6/10

(SN00301K)
kof2003.txt

KINGDOM UNDER FIRE: THE CRUSADERS
Very atmospheric strategy with exhilarating combat. Bloody and beautiful!
Strategy - Issue 34 (October 2004) - 8.9/10

(PL00401E)
KOFManiax.txt
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It's taken long enough, but full marks to SNK for finally dragging its venerable two-dimensional King of Fighters series kicking and screaming (literally) into the 21st century. In a world where mobile phones are rapidly approaching the size of grains of rice and plans are being drawn up for holiday parks on the moon, King of Fighters has finally seen fit to enter the futuristic world of 'three-dee' images.
Not that everybody will be happy about it. Hardcore KOF fans won't like it - to them it'll be nothing short of newfangled witchcraftery - but for the rest of the world, a world already wallowing in the accumulated love drizzle of both Soul Calibur II (Issue 21, 9.1) and Dead or Alive Ultimate (Issue 39, 8.8), this is exactly what the doctor ordered.
Mai Shiranui's heaving bosom redesigned to fully utilise the immense funbag-recreating power of Xbox? Lead on, good sir, lead on.
Admittedly, there are problems, number one of which is the fact that Maximum Impact looks distinctly rough around the edges - prop it up against the stunningly beautiful DOA Ultimate and it looks positively sketchy in comparison - but let's not be put off too much. Like all good fighting games it's the fisticuffs that's important here and KOF: MIM boasts a decent combat system. Mixing fast chain combos with more traditional 2D fighting game techniques (Street Fighter fans take note, we're talking quarter circle fireball moves here) it feels both familiar and different. Better yet, it's very fast (far more so than DOA Ultimate) and refreshingly easy to pick up, making it ideally suited for the button-mashing, fighting game novices.
It's also fully Live playable as well, which, as we've seen from the DOA Ultimate phenomena, is a massive lifespan extender for any one-on-one fighter these days. But beyond the multiplayer, the single-player arcade mode, a perilously brief mission mode and a few multiplayer tweaks, there's very little else to Maximum Impact, and that's its biggest failing. Without a ridiculously long list of unlocks to pick through or endless Soul Calibur II-style quest modes to hack away at, the game ends up with very little to differentiate itself from all the other one-on-one fighters out there.
Battles are buzzy, entertaining affairs, full of energy and outrageous special moves, but as a complete package this falls way short of what we'd expect, especially when for the same money (30 quid) you could probably pick up DOA Ultimate or Soul Calibur II. Or both even. Entertaining then, but by no means essential.

KINGDOM UNDER FIRE: HEROES
Give the orders, then get stuck in yourself! The acclaimed hack 'n' strategy series gets a polish in this carnage-filled epic
Screenshots - Action/RTS - Issue 46 (September 2005) - 9.0/10

(PL00601W)
KUF.txt
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Kingdom Under Fire: Heroes is an awe-inspiring game. And not just because it manages to so cleverly blend solid arcade action with genius real-time strategy while chucking around 200-plus massively detailed fantasy characters around on screen simultaneously either (although those things do help). No - what really awes us about Kingdom Under Fire: Heroes is the sheer scale of the game. It's massive. Huge. And yet at the same time fantastically personal.
Picture it: you're surveying a battlefield from on high, controlling an army of thousands, positioning your troops as they fight for their lives against a horde of nightmarish orcs and ogres and dark elves.Yet seconds later, you can be right down there in the thick of it, scrapping sword-to-pincer against the giant scorpion army of justice in person.
These are the jaw-dropping, fantasy battles of JRR Tolkien's wildest dreams, laid out on screen - fire, brimstone, blood and all - with you sat slap-bang in the middle, controlling everything you survey. For anybody with even an inkling of passion for all things orc- and hobbit-related, Kingdom Under Fire: Heroes is a gateway to your most fevered imaginings. If Star Wars: Battlefront (Issue 35, 9.0) was the game Lucas fanatics always prayed for, KUF: Heroes is set to send Lord of the Rings worshippers into equally orgasmic fits of ecstasy. Because, to be honest, it really is that special.
In case you've just landed on planet Xbox Kingdom Under Fire: Heroes is a semi-sequel to 2004's Kingdom Under Fire: The Crusaders (Issue 34, 8.9), a game that took the button-hammering combat of the Dynasty Warrior games, spruced things up with some much-needed real-time strategy elements, and plonked the whole lot in the middle of a fantasy world filled with monsters, magic and mayhem.
And we enjoyed it. The Crusaders was a great game. It was different and entertaining. Problem was, it wasn't quite the game its creators envisaged. Quite apart from the trouble some people had getting to grips with it, its Live component had to be cut down in development to a basic two-player deathmatch game, and that simply wasn't good enough for the people behind Kingdom Under Fire. So they remade it, bigger, faster and slicker, and now we have KUF: Heroes - and guess what? We really like this one as well.
It's more of an expansion pack than a full-blown sequel, a prequel with new characters, weapons and units. But not a great deal has changed. KUF: Heroes boasts a slicker, more approachable combat system, and the number of enemies on screen has gone through the roof. But the gameplay itself remains identical: travel around a giant map screen, moving from one town to the next, then get ready for ten levels of hell to break loose as you enter the mother of all fantasy battles.
This, of course, is when it gets good. Most of the time you'll be in control of your own unit of troops, following orders and generally progressing across the field. Come across an enemy unit, however, and you'll be thrown into action: hacking, slashing, dismembering and - once you've built up enough power - unleashing all kinds of magical grief both personally and through your lieutenants.
And that's great - Dynasty Warriors Plus if you like. But as you progress you'll take on more and more auxiliary units (archers, catapults, cavalry and so on), and it's here things get really tactical, because it's only by ordering these additional units to lend strategic support that you'll ever hope to turn the tide of battle. Just like real war (we imagine), it all becomes a task of juggling the needs of your own troops with the needs of those around you. And just to make it a bit more interesting, Kingdom Under Fire: Heroes boasts 40 unique unit types, each with their own specific powers, strengths and weaknesses. Phew!
But what really impressed us most about Kingdom Under Fire: Heroes is its incredible attention to detail in battle, and not just from a graphical point of view either - although it's astounding how good every unit looks, from the individual links of chain in the human army's armour, to the rough animal-fur collars of the marauding orc hordes, this is authentic as anything Peter Jackson conjured up in his Lord of the Rings battle scenes. No, we're talking about genuine, authentic battle tactics here, and it's this more than anything that elevates Kingdom Under Fire: Heroes from colourful Dynasty Warriors homage to must-have title for anybody with even the slightest horn for strategy games.
It's not enough to just plough into the enemy, attack buttons set to auto-hammer - this is a proper field of battle and there are rules and procedures you'll need to follow if you ever hope to make it out alive. Sending out scouts, for instance. Not only will you get a good eye for the layout of the land, but you can also spot enemy units without the risk of setting off full-scale skirmishes.
Elevation is another important factor. Grabbing the high ground gives you a huge tactical advantage over those you're fighting below, especially for archers, who can rain arrows down on enemy troops far more effectively from hilltops. Likewise, the position of the sun has a big impact on proceedings. Fight with the sun to your back and you're laughing, but try shooting into the glare and you'll find yourself hitting fewer targets than a blind darts player with Parkinson's.
And on it goes. KUF: Heroes is an interactive textbook of historical battle tactics, bellowing strategies at you like Peter Snow with the world's loudest megaphone in his fist. Frustrated because your archers can't hit the enemy hidden deep within the forest? Then switch to burning arrows and smoke them out instead. Enemy continually charging you down with mounted troops? Try hiding behind a phalanx of spearmen and laugh with glee as the enemy mounts impale themselves on the protective shield of pikes. If nothing else, KUF: Heroes is the most robust, technically accurate strategy game ever to grace Xbox.
And yet somehow, controlling it all via the joypad is a breeze. Mini-maps can be pulled up on screen with the stab of a button; units can be switched between with the triggers, targets can be selected using the analogue sticks, and magic spells and skills can all be accessed with a flick of the directional pad. It's fast and instinctive and a masterclass in intelligent control design. If we have one complaint, it's that the camera can get confused amid the action. Admittedly, it does have to cope with zooming from close-up combat to eye-in-the-sky to back down on the ground again, all while cleverly avoiding the densely packed forest, but when it gets stuck on something as benign as a shallow hill you have to wonder.
But what's one little camera fault when you're busy marshalling five different units at once? Screw camera issues. This is a game that pushes your tactical brain to the limits. Do you personally lead your cavalry into battle, or do you go for something more discreet instead? Decisions, decisions.
Because, just when you think you've plumbed the very last of the endless layers of depth on offer, KUF: Heroes manages to get even more complex, throwing a massively detailed RPG element in on top. It's not enough just to guide your armies to victory on the field of conflict - you have to nurture and develop them off the field as well, spending cash and experience earned in battle on new skills, abilities and equipment. Which, of course, throws up even more important tactical decisions, as each unit under your control transforms from simple infantryman into rock-hard paladin, butch catapult engineer or even spell-chucking dragon rider.
One of the best features of KUF: Heroes is the way it eases you in with a gentle learning curve and helpful tutorial missions. Most of the early missions are designed to introduce you to the controls and the basics of general battle strategy, but at the same time Heroes encourages you to kick ass. Whereas The Crusaders went to great pains to explain everything in minute detail, Heroes tends to take the more Ramboesque approach and simply chucks you straight into the action.
There are good points and bad points to this. From a bad perspective, anybody who missed The Crusaders could find Heroes too much to absorb at once. But on the good side, you'll find yourself fighting giant insects and storming enemy fortresses well before you have to worry yourself with the intricacies of laying traps or setting waypoints. Better than The Crusaders, which simply ran out of tutorial missions and dragged you from gentle training scraps to full-scale, oh-my-God, what's-happening-here war.
Talking purely content for a moment, Kingdom Under Fire: Heroes offers single players a hugely meaty game with over 50 missions spread across seven separate campaigns, as well as the ability to set up quick custom matches against any combination of computer-controlled armies you wish. But the real improvement over The Crusaders is Heroes' Live mode, which finally resembles something worthy of the Xbox online crowd. A ceiling of four players may sound paltry for the main deathmatch mode, but when you consider each could be controlling six or seven units apiece that's plenty.
Any problems then? Three we can immediately think of. One: who did the translation work? We understand the game was made in South Korea, so English wouldn't have been the first language for much of the creative staff, but that's no excuse for the drivel that most of the characters spout. Two: the story is way too confusing, with too many characters, endless politics and far too much back story from the first game, and, in all likelihood, enough to put some people off the scrumptious gameplay underneath. And three: we're no longer convinced about all that constant thrash-metal during the fighting. It might have seemed like a good idea in The Crusaders, but now it's just irritating. Next time make it orchestral and make it good or don't even bother.
But worst of all - and bear in mind missions can drag on for an hour in some cases - there's no in-game save. At all. Which is ludicrous, especially given the sheer amount of information you continually need to take in at times. This is a massively tough game on occasion, and to be punished for one wrong decision in the heat of action by having to start all over on a mission seems a trifle harsh.
That said, you can't help be impressed with what Kingdom Under Fire: Heroes has to offer. We're a little disappointed to see that there have been few fundamental changes to the gameplay since The Crusaders (although many gamers will be coming to Heroes afresh), and it's fair to say that even with the improved combat system and slight shift in focus to combat over multiple-unit-juggling, this is still a game that could prove too complex for the casual gamer. But for those of you brave enough to take the plunge, this is one fantasy experience you won't forget in a hurry.

KNIGHTS OF THE TEMPLE: INFERNAL CRUSADE
A strictly by-numbers hack 'n' slasher. Wacky storyline but hideous loading times
Action - Issue 28 (April 2004) - 6.0/10

(TM00701E)
Knights.txt
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Broken Sword and its sequels were an honest attempt to deal with the politics, religion and bloodshed of the Medieval Crusades. This game, on the other hand, is a ludicrous demon-busting beat 'em up with a subject that deserves more serious treatment.
Templar Knights weren't famous for their love of women, but nevertheless you're travelling to the Holy Land to rescue a blessed virgin called Adelle. A Satan-worshipping bishop and his Saracen cronies have kidnapped her on a one-way ticket to hell. If you've ever dreamed of kicking ass for the Lord, this is the time to do it.
If this off-the-wall storyline has you praying for equally cutting-edge gameplay, you'll be sorely disappointed. In the hack 'n' slash tradition, you simply walk from room to room in linear fashion, butchering everyone who stands in your way. Combat is similarly by numbers.
Enemies unleash a massive sequence of beautifully animated blows while you keep the block button held down. When they pause for breath, you deliver some payback and watch them drop. The only amusing bit is when you deliver a gory finishing move at the end. Our favourite fatality involves sticking your broadsword right through someone as they're kneeling at your feet. The sound effects that accompany this and the other combat moves are notable as some of the best we've heard in the genre.
On your travels from a crumbling monastery to the sun-bleached streets of Jerusalem, you'll start to notice how pleasingly varied the settings are. That's not to say they're especially dazzling, though. Starbreeze seems to a have lost a little of its graphical mastery since the gorgeous-looking Enclave (Issue 06, 5.8), because these levels are really foggy and the textures lack any real detail. The only significant improvement is that some scenery is destructible and you can even knock enemies right through tables and boxes.
We've no complaints about the number of levels at least - there are a whopping 29 to chop through. They're challenging enough to keep you interested and there are plenty of new weapons and special moves to amass along the way. Becoming all-powerful does have a downside, though. It means that the final chapter is actually much easier than the opening one, especially because you can use healing magic between fights. No such balancing problems affect the save system, which uses pleasingly regular checkpoints to keep your progress snappy. Less commendable are the hideous loading times, which happen every time you die. If 60 seconds sounds bad, how about doubling that for the game's Xbox Live Survival mode?
Knights of the Temple drifts in a stagnated backwater. It lacks either the presentational flair of Return of the King (Issue 23, 8.5) or the multiplayer laughs of Teenage Mutant Ninja Turtles (Issue 28, 6.3). Give those two games a try first.

KNIGHTS OF THE TEMPLE 2
Stab heads for Jesus! It's the RPG slasher that's from the Dark Ages in more ways than one...
Action - Issue 48 (November 2005) - 5.5/10

(TM01901W)
Knights2.txt
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Picture the scene: "Hail, stranger, to the beautiful city of Yusra!", bellows an open-armed city official, all beaming smiles and full of happy tidings. "Thank you," you reply, choosing your response carefully from the list of three possible dialogue threads. "Please, tell me more about this beautiful city."
"I hate strangers!", the official screams in reply. "Guards, seize this man and throw him in prison for the next portion of the game - but be sure not to take any of his weapons away! While you're at it, get me the person who scripted this ridiculous sequence. If our conversation trees are just going to lead to an inevitable prison escape sequence regardless of what people ask me, think what it'll do to our tourist industry!". That's one aspect of Knights of the Temple 2 that stinks - the crappy RPG element. "I'll help if you ask, kind sir", most yokels belch in response to your questions. We are asking! Help us, you peg-toothed inbreds!
And the camera is a right old mixed bag. It'll often getting stuck in a wall, forcing you to run into an area blind - will you be running into some flames, or just a spiked pit? And that's if the camera decides to work at all. Meh.
But it's not all doom and gloom in this find-the-mystical-artefact-of-world-saving-proportions RPG-spiced slasher. It looks good, for one. Watching old ships bob about in the docks, or flames tear through a sour-faced peasant's home is all good stuff. If it were an exercise in looking pretty, this would be Shrek's Princess Fiona, somewhere between her ogre/human metamorphosis. Yes, THAT good! The ideas are there too, with God Himself bestowing your knight with special holy powers, such as temporary healing or invincibility. The weapons are pretty natty too, ranging from flaming arrows (superbly accurate), to Arabian scimitars, perfect for mortally wounding an opponent in a single blow. Once they're on their knees you can then chop off their heads and make a lovely brain kebab. Super!
All the weapons and special powers are ultimately just fancy razzle-dazzle, though, for when the game really asks you to rise to the challenge, it's hard to step up. Auto-targeting combined with a broken camera are lethal bedfellows, and poorly designed levels with little or no signposting can quickly lead to frustration. "Excuse me, I'm lost, could you help?" "I'll help if you ask kind sir! Freshest bread in town!" "No, sorry, I don't think you understand. I said, I'm a little lost, could I get some directions?" "I'll help if you ask kind sir! Freshest bread in town!" "Fine. Thanks a lot. I'll just go find the end of level boss and ask him instead, shall I?" And so on.
Played as either an RPG or an 'action adventure' game, Knights of the Temple fails to realise its potential in either camp, often badly treading the water in between. It looks good, and when blips of entertainment do spring up it's enough to engage you, but the rest of the time, it's just another farted-out attempt at a generic fight game. Unless you're a mad RPG completist and/or a Crusades nut, avoid like you would a Dark Age Londoner complaining of a slight cold.

KNOCKOUT KINGS 2002
An excellently presented but scrappy punch 'em up
Sports - Issue 3 (May 2002) - 6.3/10

(EA01002E)
Knockout.txt
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As the first to hit the shelves of a trio of Xbox boxing games (Rocky and Mike Tyson Heavyweight Boxing are currently in training), Knockout Kings 2002 comes out fighting from the first bell. And though it packs a good enough punch to split your lip, you're unlikely to be knocked out by it.
A well-rendered seedy manager-type takes you under his wing in the career mode - a fifteen-fight route to the top table and World Champ status that pits you against the best boxers in history, each one returning here at the peak of their physical fitness. The heavyweight belt is held by Will Smith - sorry, Muhammad Ali - and judging by his behaviour, he's quite keen to keep it. Other familiar faces include three-time champ Evander Holyfield and Ireland's favourite scrapping fella, Barry McGuigan.
Real-life boxers may not be too pretty, but this game certainly is. All 45 boxers are superbly rendered, complete with bruises, cuts and pained expressions. It all runs fast and smooth, too, and even by EA Sports' sky-high standards, the presentation is impressively slick.
After a pep talk from the referee the fighting begins, and it's here that the game stumbles as, like a mismatched title fight, the gameplay isn't in the same league as the visuals. Basically, it all feels a bit random: the computer-controlled opponents maintains such a steady barrage of attacks that sneaking in a counter punch relies on you just button bashing.
The more considered approach - blocking, then going for a well-placed jab to the chin - never seems to pay off. Which is a shame, because the unthinking onslaught approach needed to progress makes the game far less satisfying and skilful than it should be.
Even so, fights in Knockout Kings can be good fun. Landing a big punch still feels meaty, especially when it's a knockout punch. Watching your opponent crash to the floor like a punch-drunk lump of haggis is laugh-out-loud funny, particularly when they try and hit you as they go down. The fools!
But nice touches aren't enough to save it from a points defeat. Ultimately, Knockout Kings suffers the same problem from which boxing itself often suffers. It's flashy, simple-minded, and provides a disappointingly short-lived burst of entertainment.

KUNG FU CHAOS
Highly playable. Very funny and looks great. Very intuitive with excellent multiplayer too
Party/Beat 'em up - Issue 15 (April 2003) - 8.6/10

(MS04903E)
KungFuC.txt
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Have you ever watched Banzai on Channel 4? The TV series is based around betting on random acts, such as two grannies playing chicken in wheelchairs or guessing if a celebrity's wedding tackle weighs the same as various pieces of fruit. Although Kung Fu Chaos doesn't involve watching OAPs have head-on collisions and comparing privates to fresh produce, what you do get in this debut effort from developer Just Add Monsters (great name, by the way!) is the unique '70s-style wacky Oriental humour that permeated the entire theme of the madcap Banzai. And, better still, Kung Fu Chaos is even funnier.
KFC is a beat-'em-up/party game where you play the role of an actor in a movie, aptly titled 'Kung Fu Chaos'. The film is directed by an odd-looking guy called Shao Ting (say it out loud) who's true to his name and bellows directions and short descriptions of each scene combined with a couple of off-the-wall insults for good measure.
In single-player mode (Ninja Challenge), you get to choose one of seven characters to take part in an extensive range of diverse scenes that act as progression levels throughout the game. The scenes are split into different formats to make sure the gameplay doesn't get too repetitive. Short films that often take the guise of obscure mini-games, tutorials to help you learn fighting techniques, and main features where you need to fight through a scrolling movie scene all help to keep the action interesting. The main features involve you not only performing your own stunts (such as surviving collapsing floorboards or dodging the snapping jaws of a dinosaur) but also keeping up with the camera panning - you're making a movie after all and you need to stay in shot. It keeps your director happy, too.
The action is just like the martial arts movies spawned from the '70s film-making boom in Hong Kong: frantic, over the top and tongue in cheek. Multiple enemies will repeatedly spring up and try to beat the living daylights out of you, and you will need to deal with the baddies while keeping an eye on what's happening in the environment around you.
The level design is some of the most inventive we've seen. Play the Titanic spoof (called 'Gigantic Crack') and you'll have to negotiate a rapidly sinking ship whilst acting like a Ninja warrior and kicking up a storm. Play 'Enter The Dino' and start fighting on a raft that gets chased and munched by a rampaging dinosaur and tossed throughout the stage. Before you know it you'll be thrown from the raft and have to hop on giant frogs' heads. You're never sure what's going to happen next and it adds to the in-game excitement.
But beneath the chaos happening on screen lies a game that demands more than random button bashing. You'll naturally be hammering the joypad, but it's going to be with purpose. There's a wealth of attacks to learn and master that provide decent gameplay depth without trying to imitate the serious fighting style of 'proper' beat 'em ups.
Basic same-three-button combo sequences, unique signature moves, advanced four-button attacks, blocks, counters, throws, fast attacks for enemies who like to block and taunts that can multiply into devastating 'Super Kill' power moves... all these are available to those who master the combat system. And with an interface that's highly successful in promoting casual playability, there's no reason why you won't be sending an opponent flying while simultaneously taunting his poor performance.
But multiplayer is where Kung Fu Chaos starts to become irresistible. The battle mode enables up to four friends to either fight each other, or AI equivalents if you're lonely. And the unlockable Championship stage allows four folks to battle through all six main features to see who's the rightful blackbelt in the group. It's incredibly entertaining, especially when you taunt a mate before carrying him over your head and watch him frantically squirm just before you throw him to a hungry shoal of piranhas.
And to top it all off, the game has higher production values than a John Woo flick. Fantastic visuals and benchmark quality replays combine with an authentic B-movie style that's incredibly detailed right down to the scratched celluloid background in the opening credit sequence. The only gripe worth mentioning is that, on occasion, the oversized models can camouflage your own player, so you might not be able to see the character clearly. But it doesn't happen frequently enough to be a game-breaker and is a minor complaint.
Just like its fast-food initials, KFC is easily digestible, can leave you with messy fingers and (considering Ben's love affair with Colonel Sanders' secret recipe) is about as addictive as breathing. It's great fun in single-player mode and unbeatable as a multiplayer experience. With the highly stylised presentation and humour, it plays for laughs. But underneath the happy facade lurks a game that's as challenging as a pumped-up Bruce Lee who thinks you've been messing with his missus. Ignore this one at your peril.

LA RUSH
Midway's arcade classic gets rebranded as a Need For Speed clone for the 'street' generation...
Driving - Issue 48 (November 2005) - 7.0/10

(MW03701L)
LARush.txt
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Old schoolers out there will recognise arcade giant Midway's LA Rush from days gone by, although, back then it was San Francisco Rush. But if it's retro gaming nirvana you're after you'd best look elsewhere. This latest instalment of the classic franchise is a different breed of game, another urban street-racer decorated in the brash decals of an earlier game.
Fairly ambitious in scale, LA Rush is fast, frantic and borrows heavily in terms of gameplay mechanics and attributes from those that have come before it, namely Rockstar's Midnight Club 3: DUB Edition and EA's Need For Speed series. Set in Los Angeles (obviously), and including areas such as Compton, Hollywood and Beverly Hills for you to race around, you play Trikz, a street-racing phenomenon who's been tearing up the asphalt around LA and angering his competitors something rotten with his 'skillz'.
The game opens with a blingtastic mansion party, at which Lidell Ray, magazine publisher, announces a series of street-racing competitions in order to turn around the slump hitting the sales of his magazines. You are confronted by Ray after you've shot your mouth off about him. The woefully dressed wannabe pimp then somehow manages to have all of your assets seized, including every one of your flashy souped-up motors. All you're left with is your threads and one car, a trusty 240zx.
From here it's a cross between Gone in 60 Seconds and any other street-racing car-modding title you care to mention. You tear around LA, Santa Monica and Southbay embarking on numerous missions and events spread out over 80 races. The handling can be a tad ropey to begin with, but once you've taken on a couple of challenges it flows naturally.And that's when you can start to have some fun with the plethora of shortcuts that Midway has riddled the vast map with, as well as the manic jumps spread out in all the appropriate areas.
There's a truckload of cars of different shapes, sizes, power and handling to drive throughout the course of the game, including muscle cars and sleek imports, all of which can be taken to West Coast Customs and tweaked. But LA Rush's gameplay falls decisively into the arcade camp, so they don't take all that long to grasp, and once you've got the feel for them, winning races in them soon becomes second nature.
While all this is a lot of fun at first, it soon becomes annoyingly repetitive, which is mostly down to a poorly thought-out cash-flow structure. Entering races costs money, and while that's great when you're winning them, when you lose you'll find yourself having to endlessly repeat the earlier, less well-paid races simply to build your cash reserves up again so you can compete seriously again. It's frustrating in the extreme.
That, and the fact that LA Rush borrows too heavily from the current ride-pimping street-racing obsession. The only unique element is the story itself, but it's hardly enough to justify yet another Need For Speed clone. Granted, the breakneck arcade pace and sense of speed is ample enough if you're looking to fill a Burnout-shaped hole in your life. But whereas the original was all about the racing, this seems content merely to dress itself up in the depressingly predictable urban clich‚s it's compulsory for all race games to have these days, then sit back and wait for the money to roll in. The similarities don't end there either. Just as Rockstar incorporated DUB magazine into this year's Midnight Club sequel, Midway has wrangled the endorsement of Rides magazine for LA Rush. Once again, all that this does is bring on a case of d‚j… vu, leaving you debating whether or not there's an original idea left in games.
One of LA Rush's more positive points is the level of traffic on screen at any one time. The constant swarm of drivers from all directions makes for hair-raising weaving sessions during races or while being chased by the cops, who are as lethal with the ramming as a psychotic billy goat. The level design also deserves a mention. Midway has loaded LA Rush chock full of mini-games and challenges to break up the sometimes monotonous storyline, along with a meaty helping of secret shortcuts and spectacular jumps for you to uncover the further you explore the streets of Los Angeles.
It's not the best racing game, or even the best street-racing clone, but there's still enough substance in LA Rush to warrant a semblance of interest from obsessive petrolheads. If, however, you're a more casual gamer when it comes to such things, you'll probably find the likes of Midnight Club 3: DUB Edition or Juiced more fulfilling experiences. But if bling is your thing and you're in need of a dire hit of nitrous oxide, then LA Rush will deliver enough of a fix to tide you over until the next 'big' racing title hits Xbox.

LARA CROFT TOMB RAIDER: LEGEND
Pumped full of Botox and ready to rock again - Lara's hotter and better than ever
Adventure - Issue 54 (April 2006) - 8.7/10

(SC25302W)
trlegend.txt
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Good to have you back, sweetie pie. New Lara Croft is sexier, curvier, easier to move about and a joy to be seeing again. She's no moody prince. She's not a sulking ninja with problems relating to other people. She hasn't got a stealthy bone in her whole glorious body, and yes, she's still got the hourglass physique all the archaeologists can't wait to get their trowels stuck into. She's Lara Croft, this is Tomb Raider, and you're about to get one hell of a stylish adventure.
The first mission is classic Tomb Raider. You're in the decaying temple of Tiwanaku, a crumbling, overgrown mess of gnarled old trees and hanging vines in deepest Bolivia. This is what it's all about! You're chasing a bloke called Rutland, trying to gather pieces of some old magical sword or other. That's all the story there is to Tomb Raider: Legend, thanks to it ditching all the ludicrous plots of the last few games (like the one where she died) and starting again. Here we get Lara Croft Year One - an adventure to find out how her mother died by rebuilding the device that killed her.
A few flashbacks to young pre-teen Lara and one level where you 'play the past' are all the references to previous Lara Croft history in here, with the short, to-the-point plot keeping things brief and moving along at a scorching pace. It's a sensible story that gives you a reason for jetting between Bolivia, Peru, Kazakhstan and the deepest darkest corners of, er, Cornwall.
First up is Tiwanaku, where you learn how Lara's skills have come on, and it's immediately obvious that she's the most user-friendly Lara Croft we've ever made do things. She's loads more manoeuvrable than before, which makes the game less frustrating and more welcoming to everyone regardless of skill, age or familiarity with the series.
The old grid-based Lara Croft control system that had you lumbering around the locations in squares has gone, freeing you to explore the exciting world of angles. You no longer have to be perfectly placed to make a jump, thanks to this more nimble Lara and her ability to lock onto ledges and turn in the air. She doesn't stumble forward like a newborn lamb at every touch of the controller, either. She's fully able!
Lara now comes with different animations depending on how close you were to missing the jump, making her twist in the air and reach a little further to save the day if you weren't facing in quite the right way at take-off. It's great to see and very nice to not plummet to your death if you're slightly off line. In fact, it all feels almost exactly the same to play as the rather top-notch Prince of Persia series, with all fiddly control moments ditched in favour of a lead character who does things automatically.
She'll grab the edge of traps and cliffs instead of plummeting off, lock onto distant ledges with one hand while demanding you quickly press the Y button to tighten her grip and stop her falling, and there are all kinds of glinting scenery objects gently prodding you in the right direction. It's archaeology for beginners, and great fun it is too.
There's no awkward rucksack system either - all your possessions are organised on the D-pad. Pressing Up gives you a health pack, Right brings up Lara's binoculars, and you can also swap weapons in this way too. The pause menu no longer has to be called up every few seconds, and you can tell what weapons Lara's packing in reserve - they're slung over her shoulder, not packed away in the old non-existent backpack.
She also has a grappling hook, which can be combined with a double-jump move to swing over chasms, or used on its own to grab distant lumps of scenery and pull them down. Again, it's easy to use and is always called into action via a big, floating A button in the sky to let you know when Lara fancies a grapple. The Bolivian training mission also lets you know one other important thing - puzzles are still a big thing in Lara's world.
At least, a certain kind of puzzle is, the one where you have to move heavy things onto switches on the floor. Oh look, it's another one of those puzzles where you have to move heavy things onto switches on the floor. This happens all the time. Enter a new room, factory, military base or temple, and there's a few seconds of acclimatisation before you realise you'll be doing the same thing in this room as you did in the last place - climb around, find some switches, move heavy things onto said switches and progress.
We're willing Tomb Raider to be a great game, we're loving the atmosphere and look and aching for something amazing to happen, then we get another puzzle where you have to place a certain number of things on a certain number of switches on the floor, just like you did ten minutes ago. It's a bit disappointing, and we're not sure if the makers are ironically acknowledging the clich‚-packed history of the Tomb Raider series, or simply haven't got any ideas for puzzles other than placing things on top of switches.
We're being harsh, but that does happen. At least there are a few other things, some cleverer things and a few puzzles that are a bit different to lighten the load. Japan finds Lara climbing around the outside of a building, using her new grappling hook thing to grab untethered dangling platforms, pull them towards her and use their swinging momentum to leap onto the next. This sort of grappling puzzle crops up often, and you also get to take apart a few established platform game devices - pushing blocks into machinery to stop those old crushing spike things from mashing you, along with an extremely creative use of a forklift truck. For every tedious old thing-placing puzzle, there's a cute little new touch to balance it out.
The combat sections are disappointing, though, and there's no good stuff to balance them out. Lara has a selection of guns and can nick them off dead enemies, but none of them alter the feel of action. Every shooting bit has you strafing from side to side, using the Left trigger lock-on facility and firing constantly. You also have grenades, but they take too long to go off so you're better off with the gun. You have melee attacks too, but the gun is quicker so you stick with it. There is only the gun. Don't bother being tactical or clever, just strafe and shoot.
These shooty sections also make up Tomb Raider's boss fight events, so you're stuck with strafing around in big circles while holding down the shoot button to win the occasional bad guy face-off. Not particularly exciting or thrilling, those. You will also enjoy the rather well-trodden experience of finding your way past leaking gas pipes in the Kazakhstan military base, and searching for power sources to switch on devices you need. Then doing the same thing in the next level, only in a destroyed Cornish gift shop. Where have all the new ideas gone?
Once you're done with the missions there's more to keep you busy thanks to Croft Mansion - Lara's home, and a separate little puzzle level for you to play at your own pace. You can mess around in the gym, make her wear that sexy evening dress from the Tokyo mission and chuck her in the swimming pool, or explore - and that last one is the proper idea. Croft Mansion, and every one of the game's missions, contains lots of hidden little items in those out-of-reach, only-accessible-via-a-torturous-diversion places. Collecting all of these is what the makers will have you do, and should you be so bothered, the game's longevity is massively boosted.
Croft Mansion also underlines what a star Lara Croft is. It's just plain fun to climb around the furniture while accompanied by Lara's sexy grunts and some laid-back Enya music. New wings of the country estate open up when you complete single-player missions, and the mansion is gigantic - exploring it to its fullest is bigger than any of the game's proper missions.
Checking out the mansion is also the only time you're left alone to think up your own solutions to puzzles and problems. In the regular game on Normal difficulty you're constantly told what to do and where to go. Even after five or six hours of play little arrows and pop-up help icons appear when you enter a new room, patronising you somewhat and making it all more like following a trail of Smarties around a map than thinking for yourself.
Lara's new electronic binoculars make things easier still, with clues flashing up when you look through them in the unlikely event that you need a bit of assistance. You almost certainly won't - this is a game that you can cut through in, we reckon, well under ten hours.
Another new and slightly dumbed-down enhancement are the action sequences, where all you do is press the button that appears on the screen. Cut-scenes pop up occasionally where you're not in control of Lara, like the Japanese motorbike-jumping scene. Here, Lara has to leap off the bike at the right time to avoid killing herself. So a big, blue X button appears over her head at the right time, telling you to press X. It's hardly demanding on your gaming skills, that.
And that's a problem we had throughout Tomb Raider: Legend. It's so slick, so user-friendly and so nice that you hardly ever find yourself stuck, lost or dying very much. Lara's so agile she can grab onto ledges easily so the platform stuff's a breeze, your flash binoculars give you clues if you're a bit lost, and the shooting bits are easy to get through as long as you keep the trigger held down and dodge from side to side constantly. It's like the Prince of Persia games, really - Tomb Raider: Legend is an experience that relies on atmosphere rather than complexity. Thankfully, atmosphere is the one thing Tomb Raider has in huge quantities.
The camera's good for starters. Tomb Raider: Legend uses a mixture of moving and fixed shots, switching to fixed perspectives when some sort of environment event is happening. We never found it a problem, and the only time we had to resort to manually controlling the camera with the Right analogue stick was when zooming it around Lara to get better views of her body parts. For review purposes of course.
Talking of which... ay carumba! She gets ten out of ten for bootyliciousness. New-look Lara Croft is sensational, and an amazing improvement on past versions of the posh totty. When she's wearing her saucy evening dress in Tokyo you can see... everything, and we're happy to report that's she's (a) all there and (b) all good. The makers have made much noise about reducing certain parts of her body so she's more realistic, but from certain angles Lara's still quite unbelievably generously proportioned. Not that having whopping footballs-for-breasts impacts on the game in any way, we're just letting Croft fetishists know they're in for a treat.
And Lara Croft herself is the biggest factor in contributing to the game's feel. She's brilliantly animated. Her range of expressions is fantastic, the lip-synching of her gob movements and the dialogue have been pulled off superbly well, and she's just a general delight to watch move and act. Cut-scenes zoom right in on her face, and although her eyes are still a bit too big for her face and probably a bit too far apart, she's still a completely captivating character.
This impressive look extends from Lara out into the rest of the game world. This is by far the slickest a Tomb Raider game has ever looked, with Xbox adding depth, distance and quite superb visual effects to everything. Shadows are cast along walls and floors in the darker dungeons, Lara's little torch illuminates the scenery very well, and you're always left impressed by how far you can see into the distance and how detailed the things all the way over there are.
Tomb Raider: Legend looks great, but we can't help wishing there was a bit more to do. A few more innovative puzzles. There are a couple of motorbike racing sections, which are a nice change of pace but aren't particularly thrilling. Did you ever see the awful Tomb Raider movie? There's a idiotic bit in that where Lara gets on her motorbike to travel from Place A to Place B. It's kind of pointless, as is the bike race bit here. You race and shoot, being careful not to hit the rocks, else you have to start again. A is accelerate and Y is your special shoot button, which should tell you exactly how good these bits are. Ever tried pressing A and Y together. Doesn't really go, does it?
No, Tomb Raider: Legend is at its best when you're exploring temples and climbing about enjoying controlling Lara, not when you're machine-gunning generic black-wearing bad guys or playing needless diversionary missions. When you're in a temple, listening to slow, gentle pipe music and watching the busty lady pulling levers with an erotic grunt, it's captivating, just like it always has been. No idea why, it just is. That's why Lara Croft is the most famous woman in games. She's got the 'it' factor that makes you love her, even when she's wearing a pair of boring old trousers in the icy Kazakhstan level.
Outside of climbing around temples, though, things aren't quite so mesmerising, with those dodgy motorbike bits, average gun combat moments and grey ice missions ruining the classic Tomb Raider vibe. It's also not a particularly large game. Playing on Normal difficulty and not really bothering to collect all the hidden secret bits you'll get around ten hours of play out of it, and the huge number of checkpoints, placed around pretty much every corner, ensure that there's very little in the way of retracing your steps.
Lara Croft's comeback adventure is an extremely polished, well presented package, containing all the usual action game elements, a decent story and, of course, the chance to look at Lara's lovely bottom as she climbs up ropes. It's amazingly easy to play, user-friendly, good fun and looks great throughout, but you may find yourself completing it in a couple of sittings. If you want a classy game that's a joy from start to finish and aren't looking for size or innovation, Tomb Raider: Legend is a top choice.

LEGACY OF KAIN: DEFIANCE
Plenty of puzzles and handfuls of hacking 'n' slashing. Excellent combat system
Adventure - Issue 24 (XMas 2003) - 7.9/10

(ES01503E)
Legacy.txt
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Opposites attract, right? As alliances go, this is about as unexpected as Robbie Williams and Liam Gallagher joining forces to take down One True Voice. Raziel and Kain, two sworn enemies who have been locked in mortal combat for years, come together to slay the ultimate and unspeakable evil. Blood brothers now, with a soul purpose.
The storyline flips between Kain and Raziel, allowing you to control each character in alternating chapters. The controls for both are much the same, making it easy to master all the different moves available for each. Both characters have satisfyingly macabre ways of restoring their health - Kain by drinking the blood of helpless prisoners and Raziel by stealing the grubby soul of any beast he comes across.
Anyone familiar with the previous Legacy Of Kain games will recognise the melancholic settings and foul-looking demons that make up the land of Nosgoth, never before though has it looked so good. The radical new cinematic approach to the view of the game gives it a real epic feeling while the fantastically drawn backdrops and fluid character movements add an air of style to the proceedings.
The biggest improvement is the combat system. During the earlier levels you are given brief in-game tutorials, the complexity of the moves increasing as you progress. Once you have mastered these you will find it deliciously easy to put the dark souls pursuing you through every type of hell imaginable.
One of the new additions is the Telekinesis (TK) mode. By using this attack you can send demons slamming into walls, each other and, most fun of all, nasty big spikes on the wall. This comes in very handy when you're outnumbered, which is often, as you can keep legions of undead at bay while you hack up the others.
To say LOK: Defiance's improvements are only skin deep would be unfair. A lot of work has gone into perfecting the combat system and the balance between carnage and considered puzzle-solving is admirable, however with such a long-running series this is slightly hamstrung by its similarities to its predecessors. Those who have loyally played through the Soul Reaver and Blood Omen games will feel the path is rather well-trodden by now. Fans of the series or those with a high bloodlust will undoubtedly find plenty to feast on here. If, however, you prefer things a bit more frenetic, you may find it slim pickings.

LEGENDS OF WRESTLING
Nostalgic appeal for wrestling fans. Causes chuckles in multiplayer
Sports - Issue 5 (July 2002) - 6.0/10

(AC00302E)
Legends.txt
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Like a stoat astride a motorbike made of cabbage, wrestling is a surreal spectacle. Over the years, American wrestling has produced a huge selection of greasy nutters, many of them as familiar to gamers as they are to followers of the real-life action itself thanks to a slew of wrestly games.
Just as creaky old wrestlers retire, so they no longer feature in the wrestling games of the day. The Legion of Doom and their pointy outfits may have made the cover of mags like Mean Machines when Wrestlemania hit SNES, but now they're scraping a living playing accordion on the tube in New York. Probably.
Grapple fans remember those glory days. And so do Acclaim, who have resurrected a load of former greats for Legends Of Wrestling. No longer do you need to dust off your ageing consoles to pit Ted DiBiasi against Hulk Hogan.
Wrestling games - and plenty of other kinds of game, for that matter - tend to be better in multiplayer. With that in mind, four of us sat down to sample the action.
Within seconds, we were in stitches - with a bunch of mates, Legends Of Wrestling is a proper hoot. While two players are grappling with each other in the ring, the others can climb out of the ropes and throw chairs, bins, bats and guitars around, clonking heads with whatever comes to hand.
In an inspired, hilarity-increasing touch, one of the players can take control of the referee. There's something deeply amusing about seeing two combatants combine to beat the referee into a pulp, or watching the man in the stripes himself break up an intense clinch by cracking a snooker cue over the nearest bonce.
But sadly, there came a time when the laughter died. This moment arose when we plumped for single-player mode. Impressively comprehensive, with plenty of different parts, the fun present when fighting others vanishes when the CPU is controlling the opposition.
As a single player, you really notice the game's inadequacies. The controls are extremely basic, and while that's great for instant multiplayer laughs, it's not so good when it comes to holding a player's attention span for a decent length of time. There's just not enough variety in the combat to maintain any amount of long-term interest.
As well as being too simple, the controls are unresponsive, meaning that fights don't flow as well as they should do. A large amount of button bashing makes the action feel even more unwieldy and basic.
The game's graphics are hardly the stuff of legend, either, although they're not terrible. The wrestlers look a bit too similar to the PlayStation 2 version of the game for our liking, although some new motion blur effects make a welcome appearance. The grapplers are also lit in a slightly odd way so that they're just too shiny, looking like they've gone overboard with the baby oil before leaving their dressing rooms.
But while it's nothing special to look at, the way the wrestlers lock together as they fight is convincingly done. There's a huge amount of animation for each wrestler, and limbs interlock correctly whatever position they end up in. It helps to make the fighting feel nice and solid, although the effect is slightly undermined by the stodgy controls. that will turn most (we mean you, non-hardcore wrestling fans) players off the game after a while.
Grapple lovers may be willing to overlook the game's shortcomings, and if they do there's much in the way of retrotainment to be found with over 40 of their old favourites reincarnated. Having to unlock them in Career mode is also a plus.
But as a fighting game, it's effortlessly outclassed by the likes of UFC Tapout (Issue 03, 7.4) and Dead Or Alive 3 (Issue 01, 8.5) - which makes it hard to recommend without reservation. But the fact remains that Legends Of Wrestling is undeniably amusing with three or four players, if only for a while. You've probably heard this one before, but apart from the truly devoted, a weekend rental when your mates are over is your best option here.

LEGENDS OF WRESTLING II
Lots of modes and characters. A must-have for fans
Sports - Issue 11 (XMas 2002) - 7.4/10

(AC01502E)
Legends2.txt
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Every wrestling fan has an all-time hero, such as Owen Hart, Hulk Hogan, Andre the Giant or Terry Funk. They're all a lot different from the superstars of today, but that's what makes this game a bit special.
Along with 65 American superstars, several British wrestlers, including Big Daddy and Giant Haystacks, are a surprising and welcome addition. Although they still look a little too cartoon-like, the amount of detail in each character model is a considerable improvement over the first game. Especially impressive is the way that each wrestler has four different costumes, dating from different parts of their wrestling career. It's a real giggle to see Big Poppa Pump with an '80s mullet.
The creators of LOW II have done their homework, giving most of the grapplers their original entrance music. It's a shame the big-screen videos that hang above the ring are horribly pixellated and the music sounds quite tinny. But if you don't like the entrance tunes, you can at least create your own soundtrack.
LOW II has all the usual wrestling matches including Triple Threat, Four Way Dance and Battle Royal. Cage matches, a new addition, are very entertaining as you either need to climb over the top of the steel grid or break your way through the locked door. Ladder matches require you to set up a nine-foot ladder in the centre of the ring and knock your opponent unconscious, giving you a chance to ascend to the title belt hung on a high wire. Both of these speciality matches are a lot of fun, mainly thanks to a simple and intuitive control system.
There's no place for button-bashing here - LOW II employs a swingometer system similar to a power meter found in golf games. You have to hit the correct button at the right time to execute combos and counters. It takes a little getting used to but is rewarding once mastered.
One-player Career mode is a little weak, the entire storyline related only by your manager. In between the tedium of fighting loads of jobbers, there are a few title matches and mini-games. As you might expect, multiplayer matches are a lot more fun and will keep you amused for hours.
Playing through Career mode and winning exhibition matches earns you credit to spend in the shop. Possible purchases include wrestler movies, a Roman amphitheatre and pieces of clothing to use in the Create-a-Legend mode. The whopping 35 interview movies are superb and the icing on the cake of an extremely good wrestling title.

LEGO DROME RACERS
Watered-down futuristic racer for kids. Quantum Redshift meets Mario Kart
Racing - Issue 21 (October 2003) - 5.6/10

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Lego.txt
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Once upon a time, Lego was all about building cheery cul-de-sac houses and waving little plastic smiling people. These days, the Danish toy manufacturer churns out action-packed goodies aimed squarely at boys.
Lego Drome Racers (based on last year's toy range of the same name) is of such an ilk and, being all about dangerously high-speed driving, is a WipEout clone geared towards the younger gamer, i.e. it's not as fast, deep or exciting as its more revered cousins. You get to star as Max Axel, a Tom Cruise-alike for the year 2015, who is keen to make a name for himself on the dog-eat-dog circuit of futuristic dragster racing.
Controlling your souped-up vehicle is pretty simple - taking corners at insane speeds won't throw you off course, but being nudged (over which you have little control) will. However, the major worry your blue-eyed racer faces is being zapped from behind by your weapon-totin' competitors. Thankfully, you too can utilise cheeky tools to your advantage. Pick up a red object (there are loads of 'em about) and you'll be rewarded with a random weapon designed to make toast of the opposition. These range from blinding Flares and car-battering Disruptor shields to the devastating Hatchet missile.
Although Arcade races and a Battle mode can be unlocked, the main focus of this game is the Career mode. You must rise through the ranks on the Drome Racer circuit, winning championships and fending off one-on-one challenges from a series of mean-spirited rival road nuts. Success earns you cash, which can be spent on upgrading your vehicle. In fact, you might even get to build your own car, although a wealth of already constructed dragsters are available for you to drive, all with daft names like Burner Desert and Raptor Stunt.
And that's about it. There's a fit lady who doubles up as your mechanic, some picturesque courses which, bizarrely, all feel rather similar, and split-screen racing for two players. The racing's not slow, but it hardly threatens the sound barrier either. This is just another dreaded karting game masquerading as a futuristic racer. It's playable but will probably prove too frustrating for the very young audience it's aimed at, while being far too easy for everyone else. Unless you suffer from an unhealthy Lego obsession, we can't see why you would want to play this over other racers such as Quantum Redshift (Issue 09, 8.0).

LEGO STAR WARS
Perhaps the most perfect kiddie game ever. Pleasingly simple one-button combat and no-brain puzzles, it'll put a big smile on your face
Screenshots - Action adventure - Issue 42 (May 2005) - 7.6/10

(ES02901W)
LegoSW.txt
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The genius of Lego Star Wars is in its ability to condense the three second-generation Star Wars movies down into bite-sized chunks, and to then retell them entirely in the language of Lego. Every key vehicle, location and character from Episode I: The Phantom Menace, Episode II: Attack of the Clones and Episode III: Revenge of the Sith has been shrunk down and encased in plastic, resulting in a charming, cohesive portrait of the Star Wars universe that draws you in from the very outset.
Naturally, we'd have preferred Lego Star Wars to have focused on Episodes IV to VI as opposed to Episodes I to III, but then what (apart from sending Eidos dog turds through the post every Monday until it agrees to make Lego Stars II) can we do? If nothing else, it means that those of us with attention spans like coke-snorting Labrador puppies can remind ourselves of the lead-up to Episode III ahead of its forthcoming cinematic release without having to actually put ourselves through the grinding, aching, thudding misery of The Phantom Menace. And who said games don't help learnin' none?
The actual gameplay is simplicity itself. Controlling one member of a small squad of Star Wars characters, you skip into combat for a spirited bout of single-button melee madness. Slay all the enemies in that particular area and you win the right to move onto the next one. And so on and so forth until that cute little Anakin chap has completed his transformation from cheeky sod to right nasty rotter.
You can switch between the characters in your party at any stage in the play, and you'll need to if you're to have any chance of completing the scores of junior-sized puzzles that you're regularly confronted with. Lego Star Wars features more than 30 characters from the three movies, each with their own unique skills. C-3PO, for instance, is able to unlock doors that Anakin and Obi-Wan can only bang their heads against. A typical C-3PO puzzle runs something like this: you come upon a molten lake, the other side of which stands a locked door. Trouble is, C-3PO's limited mobility means he's unable to cross the lake without being melted down into loose change. Thus, you must switch to Obi-Wan, vault the lake, flip the switch that controls the bridge, then vault back, switch to C-3PO, amble over the bridge and then unlock the door. Simple. Simple, but satisfying.
All in all, a spectacular triumph then. Right? Well, almost. The fact is, Lego Star Wars is way, way too easy. Granted, it's a game aimed at people who can't reach biscuit tins without the aid of a stepladder, but that's not to say that older, more pubey players won't be interested in it. Those adults who are considering a purchase should bear in mind the fact that it's possible to complete all three episodes in less than four hours. Think on.
All our other problems can be collected into a 'Miscellaneous Beefs' pile: 1) We would have liked to have been able to control the game camera ourselves. The default view often hangs back way too far away from the action, meaning you miss out on a lot of the cool stuff. Such as when you chop a droid off at the knee like a pair of old jeans a young goth child has decided to convert into shorts. 2) The decision not to voice the characters during the cutscenes leaves the story chunks feeling quiet and strangely empty. At times, the sweeping orchestral score manages to fill the many vocal blanks, yet the fact remains that countless key Star Wars moments - Anakin losing his hand; Boba Fett witnessing the death of his father; Qui-Gon Jinn biting the big one - are allowed to pass by in a blur of inarticulate drama. And finally 3) While visually charming, you never get the impression that Lego Star Wars is ever asking serious questions of your Xbox's graphical hardware. Is the fact that it's primarily designed for kids any excuse for it not to drench you in explosions that make your stomach collapse like the films? We think not.
Nevertheless, Lego Star Wars remains an action title sealed very safely within the 'small-but-beautifully-formed' envelope. Young children, particularly those with a love of the recent movies, will play it until they wear their fingers down into Wotsit-sized stumps, while adults will find its simple, undemanding play a refreshing gear-change in an age increasingly obsessed with attention-heavy, high-minded tactical nonsense. So by all means, give Lego Star Wars a spin. It might not be the best game released this month, but it will put a smile on your face for a couple of hours. And what else could possibly do that for less than £40? Okay yeah, apart from that...

LEISURE SUIT LARRY: MAGNA CUM LAUDE
Fantastic toilet humour, tons of mini-games and large environments, but little substance
Adventure - Issue 35 (November 2004) - 7.4/10

(VU04901E)
Larry.txt
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There comes a time in every boy's life when he has to make the transition from testosterone-fuelled teenager to masculine maturity. Larry Laffer was a lecherous legend and star of numerous PC adventure titles, so who better then to guide his nympho nephew through the carnal calamities of college life?
The basic premise is simple. Larry Jnr, loser and lothario in equal measure, must attempt to pull as many cute girls as possible, ultimately appearing on reality dating show 'Swingles'. There's a whole bevy of beauties for Larry to get intimate with, but put your tongue back in your mouth because LSL has more cheese than Tesco's dairy counter. Littered with a hilariously naughty narration and dirty dialogue, this is toilet humour at its very best - crude, lewd, but very, very funny - sure to strike a chord with the majority of the games-playing demographic.
LSL accomplishes this through all manner of mirth-filled mini-games. Talking to girls is the best starting point, and you'll need some silky schmoozing skills to progress. Every guy gets hot under the collar when talking to chicks, so keep Larry's raging hormones under control by manoeuvring Larry's little tadpole (yep, really) through a minefield of gaffes, gripes and gas emissions, all of which lower your appeal to the girl in question. Think Space Invaders with sperm. In a great comic touch, hit one of these hazards and the conversation will change, mostly for the worse, so stay away from the ones shaped like parts of the female anatomy. Seriously.
Groovy gals like nothing better than dancing, so when they invite you to a little bump and grind, Larry's got to prove his mettle. For the dancing and trampoline games, simple rhythm is all you need. Hit the right buttons at the right time, as they pass through the relevant icon - just like a pornographic Parappa The Rapper. Frustratingly though, the game is slow to recognise each button tap, resulting in annoyingly difficult later, faster levels. When all else fails, alcohol is a great method for bedding girls, so challenge them to a game of 'Quarters'. Another great touch to the game is the more drunk Larry gets, the harder it is to aim.
LSL stays true to its adventure/RPG roots, and involves a hefty bit of exploration and conversation. Players get to explore progressively bigger environments as you unlock areas off campus. There are loads of characters to interact with too, most providing helpful advice or selling something that will aid your current objective. They'll buy snaps from you too, if your pervy pics (mainly of breasts and bums) are up to their standards.
Factor in the multitude of other mini-games on offer, and LSL does provide a hefty bit of entertainment. That said, the sum of its parts doesn't quite amount to the great game it should be. There's just something missing from the end result, and though the pleasingly simple gameplay is great fun in short spurts, LSL hasn't quite got the stamina for any schlong-lasting appeal.

LEMONY SNICKET'S A SERIES OF UNFORTUNATE EVENTS
A respectable kids' actioner, but it won't push the genre. Grabbed by the Ghoulies for the Harry Potter generation
Adventure - Issue 38 (January 2005) - 6.4/10

(AV03102E)
Lemony.txt
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Remember how, as a stroppy kid, you were certain the whole world was against you? Well, spare a thought for the Baudelaire children. Not the luckiest kids in town, they lose both parents and their dream house in one day, and are packed off to live with their sadistic uncle, Count Olaf. If you're familiar with the Lemony Snicket novels you'll be aware of the cruel, blackly comic tone of the series, and the hilariously articulate way it's delivered. Thankfully the game stays very true to the source material, and perfectly captures the bleak, industrial feel of the recent film.
The game assumes the expected guise of a relatively simple adventure/platformer. Players can flick between the exceptionally intelligent Klaus and the permanently practical Violet. Count Olaf's gothic mansion presents the first of the substantial levels for players to explore and conquer. Utilising one of the versatile Violet's cobbled-together inventions, gameplay is split between exploring the level, collecting assorted random objects to construct these devices, and using them to complete a specific task or access a specific area. The annoying absence of a map makes for some seemingly aimless wandering through the level, though at least you get to locate a wealth of items, and can proceed directly to them when needed. In a neat touch, players get to physically manufacture these crazy contraptions in a simple rotating puzzle fashion.
Players work through their various relatives' nightmare scenarios (Olaf's Mansion, Uncle Montgomery's Reptile Garden, Aunt Josephine's Lakeside Abode) in their perpetual quest to be happy. Blasting enemies with rotten fruit and manoeuvring around on your Levitating Loafers is actually quite a blast, and the fresh tasks never really make repetitiveness a factor. Mixing it up somewhat is the necessity to use little baby Sunny to reach other hidden areas, taking the form of a very rudimentary side-scrolling platformer.
Yet this is where the game presents one of its major inconsistencies. Sure, the puzzling and exploring is of a very simple nature, and the title is quite clearly aimed at kids. This presumption borders on irritating, as after several hours players are still repeatedly reminded (and prompted) that the B button will open doors, push blocks, and function as a general interaction button. Bosses are boringly simple, and the odd stealthy mission won't tax anyone. This is a vast contrast to the subject material; the dark and twisted script is more likely to petrify young 'uns than inspire them to go and read the rest of the novels or watch the film.
The developer has done a good job of recreating Snicket's warped world, although the character animation and undetailed environments aren't exactly cutting edge. Pulling out the king of trump cards however, it manages to enlist all the main actors from the film to provide voiceovers, including a barely recognisable Jim Carrey. Frank N Furter himself, Tim Curry, fills in for an absent Jude Law, but the overall result is a deliciously wicked, immersive experience. It's a shame, then, that the gameplay can't live up to this vocal virtue, and be more inspired than this very tepid adventure. Unfortunate indeed.

LMA MANAGER 2003
Be the gaffer without being blinded by science and statistics
Sports - Issue 10 (December 2002) - 8.0/10

(CM00406E)
LMA2003.txt
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The weather's getting colder, the clocks are going back and the nights are drawing in. It's the perfect time of year to have a football management sim tucked away snugly in your Xbox. That's presuming you enjoy football, of course, because you really need to enjoy all aspects of the beautiful game to get the most from LMA Manager 2003.
At the opposite end of the experience scale from the instant rush of adrenaline delivered by football action games (see FIFA 2003), this game focuses on the heavyweight discipline of managing all the factors involved in getting your 11 favourite men to knock a ball around a pitch in a (hopefully) winning manner.
These factors are plentiful. In addition to the task of leading your team to victory, you have the responsibility of juggling the finances, hiring the backroom staff, negotiating player contracts, ducking and diving in the transfer market, rebuilding or expanding the stadium, coaching the players - the list is extensive.
You can even choose which advertising deal is most lucrative for the pitch side hoardings. About the only thing outside of your jurisdiction is the contents of the half-time meat pies.
But this level of detail is not daunting, and is where the title's defining strength lies. The game is designed to be accessible to all and is presented in a style that will not overawe a casual fan or bore a veteran.
Navigation - often the key element in the success of stat-based games - is mercifully simple. A choice of eight main categories operated by both triggers and the Right thumbstick leads to numerous sub directories.
Depending entirely on your management style, responsibility for various tasks can be delegated to staff, so you can spend more time on the team rather than worrying about the incidental stuff.
Unlike Championship Manager Season 01/02 (Issue 02 8.8), LMA Manager 2003 lets you actually watch the game and offer rudimentary managing tactics from the dugout. You're even invited to view the edited highlights in a TV-style post match analysis with commentary from Messrs. Lineker and Hansen.
This additional use of graphics helps to create a more hands-on feel. It gets you much more involved in the action than reading a text description of a game, because match action, by any definition, is the main event.
LMA 2003 is not as comprehensive as Champ Man, especially in the player data department; nor is it as focussed on team selection as the latter title is.
But that is LMA's strength, because it offers an accessible way for casual fans to experience the highs and lows of being the gaffer without being completely blinded by science and statistics.

LMA MANAGER 2004
Intuitive and accessible, improved by using voice commands. Downloadable transfers via Live
Sports - Issue 27 (March 2004) - 8.4/10

(CM01501E)
LMA2004.txt
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We don't envy the life of a football manager. Sure, if your team plays well then it's plaudits all round, but the minute your bunch of overpaid prima donnas start under-performing you'll be down the Jobcentre faster than Michelle from Pop Idol.
Many people may be put off management sims because of the huge number of daunting menus involved, but thankfully LMA cuts right through these like a Premiership striker would a flabby Sunday league defence, stripping down the number of menus and tables to a required minimum. For all the Arsene Wenger pedants out there, LMA 04 does provide the option to go into considerable depth in all the usual areas, such as fine-tuning your squad's training, buying and selling players, scouting opponents, grooming youth players and developing your humble ground through careful financial planning into an international super-stadium. However, the more laid-back Terry Venables among you may prefer a more direct route through the game, and this is where LMA 2004 comes into its element. The great quick start option allows you to pick a team from 778 clubs from 31 countries, but, at the end of the day, everyone just picks their favourite British club don't they?
Of course, you can still tweak any aspect of the club you like, but at any time during proceedings you can just set the CPU default settings (which are actually pretty sensible) and jump straight to the next match. Info on the club comes via email to your laptop, yet this can also be turned off to speed up proceedings. Before the match you can change formation and tactics of your squad, and then much like EA's Total Club Manager (Issue 24, 8.4), LMA 2004 allows players to watch an undetermined 3D match. The match's outcome can be significantly affected by issuing commands via the Dugout Shouts, creating a refreshingly different action/ management hybrid. The handy pop-up menu allows commands like 'Attack', 'Keep Possession' and 'Press' to be issued via the triggers and White and Black buttons, and these both genuinely have an influence on your team's performance, making for an involving managerial experience.
You can't beat a bit of realism however, so dig out those throat sweets because you'll be hoarser than Frankie Dettori once you get on the Live Communicator. The same Dugout commands can be shouted into the headset for the ultimate touchline experience, and although you may feel stupid hollering "KEEEEP!" at the TV, a successful result causes immense satisfaction. Including all the most recent transfers, and further stats available via Xbox Live, LMA 2004 is easily the most accessible and intuitive management sim out there and should see you well into next season. Until LMA 2005, that is.

LMA MANAGER 2005
Slowly but surely, this will take over your life. Player stats will be updated via Live
Sports - Issue 35 (November 2004) - 8.5/10

(CM07001E)
LMA2005.txt
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Most people reckon they could do a better job than the gaffer. That's why football management sims are so popular. How else to explain the appeal of spending countless lost hours poring over statistics in the hope of unearthing the new Rooney? Everybody wants to be the boss. It's the only plausible explanation.
LMA Manager 2005 offers more than mere number crunching, though. It incorporates a real-time strategy element into live and fully animated 3D matches - where your tactical calls from the dugout actually affect what happens on the pitch. Sure, there are managerial responsibilities off the pitch to contend with too, but this real-time match element is what elevates LMA Manager into something all the more involving and entertaining.
Playing your part in one of the live matches is a bit like watching a game of Club Football (also by Codemasters) on automatic, except that you're able to issue instructions. If you've got a Live headset then you can use it to bark instructions directly at the game unfolding before you.
This year's edition comes with several notable new features and leagues, making it the biggest LMA yet. There are leagues in two new countries, Holland and Portugal, to test out your foreign management potential, plus the domestic Championship, League 1, League 2 and cash-strapped Conference to battle your way out of. Add to this the Scottish, Spanish, Italian, French and German leagues, plus scoutable teams from South America, and you've got a truly huge pool of players to choose from. Xbox Live also makes a comeback for this year's title, so once again player statistics will be periodically updated. Prepare to lose sleep.

LMA MANAGER 2006
Chewing gum and sheepskin coats at the ready - LMA gets a great(ish) new look!
Sports - Issue 49 (December 2005) - 8.5/10

(CM08401E)
LMA2006.txt
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The secret to a running a successful football team is very simple: one, keep a core group of skilful players on board to guarantee results, and two, churn out a new replica kit every few months and watch the fans fall over themselves in a rush to chuck their money at you.
And so it is with LMA Manager 2006. The front end strip might be all new and flashy, but apart from that this year's version is essentially LMA Manager 2005 (Issue 35, 8.5) all over again. Certainly not a bad thing given the franchise's deserved reputation for solid console football management, but this is more gentle tweaking than full-blown football evolution.
Still, the tweaks that have been made are certainly welcome - the rejigged transfer system with its ability to tailor contract negotiations in minute detail in particular. It might not sound much on the surface, but the result is a far more aggressive transfer system where even rubbish teams can grab players that might not otherwise make the move to a lower club. Like the real game these days, success in LMA Manager is as much dependent on canny bargain hunting as it is on training and tactics.
Other new additions include training matches (pretty pointless in our opinion), and the Football One results service, which is rather nice if you like classified results and listening to Gary Lineker's velvety tones. Other than that though, it's business as usual for the LMA steamroller. The matches are still a bit ropey, but the awesome, life-sapping depth is as abundant as ever. And with a post-transfer window update ready to download by Spring 2006, long-term fans are suitably well catered for. Just don't forget to eat or go to the toilet.

LOONS: THE FIGHT FOR FAME
Short-lived fun, but all done in real Looney Tunes style
Action - Issue 8 (October 2002) - 6.5/10

(IG00602E)
Loons.txt
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It's getting to the stage now where games based on cartoons are becoming prettier, more vivid and more bonkers than their TV counterparts (check Taz: Wanted, Issue 08, 5.9, for almost-proof of this). Forget the pipe dream of interactive movies, interactive cartoons are where it's at.
Putting the player into the size 12 clown boots of a Looney Tunes character, and handing him or her an oversized comedy frying pan with which to murderize the competition is completely possible within a video game, and that's exactly what Loons: The Fight for Fame is attempting to do.
And it's a half-decent attempt, too. The game suffers from the same kind of problems as ye olde launch title Mad Dash Racing (Issue 01, 6.5), in that it's packed with marvellous colours, plenty of style and mucho bedlam, but ends up feeling a bit uninvolving to actually play.
The idea behind the game is excellent, with the 'toons battling it out using exaggerated slapstick violence on a series of movie sets. Instead of an energy bar, you have a star rating that decays if you're pummelled by the competition, and is boosted whenever you
make use of certain parts of the scenery - dancing with a line of ra-ra girls in the Western stage, for example.
Pages of script appear randomly amongst zany power-ups (comedy boxing gloves, portable thunderclouds and the like), which have a random effect on your ratings when your character reads out the words on them. Winner gets the contract, and possibly the casting couch. Then you move on to the next reel.
With this being primarily a four-player game, it's naturally in multiplayer mode that it's most fun, if only because there's that risk of everyone ganging up on anyone at any time, and the balance of power jiggling about like women in bikinis firing AK47s.
Without the buzz of mistreating your friends, though, Loons becomes a fairly dull and strategy-free button bashing exercise. It may well be intended for kids, but repetition is just as boring to them as it is to grown-ups, if not more.
There's plenty of imagination, parody, and prettiness, just not much to do, sadly. This is a game good for dipping into now and then, or playing with friends who don't mind being Bugs Bunny, but there's nothing more to it than that.
If you can afford to have it in your collection for some occasional four-player party blast, go for it. If you're a loner, however, it's about as much fun as tying your tongue around a grand piano and launching it at the moon.

LOTUS CHALLENGE
Umpteen modes, stunts, and challenges, but cars look dreary
Driving - Issue 11 (XMas 2002) - 6.5/10

(XI00503E)
Lotus.txt
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If you're going to make a game that's very sim-heavy, then you expect it to look the part. Sega GT 2002, the yardstick for judging titles such as Lotus Challenge, has got the right idea; as well as paying attention to authenticity, there's a decent sheen of visual flourish to the game too. Lotus Challenge, on occasions, looks as plastic and basic as Chase (Issue 08, 4.0), with some extremely primitive trackside furniture to not bother looking at.
Handling, too, is rudimentary. While all the driving aids are present and correct, and there's a decent sensation of control, you never get the quality of feel that you get from the best driving games around. There's little impression of weight and power being conveyed to you though the joypad as you pootle your way round the tracks. If you're buying into a brand of race car associated with throbbing levels of horsepower, you want the cars to rev with throaty glee and leave clouds of dust in their wake. You want gleaming, detailed bodywork and stunning attention to detail that silences even the spoddiest petrolhead. You just don't get enough of that with Lotus Challenge. Even the high-speed crashes feel plasticky and a bit cheap, as the cars bounce unconvincingly about the place like oversized Micro Machines, with only minimal feeling of impact and damage.
Overall, it's like a budget version of Sega GT 2002 (Issue 10, 8.5), and unless you've got a fetish for Lotuses, you should stick with that.
A sim should excel in the aspects that make it a sim, and, in these respects, Lotus Challenge is merely average. It does nothing harmful or shameful, but won't leave you with any fond memories or cravings for more.

MACE GRIFFIN BOUNTY HUNTER
Looks great, lacks longevity. Highly enjoyable shooter just short of Elite
Shooter - Issue 19 (August 2003) - 8.4/10

(VV01701E)
Mace.txt
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We all love our shooters here at Official Xbox Magazine. Hugging a corner before legging it down a corridor, hearing the chain-gun kick in and spraying everything that moves for all you're worth. Nothing beats it. The sound of a heavy weapons symphony with damage, blood and bullets all coming together in one of those moments that makes gaming so much damn fun. And Xbox owners have enjoyed the very best in this blood-soaked field since Bill's box of tricks joined the party and brought a goodie bag to share.
The fantastic benchmark that is Halo, the incredible Xbox Live experience of Return To Castle Wolfenstein, the sheer destructive orgy of Red Faction II. Titles cherry-picked from a blossoming tree of quality games with even more left on the branch than we have page space to name-check. Are we spoilt for choice? Well, we'll always do an Oliver and ask for more, but right now no Xbox shooter fan is going hungry.
But when served with a feast it means people get picky. And like a panel of Pop Idol judges, we're looking for hopeful starlets to stand out from the crowd and show us some moves we haven't seen before. So it's just as well there's a man called Mace waiting in the wings who's making a bold attempt at combining typical run and gun action with aerial space-laced combat. Mr Griffin, you've got our attention, the stage is yours... just don't fall on your face.
You know you've got a tough job when ignoring your boss's orders gets you ten years in jail, praying that you never drop the soap. Although messing up in most jobs doesn't involve you having to watch your colleagues get slaughtered. But in the world of Mace Griffin, mistakes cost lives and it's normally yours.
You play an ex-Ranger out for revenge after being court marshalled and sent to jail for dereliction of duty involving an escape from a spaceship that was about to make the big bang look like a small pop. Upon his release, Mace decides that rather than pursue his grievance through a court of law (a courtroom sim just doesn't have the same appeal), the life of a bounty hunter would give him access to cash, weaponry and possible inside information on whoever set him up for a fall.
But the story isn't really that important. What's important is how you can take to the skies as well as hoof it on foot. We're not talking about cutting to you sitting in a cockpit. We're talking about you walking down to the hangar, boarding your craft, finding the cockpit, jumping into the hotseat and launching into the fray.
Controlling the ship brings back memories of driving a Warthog in Halo - Left thumbstick for forward and reverse thrust while the Right stick provides the turning mechanism. You'll get a sensation of speed when the game allows it, meaning you'll experience rapid acceleration towards locations you're supposed to go towards and more of an 'impression' of speed when trying to just have a wander amongst the stars.
Your airborne duties largely consist of dogfights and docking your craft. The combat is similar to any 3D sci-fi shoot 'em up. Seen the movie Starfighter? Then this won't be unfamiliar. You'll often be swarmed with alien craft and you'll need a keen eye and the help of a good targeting computer to pick them off.
Landing your ship is reminiscent of veteran space trading game Elite, where you need to fly through illuminated portals to successfully dock with an orbiting spacestation. The ship does feel a little light but it's easily compensated by the whole atmosphere and general wow factor of having this type of gameplay wrapped into a traditional first-person shooter.
At any point you can simply walk away from the cockpit controls and have a wander around the ship. There's no real reason why you would choose to do this during a battle, but it does underline the fluid nature of your character: one moment he's a pilot and the very next he's a traditional gun-wielding soldier.
And good old-fashioned run and gun action is still very much where the heart of this game lies. Regardless of the innovative aerial combat, this title is traditional in a big way. There are no difficulty settings, no multiplayer options and you get the feeling that the development team thinks Xbox Live is just slang that youngsters use.
But it doesn't matter because, with all the frills taken away, the focus has been placed solely on making the single-player game as good as possible and Mace Griffin is subject to more polish than Mr Sheen's very own marble floor.
There's a checklist of stuff to remember when making a decent FPS, and in this case nearly all of the boxes have been ticked. The graphics are bang up to date with highly detailed textures and a smooth, sleek finish to the weaponry, characters and many of the environments. The atmosphere is top notch - you'll get sucked into each mission scenario, whether it's turning the corner and finding yourself in the midst of a firefight between two opposing forces or crawling through ceiling ventilation ducts to be greeted by a panoramic view of an underground complex. The control is fine; aiming and weapon selection are a doddle. The stages offer a decent variety of action for this genre and, with more than a dozen very large missions to complete, you won't be finishing it in a couple of evenings.
The guns feel big and meaty with most possessing a secondary function and providing the kind of damage you expect. Riddle the bad guys with bullets and blood will suitably squirt in all directions. Hit them with explosives and make sure the brolly is up to shield you from the raining gibs. The AI is also half decent - the enemy spots you quickly and will cover and attack in groups rather than just charging at you like typical no-brain bullet-catchers.
But there is a problem with Mace's footwork. He's got slippy-feet syndrome and the jumping ability of a small elephant. Most shooters have times when it's not about gunfire, and with Mace these moments rely on acrobatic challenges rather than puzzles. There are times when you have to take a leap of faith but you almost have to take your last step in mid-air because the jump function isn't accurate enough for some of the trickier objectives. It can feel a little clumsy when you're trying to clamber over a load of boxes because you've got no perception of where his feet are. It's not prolific enough to spoil the game but it's cumbersome enough to get annoying.
The developer has accomplished a difficult balancing act between the two gaming styles and has interwoven the airborne interludes into the natural course of the narrative. It's done so well that you wish it could offer a bit more depth. The technical hard work has been completed but you'll find yourself wanting more open-ended gameplay, with you deciding which missions to accept and making your own way there - perhaps via a dogfight or two. And pardon the pun, but the ships are empty vessels. Like a bimbo, they're pretty but vacant, and generally only consist of a couple of empty rooms.
But these gripes are symptoms of us getting excited about new features that add life to an old genre and naturally wanting more from them. A Mace Griffin sequel needs to happen because, with all that is demonstrated in this game, there's real scope to expand the franchise and take this title from being a very good shooter to a classic game that stands the test of time. But if you're a fan of highly polished single-player blasters then there's a man called Mace heading your way with a few tricks up his sleeves. Get to know him because he won't disappoint.

MAD DASH RACING
Just enough Mad, too much Dash and not enough Racing
Driving - Issue 1 (March 2002) - 6.5/10

(ES00103E)
Mad.txt
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And they're off... Running about is great fun. Kids know it, ostriches know it and escaped convicts know it. Unless, of course, you're a professional athlete, in which case running about is your job.
Luckily for the twitchy adrenaline abusers out there, Crystal Dynamics have attempted to capture the playground lunacy aspect of running about like a nutter with Mad Dash Racing.
It's an on-foot scramble through a variety of sprawling courses against a knowingly crazy bunch of cartoon opponents, featuring the usual comedy racer standards. Dodge hazards, hoard power-ups, prowl for short cuts and take out the competition at every available underhand opportunity; you know the drill.
The races in Mad Dash blend several styles - the galloping can quickly switch to platforming or you can find yourself sliding your way around the inside of a network of tubes. There are conveniently placed rails to grind along for increased speed and access to pick-ups.
Certain sections of the game, such as stretches of water and assault nets, can only be negotiated with vigorous waggling of the right thumb stick (tongue lolling is optional).
This can become laborious; it's fine for a short scurry up a cliff face, where it breaks up the pace nicely, but extended periods of swimming and shimmying test both your thumb and patience.
The levels in Mad Dash are marathons of breakneck action, arenas filled with a spaghetti junction of detours and devious hazards.
There's almost always opportunity for short cutting, and it's rare that a course won't provide multiple pathways for progress. It makes for impressively intricate and open-plan tracks that encourage and reward exploration. Switches activate new routes and trigger traps for the hapless folk trailing behind you.
Specific paths can only be accessed by certain characters. Each racer has a unique ability - Dash, Bash or Glide, although these powers can be extended and this idea is, in the most part, very well implemented.
However, there's little subtlety involved, because your character belts about at top speed with little finesse. It's a consequence of having such wide-open courses to navigate. A title like Mario Kart Super Circuit on the Game Boy Advance has such tight gameplay thanks to its simple course design, but Mad Dash Racing sprawls too much to allow for any neat touches.
You can accelerate to top speed within half a second, and control is looser than Ally McBeal's seat belt - as the title suggests, this is a slapdash decathlon of wonky abandon.
It's no bad thing, it just means that the game lacks any serious depth. But the real problem with Mad Dash Racing is something far more heartbreaking.
Your CPU rivals always seem to be just one step away, and they'll always stick together in a tight conga line. Despite putting in a consistently sterling performance, a single stumble can relegate you to last place and, conversely, a poor overall run can be compensated for with just a few shrewd moves.
Whilst this kind of pacing can work brilliantly with certain games, it ruins any sense of competition here.
A four minute run becomes nothing more than three-and-a-half minutes of enjoyable rambling, followed by a futile mess of random, scrappy jostling where any straggler can win.
It makes you feel a bit impotent and shrivelled when, despite handing in a near-perfect race, you're pipped at the post by some jammy snotrag. And there's nothing more irritating than that.
You're just as likely to top the podium on your first-ever attempt as you are competing as a seasoned, clued-up pro, which makes the entire experience no more than tossing a coin.
Multiplayer improves matters a little, but it's still far too slipshod for the application of nasty - or even sensible - tactics. To the game's credit, the four-player tussles are smooth and technically impressive but they can swiftly descend into a baffling mess.
Considering the amount of effort that's clearly gone into Mad Dash Racing it's a pity that the end product hasn't turned out as good as it could have. It looks gorgeous, it plays fluidly, and every one of the levels are packed with an affectionate amount of detail.
But it's the lottery-like approach to racing that throws a spanner into an otherwise promising and relatively original set-up.
More than just a missed opportunity, it's a real shame.

MADAGASCAR
A bit short and a bit easy - it's definitely a kids' game, but a lot of effort has gone into making things fun for once
Screenshots - Platformer - Issue 46 (September 2005) - 6.7/10

(AV05902E)
Madagascar.txt
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Madagascar, noun: 1) An island off the east coast of Africa. 2) An animated movie starring Chris Rock as a zebra who escapes from New York zoo, only to wind up stranded on said African island. 3) A formulaic, badly made cash-in videogame. Right?
Wrong. Because as much as it might injure our hard-as-nails image to say (you'd tell us if we didn't, wouldn't you? It's something we worry about a lot), playing Madagascar made us smile. Not in a, wow-that's-an-incredible-technical-achievement, this-truly-is-the-next-leap-forward-for-the-platforming-genre kind of way, admittedly. More in a this-feels-good-ha-ha-ha-that-cut-scene-made-us-laugh-and-reminded-us-of-the-movie kind of way. And isn't that just as important?
Madagascar's real strength (beyond retaining much of the original movie's charm, plus a remarkably talented, if clearly soundalike voice cast) lies in its variety. True, there won't be much here you haven't found in some form or another elsewhere, but Madagascar still pulls out all the stops to make sure that every one of its 11 missions play completely differently to the last. If nothing else, it makes a refreshing change to the big studios' generally held belief that all animated-movie-to-game adaptations should simply churn out the same old platform-hopping drill again and again and again.
In fact, Madagascar is a veritable feast of variety. One minute you're dodging traffic on New York's 42nd street (in a style not that dissimilar to creaky arcade favourite Frogger), the next you're sniping sailors with tranquilliser darts. The one after that you're rescuing Lemurs caught in a hurricane in the middle of the jungle. For the eager-beaver six year old, Madagascar can feel more like ten games rolled into one.
But as much as it might keep the kids amused, the game never really manages to make the jump from being mere kiddie-entertaining fluff to proper generation-spanning masterpiece. Apart from being - perhaps understandably - INCREDIBLY EASY, it's just too brief. Even taking the amazingly replayable mini-games into account (note to game developers: never, ever underestimate the benefit of sticking mini-golf into your titles), Madagascar is unlikely to last you much more than a few hours at best.
Still, we're balding middle-aged men who have mortgages and work in an office, so what do we know? We don't even believe in Father Christmas or the Tooth Fairy any more. The fact is, Madagascar is surprisingly enjoyable stuff while it lasts, and just as amusing as the film. Short and easy, but only because it's primarily aimed at the kind of people who still having trouble fastening their shoes (and we're talking about the Velcro ones here). Put it this way, we enjoyed this far more than Activision's other recent movie-to-game effort (Fantastic 4) and that's something we never expected to say.

MADDEN 2005
The Don of the Madden family. Incredible visuals, great commentary, brilliant play. You'll be busy for months
US sports - Issue 34 (October 2004) - 8.5/10

(EA07702E)
Madden05.txt
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Madden 2005 is the Don of the Madden family. It's got all the bells and whistles a hardcore fan (or American) has come to expect from a game that captures every single aspect of American Football. This time round there's even an option to create a fan! Madden 2005 leaves no stone unturned...
As with most American sports games, the Franchise mode is the serious area of the game. This mode allows you to create a team from scratch and make it stronger over many seasons as you try and reach ultimate fame and fortune in the Super Bowl. You can tinker around with player salaries, personalities, stadium entry prices, tactics and formations. There's that much depth, it'll make you queasy if you bite off too much too soon - especially if you're a casual fan of the sport. The Quick Match option, however, allows you to jump right into the action with all your favourite teams available from the word go.
As the series has progressed over 15 years, so have the visuals. We'll never tire of looking at the game's incredible animation: every player looks and moves extremely realistically but the closer up you go the more frightening it gets. This level of animation makes Madden a pleasure to watch and really brings the stadium to life. Add in the excellent rolling commentary (way better than any other sports game) and crowd interaction and you'll be forgiven for thinking you're watching the real thing. The atmosphere is awesome, especially if you're playing through a wicked surround sound set-up.
This annual update has brought with it a few new gameplay tweaks too. The biggest is the Hit Stick function. By using the Right thumbstick it's possible to unleash an almighty hit at your nearest opponent. The bigger the better and this seriously ups your chances of making the opposition fumble the ball. Of course there are numerous new options to change plays at the last minute and keep your enemy guessing. But the great thing is you can take it as seriously or as casually as you like. You don't have to be an ex-NFL player to understand it all, newcomers are catered for perfectly with a vast array of training and practice options.
Madden 2005 has taken the US by storm, even more so than usual. This has got to be down to the inclusion of Xbox Live play. Online it's possible to take part in quick tournaments and compete for trophies and medals. This gives the whole game an extra lift and it's something we've been waiting for since Madden hopped onto Xbox back in 2002. US retailers have even begun taking pre-orders for Madden 2006!

MADDEN NFL 2003
So much to learn and master, so much multiplayer fun. Could, in theory, last forever
US sports - Issue 8 (October 2002) - 8.9/10

(EA02502E)
Madden03.txt
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We know what you're thinking. You're thinking that you don't like American football, and you would never want to play an Xbox game of it in a hundred billion years. But you're also thinking that there must be something good about Madden NFL 2003 because of those Xbox Elite and Game Of The Month logos up there.
Should you bother reading about this game, or skip this and the next three pages in the hope that there's another driving game coming out to keep you entertained for a few days?
It's a toughie, but we reckon you should sit down, open your mind, and take a good look at Madden. It may well be the start of a long, loving relationship with the delightful Mr John Madden and the games he lends his name to.
Who is he? He's a big, chubby man who sounds like he's constantly got food stuck in his throat, who used to be a successful football coach and is now a well-known commentator on the sport. Back in 1990, Electronic Arts released John Madden Football for the Sega Mega Drive and it exploded across the world, being hailed as the best sports game ever. It has been updated and upgraded each and every year since then and now, twelve games later, the series has reached Xbox.
We all know that real, proper English football (henceforth referred to as 'soccer', just to avoid confusion) makes a great video game when done well - the sport is fast-paced and flows so well that simply controlling the man with the ball (or the one trying to get it) is enough. But, with American football being so stop-start, you're given a whole bunch of extra time between bursts of action in which to think about every part of your team's strategy. In terms of video games, this means that you basically play as the coach, as well as the team itself.
American football is a very strategy-heavy sport, with every man knowing exactly where he's meant to run and what he's meant to do on each separate play. Having control of all this could easily be overwhelming, but the way Madden NFL 2003 lets you choose strategies is sheer tried-and-tested brilliance. Hundreds of pre-set plays are grouped neatly for you to select, with little squiggles showing exactly what each man will do and where he'll run when the ball is 'snapped' (chucked through the legs of the guy in the line to the quarterback). Even when first playing, you can understand roughly what's going to happen from these diagrams, and you soon develop a bunch of favourites. There's also a brilliant training feature where John Madden himself talks you through a selection of plays, explaining exactly how each one works, then getting you to practice until you've got them mastered.
After choosing a play and snapping the ball, you're given control of the quarterback, whose job it is to get the play underway by passing to one of the labelled receivers, or handing the ball to a runner.
This is where you can really start to feel overwhelmed by it all, as 21 CPU-controlled men all start rushing around, banging into each other and generally going about their own business. But what happens is that you gradually come to believe that those men are actually carrying out your instructions, and that they aren't just following pre-set objectives given them by the CPU.
They will try their best to do what you told them to do, but hey, they're only human. They're believably fallible and will occasionally make bad decisions, drop the ball, foul other players and even sometimes pull off unexpected bits of genius play. Just like real sportsmen.
Okay, so you're not in control of each man separately, but you're in charge of the team as a whole. You're the coach, the captain, the quarterback and any other player with the ball - virtually all at the same time. It's an exciting combination, and feels very different to the way the majority of sports games work.
Multiplayer games pit you against your opponent on loads of levels at once: your reactions, your control skills, your strategic mind, your craftiness, your aggression, all of it. Going head-to-head against a friend is rarely so much full-on fun as it is in Madden NFL 2003.
Because of the way the CPU-controlled players seem to think for themselves, you can't simply learn set tricks that are guaranteed to work every time. Players can be wrong-footed with a quick dodge to the side, or lured into making mistakes by some clever movement of your players. And it's all done with such spectacular animation that you can watch close-up slow-motion replays and each man will look and move almost entirely realistically.
Everything about the way Madden NFL 2003 looks is amazing. The players themselves are incredible enough, but the animation detail is particularly impressive. When you tackle somebody, you don't just bump into him as he falls over, you actually grab him, making him stumble and struggle in the attempt to get away. Or if you mistime a tackle you might lose your grip on a player's legs and fall in a heap. Or you could tackle him around the shoulders and end up being carried, piggyback-style, until you finally bring him down.
There are masses of animations for each and every situation, and they all flow together seamlessly. It adds so much to the atmosphere of the game when the players really feel like they've got some weight. Some of the tackles really will have you wincing in sympathy for poor opponents with snapped virtual bones.
Other wonderful details include the pitches getting gradually mashed up as the game goes on, 'chain gang' members (the guys holding the orange markers at the side of the field) jumping out of the way as wild passes come flying at them, and even the players' eyes blinking. That the game has all of this going on at once while keeping everything entirely solid and smooth is incredible.
The sound is just as good, too, with the chunky sounds of shoulder pads bashing together and bones breaking contributing significantly to the overall atmosphere.
Plus there's a blindingly realistic commentary from John Madden and friends, remarking on your playing style, discussing what the teams might try next and reeling off statistics like there's no tomorrow. There's none of the repetitive rubbish we've come to expect from the commentaries in soccer games.
As far as downsides go, the only real quibble we have is that being on defence is less enjoyable than being on offence. Trying to bring down runners can be frustrating, and almost-but-not-quite stopping passes is infuriating, but that's the way Americans like their sports - it's all about the offence. You just need to battle on and earn your chance to attack.
Oh, and then there's the way that running is achieved with the A button when you've got the ball and with the B button when you haven't. It's an unnecessary complication.
Put simply, Madden NFL 2003 is the classiest, most atmospheric and all-out comprehensive sports game yet on Xbox by a long way.
It simulates a sport that's far too complex for most of us in the UK to bother trying to understand in a way that's absorbing and exciting, and encompasses everything from the down-and-dirty action to the high-powered decision-making.
It has more features and details packed into it than you'll ever be able to fully explore, but you really should give it your best shot - there's so much value to be had from getting into this game it's untrue.
Who knows, you might even end up feeling that Madden NFL 2003 is not just 'rugby for girls' after all.

MADDEN NFL 2004
Stunning rendition no Gridiron fan should underestimate Looks and sounds real
US sports - Issue 21 (October 2003) - 8.5/10

(EA05402E)
Madden04.txt
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We know what you're thinking. You're thinking that you don't like American football, and you would never want to play an Xbox game of it in a hundred billion years. But you're also thinking that there must be something good about Madden NFL 2003 because of those Xbox Elite and Game Of The Month logos up there.
Should you bother reading about this game, or skip this and the next three pages in the hope that there's another driving game coming out to keep you entertained for a few days?
It's a toughie, but we reckon you should sit down, open your mind, and take a good look at Madden. It may well be the start of a long, loving relationship with the delightful Mr John Madden and the games he lends his name to.
Who is he? He's a big, chubby man who sounds like he's constantly got food stuck in his throat, who used to be a successful football coach and is now a well-known commentator on the sport. Back in 1990, Electronic Arts released John Madden Football for the Sega Mega Drive and it exploded across the world, being hailed as the best sports game ever. It has been updated and upgraded each and every year since then and now, twelve games later, the series has reached Xbox.
We all know that real, proper English football (henceforth referred to as 'soccer', just to avoid confusion) makes a great video game when done well - the sport is fast-paced and flows so well that simply controlling the man with the ball (or the one trying to get it) is enough. But, with American football being so stop-start, you're given a whole bunch of extra time between bursts of action in which to think about every part of your team's strategy. In terms of video games, this means that you basically play as the coach, as well as the team itself.
American football is a very strategy-heavy sport, with every man knowing exactly where he's meant to run and what he's meant to do on each separate play. Having control of all this could easily be overwhelming, but the way Madden NFL 2003 lets you choose strategies is sheer tried-and-tested brilliance. Hundreds of pre-set plays are grouped neatly for you to select, with little squiggles showing exactly what each man will do and where he'll run when the ball is 'snapped' (chucked through the legs of the guy in the line to the quarterback). Even when first playing, you can understand roughly what's going to happen from these diagrams, and you soon develop a bunch of favourites. There's also a brilliant training feature where John Madden himself talks you through a selection of plays, explaining exactly how each one works, then getting you to practice until you've got them mastered.
After choosing a play and snapping the ball, you're given control of the quarterback, whose job it is to get the play underway by passing to one of the labelled receivers, or handing the ball to a runner.
This is where you can really start to feel overwhelmed by it all, as 21 CPU-controlled men all start rushing around, banging into each other and generally going about their own business. But what happens is that you gradually come to believe that those men are actually carrying out your instructions, and that they aren't just following pre-set objectives given them by the CPU.
They will try their best to do what you told them to do, but hey, they're only human. They're believably fallible and will occasionally make bad decisions, drop the ball, foul other players and even sometimes pull off unexpected bits of genius play. Just like real sportsmen.
Okay, so you're not in control of each man separately, but you're in charge of the team as a whole. You're the coach, the captain, the quarterback and any other player with the ball - virtually all at the same time. It's an exciting combination, and feels very different to the way the majority of sports games work.
Multiplayer games pit you against your opponent on loads of levels at once: your reactions, your control skills, your strategic mind, your craftiness, your aggression, all of it. Going head-to-head against a friend is rarely so much full-on fun as it is in Madden NFL 2003.
Because of the way the CPU-controlled players seem to think for themselves, you can't simply learn set tricks that are guaranteed to work every time. Players can be wrong-footed with a quick dodge to the side, or lured into making mistakes by some clever movement of your players. And it's all done with such spectacular animation that you can watch close-up slow-motion replays and each man will look and move almost entirely realistically.
Everything about the way Madden NFL 2003 looks is amazing. The players themselves are incredible enough, but the animation detail is particularly impressive. When you tackle somebody, you don't just bump into him as he falls over, you actually grab him, making him stumble and struggle in the attempt to get away. Or if you mistime a tackle you might lose your grip on a player's legs and fall in a heap. Or you could tackle him around the shoulders and end up being carried, piggyback-style, until you finally bring him down.
There are masses of animations for each and every situation, and they all flow together seamlessly. It adds so much to the atmosphere of the game when the players really feel like they've got some weight. Some of the tackles really will have you wincing in sympathy for poor opponents with snapped virtual bones.
Other wonderful details include the pitches getting gradually mashed up as the game goes on, 'chain gang' members (the guys holding the orange markers at the side of the field) jumping out of the way as wild passes come flying at them, and even the players' eyes blinking. That the game has all of this going on at once while keeping everything entirely solid and smooth is incredible.
The sound is just as good, too, with the chunky sounds of shoulder pads bashing together and bones breaking contributing significantly to the overall atmosphere.
Plus there's a blindingly realistic commentary from John Madden and friends, remarking on your playing style, discussing what the teams might try next and reeling off statistics like there's no tomorrow. There's none of the repetitive rubbish we've come to expect from the commentaries in soccer games.
As far as downsides go, the only real quibble we have is that being on defence is less enjoyable than being on offence. Trying to bring down runners can be frustrating, and almost-but-not-quite stopping passes is infuriating, but that's the way Americans like their sports - it's all about the offence. You just need to battle on and earn your chance to attack.
Oh, and then there's the way that running is achieved with the A button when you've got the ball and with the B button when you haven't. It's an unnecessary complication.
Put simply, Madden NFL 2003 is the classiest, most atmospheric and all-out comprehensive sports game yet on Xbox by a long way.
It simulates a sport that's far too complex for most of us in the UK to bother trying to understand in a way that's absorbing and exciting, and encompasses everything from the down-and-dirty action to the high-powered decision-making.
It has more features and details packed into it than you'll ever be able to fully explore, but you really should give it your best shot - there's so much value to be had from getting into this game it's untrue.
Who knows, you might even end up feeling that Madden NFL 2003 is not just 'rugby for girls' after all.

MAFIA
Hugely playable, ambitious crime-fest. Some camera issues, so is just short of Don status
Driving/Action - Issue 28 (April 2004) - 7.3/10

(TT00907E)
Mafia.txt
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There's a certain romanticism about good old-fashioned organised crime, and you see it in Mafia's lengthy intro. It plays like the opening to an epic film, complete with sweeping, aerial shots of the City of Lost Heaven. Modelled on 1930s New York, the stylish direction then seamlessly blends into the first cutscene, where we're introduced to the star of the game, Tommy Angelo.
Tommy, a down-on-his-luck cabbie, is returning from work when he stumbles across a gangland pursuit. Two of Mob boss Salieri's henchmen are in trouble, and use him as an unlikely getaway driver - it's here you're thrown straight into the action. Assuming control of the cab, you make a 'speedy' getaway from the pursuing gangsters, problem being, your taxi's about as quick as Forrest Gump. There's no thrill of the chase, and no real sense of achievement once you evade the Mafiosi. After safely depositing your passengers, Tommy receives a job offer with the Salieri family, but, being a man of conscience, it's back to honest cabbying for the minute... that we get to enjoy in the form of great timed taxi missions.
The tempo is upped considerably, however, when Tommy ditches the wheels and starts up the on-foot fun. As well as running and jumping, our villain can climb objects, making the most of the surrounding scenery, and players have tons of weapons available, including baseball bats, pistols, Tommy guns and shotguns. Mafia uses a great targeting system, which although forcing players to crouch when firing, is useful when locking on to distant enemies.
As the game settles down players undertake a stream of driving / shooting / escorting / smashing-based missions, all flowing along thanks to the quality script, voice acting, and epic, cinematic cutscenes. You'd be right in thinking this all sounds a bit familiar, because Mafia is a carbon copy, Prohibition era version of the GTA series, from the street map in the corner and the frantic timed pursuits, to the complete freedom Tommy enjoys to hop out of his car at any point, inflict wanton violence on passers-by, then steal any suitable vehicle to make a getaway. However, as well as sharing all of GTA's high points, bizarrely, Mafia suffers from all of the exact same flaws as its modern-day counterpart.
The camera, such an important part of third-person action games, has been woefully overlooked. In vehicles it slowly switches between rear view (accelerate) and frontal view looking back (reverse) at the slightest change in direction. This is fine when tearing along backwards to escape an enemy, but a hindrance when you're trying to manoeuvre out of a tight spot with every hood in town firing at you. The game also suffers from terrible draw distances, and the character animation is questionable. Sure, the facial detail of each character is superb and startlingly lifelike, but at the expense of their normal movement, leaving them jerking round the screen.
Hefty relief is provided in Free Ride and Racing. The former lets Tommy loose in the City of Lost Heaven, in a completely free roaming mode where cash is awarded for miscellaneous misdemeanours including killing gangsters and blowing up cars. The complete absence of police means this is, just like the first time you go skinny dipping, a very liberating experience. The Racing section is actually a very comprehensive section of the game, featuring tons of cars and tracks, and has fully adjustable damage and difficulty settings. There's loads here to unlock, and by brilliant inclusion of three different third-person and one first-person perspective, this is deeper and more involving than a lot of driving titles currently out there - even if the cars do handle a bit sluggishly.
The core of the game remains the Story mode and the plot-driven missions. The driving tasks are fun, albeit spoiled by a slow framerate, but the on-foot missions are much more enjoyable. If you can stomach the glitchy camera, lock and load for a wonderfully cinematic experience.

MAGIC: THE GATHERING - BATTLEGROUNDS
Makes the card game exciting, but with a confusing battlefield, it's hard. Great on Live
Real-time strategy - Issue 25 (January 2004) - 6.7/10 - Xbox Live features ****

(IG01401W)
Magic.txt
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To some, Magic: The Gathering is the pinnacle of card battling, to others it's a time-consuming way to repel ladies. But what if you took the goblin- and elf-infested world and put it into a real-time strategy game that delivered non-stop action? Surely that would sex it up...?
Gone are the actual card duels, and in their place comes a physical representation of what card-obsessed Magic players see in their heads when they play. This isn't as scary as non-card gamers might think. It looks as good as a game running on the Unreal engine should, and ably captures an airbrushed fantasy world where legendary duellists summon fearsome monsters, and where magic reigns supreme.
In practice, it plays like a warped version of Ping-Pong. You face an opponent on the other side of a green line and bombard them with everything you've got, as they do the same. By collecting Mana crystals and winning duels, more characters can be summoned, and stronger spells and enchantments can be cast, leading to battlefields awash with beasts and magic. It's a real visual barrage, with up to ten characters going hell for leather at any given time, with you in the midst of it. But with so much going on, it's easy to lose grip and take damage, especially as everyone's wearing either brown or green.
A hefty single-player quest gently introduces the rules of the game and the five spell books. Players can mix and match elements from two books, and carry up to ten attacks, as well as use a shield and a hand attack. And this is where the game runs into trouble, because with only eight usable buttons, the Xbox Controller is four short. To get round this, the White and Black buttons scroll through sub-menus and, in a fast-paced game like this, sub-menus just don't work. It's tediously difficult selecting the right move while watching the chaotic battlefield.
This is less of a problem when playing with real people because you're both lumbered with the same controls, and the game suddenly becomes what it's supposed to be; a fun mix of reflex-driven close combat and strategic longer-range attacks. But to learn all the magic needed to really enjoy the game, you need to finish the flaccid single-player quest, and that's a flaw, even for hardcore fans.

MALICE
Criminally short, condescending gameplay. Bright and beautiful, but the levels are generic
Platformer - Issue 31 (July 2004) - 5.5/10

(XM00201E)
Malice.txt
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Fine wine requires a certain length of time to mature. Some games also suffer this periodical predicament, but the end result doesn't always justify the wait. Way back in 2002 when Xbox was launched in the UK, development began on a "groundbreaking" platformer called Malice that promised to be a showcase for Xbox's graphical capabilities.
Malice, a modern-day goddess (who, judging by her attire and streetwise dialogue, is obviously down wid da kidz), is sent back from the afterlife by Death himself to battle the comically camp Dog God who has taken over her world. And so Malice must jump and bash her way to recovering eight logic keys that will, unsurprisingly, restore order to the universe.
For a game so long in development, Malice should not suffer from the basic platforming shortfalls it's guilty of. Far from showcasing the Xbox's power, the graphics are positively poor. The characters look nice, but a slow framerate means they'll scoot around the screen in a very mechanical manner. Malice is also very particular as to which direction she can and can't run in, which is infuriating when precision jumping is called for. Pair this with a sometimes-unpredictable camera and simple platforming is frustratingly turned into a significant challenge.
Combat is very basic, with each oversized melee weapon having a sweep or smashing action. Our heroine learns spells throughout the game, and magic is restored by collecting Mana crystals. Unfortunately, the strategic element of executing the spells is removed due to the sheer abundance of these replenishments. Malice must frequently gather enough items to advance to the next stage, but after repeatedly collecting four gold cogs, lowering a bridge, five red cogs, opening a door, six gold cogs... gameplay becomes monotonous. Health power-ups and other items also litter levels, though annoyingly players cannot revisit specific areas after completing them to discover all the secrets.
At the end of each fairly generic stage comes the customary boss stage. Sadly, after the first couple of imaginative battles, the action is recycled again and again throughout the game. The final showdown with Dog God simply resorts to the rudimentary move/dodge/attack/repeat formula, and turns out to be one of the easiest stages of the game.
There's a skewed sense of humour running through the game, yet other great ideas (like utilising a cowardly Bird Resistance to invade the evil Crow Fortress) are hardly exploited. And this lacklustre approach sums up the whole Malice experience. There truly are some great ideas here, but unfortunately a lazy approach to the finished product results in a disappointing platformer.

MANHUNT
Simple top-shelf adult actioner that'll provide just enough laughs to cover its cost
Stealth - Issue 30 (June 2004) - 7.5/10

(TT02502E)
Manhunt.txt
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'Videogame nasty' is a term we've not had to use much around these parts. That's set to change with the carnage-driven Manhunt. The newborn baby of the GTA team has already caused as much controversy as its big brother thanks to its extremely graphic nature and a passion for televised violence. Every area of the game has a dark and disturbing element to it, making you feel weird and macabre for playing it. It's good but it's not quite right.
The no-holds-barred warrior rampage takes place in Carcer City, which could have been an abandoned set from The Running Man or Escape From New York movies. It's grim and anything goes. The only thing anyone cares about is sport, but we're not talking about a BBC quiz hosted by Sue Barker and a panel of sporting has-beens. Oh no. This is very different.
You play James Earl Cash, and you're the sport. Your death has been faked, so the hoods have the time of their lives hunting you down like a three-legged dog. Your incentive is to keep Cash alive long enough in the hope that he might find out who did this to him. From the buzz surrounding the game you'd think that ultra-violence is your main weapon of survival, but you're actually encouraged by a mysterious voiceover man to use stealth and stealth kills more than anything else. Think Sam Fisher and Solid Snake, add in too much swearing and violence, and you have the basic formula for Manhunt. Stick this on loop and you more or less have the entire Manhunt experience.
The only area that stands out is the close-up TV-style stealth kill. Creeping up on hoods and smothering them with a plastic bag is very disturbing. As is knocking someone's block off with a baseball bat or choking one to death with a length of steel wire.
Core gameplay revolves around Cash creeping through the shadows, just like you would in Splinter Cell (Issue 10, 9.0) or Metal Gear Solid, but without the high-tech gadgets. An icon in the corner of the screen keeps you clued up about how visible you are to enemies and a self-refilling stamina meter tells you when a run quickly becomes a walk. Even when you've been clocked, you can lose the hoods like loose change in a perforated pocket by running madly and diving into the shadows. The AI isn't that good and the hoods soon forget that the only possible place you can be hiding is behind that lone wheelie bin in the corner of the room.
Each area you trundle into acts as a level that must be completed before you can move into the next. But it's not quite that straight-forward. Little objectives pave the street of gore, such as a chained padlock securing the gate you need to get through. You can rattle it as much as you like but you'll need a crowbar to prize off the lock. Similar things happen when you hack a rope to death with a blunt machete and so on.
To splice up the hit and run (if you get caught) gameplay, Manhunt occasionally asks more of you. One level sees you having to rescue a tank of gas in order to power a huge crane. But Cash can only walk very slowly while holding the can. When spotted, you have to drop it, hide, and take out the hoods before continuing. As soon as you fill it up, hoods come running from everywhere, but you now have a powered crane to drop fridges on their heads. Nice. Adult gaming, no questions asked.

MARC ECKO'S GETTING UP: CONTENTS UNDER PRESSURE
A beat 'em up, a platformer and a graffiti sim, all in one
Action/Platformer - Issue 53 (March 2006) - 8.0/10

(IG12501W)
marcecko.txt
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Now this is just weird. How the hell do you sum up a game that mixes running about, climbing stuff, jumping around, fighting people and colouring things in all in equal measure? Try to explain what genre Marc Ecko's Getting Up: Contents Under Pressure is to your mates down the pub and you'll be there until closing time - a point at which your brain usually orders you to get a dirty kebab before shutting down completely for the night.
In an era of same-again sequels and dodgy licensed guff it's refreshing to play a game that, by and large, defies explanation. It isn't always the most successful at everything it tries to do, sometimes tending to bite off more than it can chew, but full marks for trying something different. You'll never get bored, let's put it that way.
And yet it doesn't exactly start off in the most promising fashion. You see, Marc Ecko's Getting Up also happens to be another in a long, long line of games obsessed with gangs, urban slang and the curious idea of earning 'respect' by disrespecting pretty much everyone around you. This game handles those clich‚s and its unoriginal set-up with more subtlety and credibility than most, but we're definitely bored of this game system by now. Anyway, the basic gist of the 'plot', such as it is, is that your character Trane wants to paint the city of New Radius red (and plenty of other colours too), despite there being a total ban on graffiti by the city's corrupt and tyrannical leaders.
But that's just even more encouragement to a young graffiti writer out to make a name for himself. And the only way to do that is to take the biggest risks and get to the most hard-to-reach places - easily the most enjoyable aspect of the game. The high-wire manoeuvres as you use all kinds of posts, walls and ledges is a bit like Prince of Persia crossed with the extreme sport known as free running - you know, the one where those crazy idiots leap over rooftops and other man-made obstacles.
Like Prince of Persia it's always made obvious where you're supposed to climb or jump to next, and the platforming controls aren't fiddly in the slightest. Trane also possesses a spooky sixth sense for the best tag spots too; hit a button and a blurry pointer ghosts through the air so you can never get lost. It's simple and oh-so-effective.
Once you reach your target area the game becomes even more unusual. Scrawling a design on a wall is the 'getting up' part of the game, so-called because you're 'getting' your tag 'up' for everyone to see. Hey, we're down with the kids, you know. A quick check to make sure there are no pedestrians, police or rival gang members around and you're ready to paint. You'll see the silhouette of your design on the wall, and by moving the analogue stick evenly across the tag is filled in. Pausing to shake the can, painting fast and ensuring there are no drips all contribute to your reputation points. If you think that sounds too easy and almost babyish, by the way, then you're underestimating the skill and satisfaction involved.
So it's a shame that sandwiched between the cool exploring and the cool painting is a pretty duff fighting game. By that we mean there are only a handful of moves and it's all utterly predictable. What tends to happen is this: you throw a few punches or kicks which the enemy very rarely manages to block, then he launches a combo at you which you manage to block easily. Then you wallop him unopposed again, and so on until the health bar above his head is empty. For such an underdeveloped part of the game it's strange that the fighting is so prevalent.
Things pick up a bit with the occasional boss fight, inasmuch as they bother to vary their attacks with special wrestling moves and the like, so you have to actually work out the pattern to defeat them. But you'll still want to blitz through them and move onto the good stuff again, so we advise you make use of the admittedly nifty weapons that you can find lying around. Wooden planks, dustbin lids, basketballs and other everyday objects can come in very handy indeed.
Back to the cool stuff then, where the game encourages you to kick back and enjoy exploring the city, either to just mess around with graffiti or find hidden music tracks. Yes, there's an actual iPod at the menu screen that adds songs as you discover them, making up an eclectic mix of rap, hip-hop and guitar bands. There are time-based bonus graffiti missions too, and you can also build up a 'black book' of designs from real graffiti artists who contributed to the game, thus increasing the amount of tags and styles available to Trane. All in all, there are plenty of things to do outside of the main mission structure.
We're sure the game's subject matter and mix of genres won't appeal to everyone. It definitely feels strange going from monkeying around up a lamp-post, to twatting a gang member with a paint pot, to hanging on the side of a train carriage so you can daub on it, straight after each other. It's this very quirkiness and unpredictability that makes Marc Ecko's Getting Up what it is - not like any game you've played before.

MARVEL VS. CAPCOM 2
Fun, but the limits of 2D combat are all too obvious
Beat 'em up - Issue 10 (December 2002) - 7.5/10

(CC00703E)
Marvel2.txt
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For many beat-'em-up fans of a certain age, Marvel vs. Capcom 2 is a dream come true. The premise is simple. Ryu, Ken and other Capcom scrappers get into a huge fight against most of the X-Men and other Marvel universe luminaries.
It's almost a game in itself to identify where each of the 56 characters originate from. But while that may take some time, you quickly realise that MvC2 plays very much like Street Fighter Alpha.
Every fighter has two over-the-top special moves that can only be performed when your power bar is charged up. For the Street Fighter contingent, these are just exaggerated versions of Ryu's fireball or Guile's Sonic Boom.
More imaginative and fun are the special moves from new Capcom characters like Jill Valentine from Resident Evil. With one click of her fingers, a fantastic-looking Tyrant pops up from the ground and starts to pummel your opponent with his oversized claw. Likewise, Megaman's nemesis Tron Bonne summons thousands of serv-bots who stampede across the screen to obliterate his enemies.
MvC2 is brimming with colour and imagination. The developer's love for their own characters and respect for the Marvel license are manifest in the slick animation. They've even included charismatic details like Spider-Man's spider-sense visibly tingling. It's only a shame that the characters are a little pixellated and that the beautiful 3D backgrounds make the 2D fighters look a little out of place.
The option to choose a three-character tag-team provides an interesting variation on the Street Fighter formula. Choosing a balance of tough, lumbering warriors like Sentinel and light, nippy combatants such as Sakura adds a real tactical dimension, especially when you consider that all three can combine their special moves into one devastating attack that briefly makes the action a bit like a lavish shoot-'em-up.
The major criticism is that it's all a bit old-hat. Sure it's a different kind of game, but it's hard to ignore that the visuals aren't as impressive as Dead Or Alive 3. The game's already been out on Dreamcast for ages and this Xbox version offers nothing new. Still, if you haven't played it before, MvC2 is about as good as the old-school Street Fighter style of fighting will ever get.

MARVEL NEMESIS: RISE OF THE IMPERFECTS
Imperfect being the operative word in this disappointingly slapdash fighting game
Beat 'em up - Issue 49 (December 2005) - 5.2/10

(EA14901E)
Imperfects.txt
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Remember those great, clunking preview screens of Marvel Nemesis we printed of this? Looked pretty good, didn't it? We drew comparisons with Def Jam at one point. Shame on us. Shame, shame, shame. It's like a beat 'em up with Subbuteo players, so dwarved are the characters by their environments - it's hard to see where you're going at times.
And all that stuff about Nemesis being an environmental one-on-one, using the landscape as a weapon, is only a half-truth. The majority of the game is a weak third-person adventure game, told with such a fractured story we had little idea what we were doing. One minute you play Wolverine, the next a freakish light-bulb woman floating around in a virtual reality simulator. Eh?
Only in two-player mode can you really enjoy the one-on-one fights, but these are weak too, relying on poor combos and repetitive button-mashing over any kind of skill. We get the sense the developers were halfway through creating a mildly entertaining beat 'em up, only to change directions at the last minute to find themselves at a dead end.
The characters are wasted, despite the more than adequate job done to animate them, and despite EA's roll-out of limited edition comics to whet our appetites, the new characters are poorly realised and immediately forgettable. This game had great potential, and if it had been anything like Def Jam we could be looking at a classic. Sadly, being so far removed from the action just goes to show how imperfect it actually is.

MASHED
Without doubt one of the finest multiplayer games ever, but single-player is a bit weak
Racing - Issue 31 (July 2004) - 8.6/10

(EM01001E)
Mashed.txt
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Our controllers have melted and it's Mashed's fault. They were fine before it arrived in the office, a little crusty perhaps, and covered in peeling stickers of girls and game logos (and occasionally sweat), but they were functional. They weren't a mass of melted black plastic and wires, smouldering in the bin and exhausted from overuse. But, like we say, that was before Mashed; before the arrival of one of the very best multiplayer games of all time. And you can quote us on that too.
It hails from the same stable as Micro Machines, but instead of driving around pool tables and through sandcastles, the Mashed cars and environments are all full size. It's just the top-down perspective that makes everything appear smaller.
Also like Micro Machines, the question of whether you win or lose is dependant on the visible playing area. If you drop out the bottom of the screen while the pack surges ahead, you're out. The last person to drop out of view, be it through an obstacle, weapon, or the person ahead being too fast, wins. And Mashed has plenty to ensure you're that person. Weaponry is like dropping a match in a skip of fireworks. You won't know where to steer at times thanks to the sheer volume of pyrotechnic mayhem clattering around your ears. Oil spills, machine guns, mines, barrel bombs, homing missiles, sonic flashes, flame throwers, side-firing shotguns and mortars are all at your disposal. You drive over the icon of a weapon you require and it's loaded to your car, but you can also be far more brutal in your ambition. Cliff ledges, crumbling bridges, lakes, and roadworks can all be utilised to get the upper hand. A swift ram in the right area and your enemies will go tumbling from the track in a flurry of flame.
There are more than a dozen tracks to scoot along too, ranging from dusty deserts to roaring freeways, each of which is endlessly playable if you've got some friends around for multiplayer. You can select your car, weapons, and the length of a race, but the all-important multiplayer option is the airstrike, a masterstroke in the gameplay department.
If you get knocked out, you don't want to sit there twiddling your thumbs and moping at your misfortune, you want to exact your revenge. A targeting system in your car's colour appears, and if you can lock it on to your target long enough for the reticle to shrink, you can launch an air-to-ground missile from a helicopter. This means team-mates, old rivals, and bitter losers can knock out the leader from beyond the grave. Loyalties can be broken or forged through the airstrike, the tide of a match can turn on the end of a stinger, just as inadvertent destruction can be caused if your quarry out-manoeuvres the missile.
When all this is blended together in multiplayer, Mashed is unstoppable, an absolute crazed animal of gameplay. Races tumble into each other in a rain of debris and fire, leaving you breathless and hungry for more. Such is the turnover of a game, you'll be skipping through levels, randomly choosing vehicles, punching the A button, just to get to the next match. It's feverish in its appeal, and unflagging too. We cannot remember the last time a game, so simple and clean in concept, was so much damned fun.
Of course, Mashed is designed for multiplayer, but there are the prerequisite single-player modes to contend with too, and although weaker (remember, this is one of the best offline multiplayer games to ever exist ever in the world ever), they're still worth a gander. The AI is either remarkably smart, or incredibly stupid, but either way, you're guaranteed a challenge when facing off on your own. Rivals will ram you and do anything in their power to stop you winning, but occasionally it feels as though you're being rammed by a rival, not through malice, but because they don't know where they're headed. The remedy is simple enough, though: a well-placed homing missile.
To extend the rather short lifespan of the single-player match (just under 40 races spread over the dozen or so tracks), various modes have been added. Some are devilishly clever, others are misjudged and poorly conceived. As a clever example, you have to complete three laps on an ice-covered course while your enemy's sole purpose is to drop you in the drink or blow you up. Pure genius.
On the flipside, various challenges move the camera down from the bird's-eye view, bringing it behind the car, rendering the whole appeal of Mashed void. It doesn't help that the camera still shifts and turns as if it were overhead, so before you're ready to take a corner, the camera has already done so, leaving you to quickly readjust your racing line and guess where it is exactly you're supposed to be turning. These races are few, thank goodness, but they're unnecessary and ham-fisted.
It is such a hard thing to cast criticism over Mashed, for it is a beast of two very different natures. It is a game of extremes, a game that would happily see you through till dawn on multiplayer, and a game that would give you an afternoon (if that) of short single-player action sprinkled with tedious bonus games. Who wants to play kiss chase with a car when there's so much metal-twisting destruction to be had? Another gripe is the lack of Xbox Live play. It could be argued that this is a party game, but come on... just look at it. It screams for Live.
Yet, even with us moaning and whinging about the single-player mode and lack of Live, we still keep returning to it. We still keep ramming each other off cliffs, laying mines in shortcuts, setting fire to oil spills, locking on airstrikes, and second guessing each other. Mashed is made for multiplayer and is, without question, one of the finest multiplayer games ever (did we mention that?). For that reason alone it is worth buying. The good far outweighs the bad, and the bad really stinks in places. Thankfully for Mashed, it transcends even the pongiest stink, securing itself as one of the ultimate multiplayer games you could hope to play. It really is that good.

MASHED: FULLY LOADED
Horribly pointless if you already own the original. Only worth it if this is your first foray into Mashed territory
Screenshots - Racing - Issue 41 (April 2005) - 6.0/10

(EM02702E)
MashedFL.txt
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The only reason we suspect this exists is because the original Mashed (Issue 31, 8.6) wasn't Live-enabled. If it had been playable online, Mashed: Fully Loaded would be nothing more than downloadable content. It's a nip 'n' tuck, not the 'fully loaded' definitive article it purports to be. And no, infuriatingly, Fully Loaded still isn't Live.
There are a handful of new benefits to buying this over its predecessor, but not many, trust us. The inclusion of a smattering of new levels is fine, most notably the Demolition level on top of a crumbling multi-storey, and graphically there's certainly a new sheen. Reflections, explosions and dust particles are all new, but the changes are incidental rather than obvious. The 'improved and varied' handling of different cars, for example, is so subtle it's almost not there. And while text now appears above collected crates to show exactly what it is we've just picked up, it feels like a finishing touch to a game that's already in stores. It certainly makes you realise just how complete the original Mashed actually was.
Please don't doubt that Mashed: Fully Loaded is anything other than great fun. Because it's a virtual clone of the original it succeeds by default. If you already own the original, don't be fooled into thinking this is in any way an essential purchase either - far from it. Fully Loaded has to be one of the most pointless updates we've seen in a very long while, despite the original being so damned good. And this, unfortunately, has to be reflected in the score. If this was a standalone game it would be an Elite; as it is though, the whole exercise feels a little cheeky. Buy this to accompany the first and you'll feel horribly cheated, buy it as a first and well, you know the rest...

MAT HOFFMAN'S PRO BMX 2
Average extreme sports game with dodgy controls
Extreme sports - Issue 9 (November 2002) - 5.0/10

(AV01102E)
Mat2.txt
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The large number of hectic extreme sports games would indicate that gamers everywhere are guilty of excessive Pepsi Max quaffage. We can't get enough of all things urban and cool, it seems, including BMX action. Now that Dave Mirra Freestyle BMX 2 (Issue 02, 6.9) has been out a while, Mat Hoffman is getting in on the BMXbox act.
The game is based on a pro tour of the US organised by Activision last year. It's a neat idea, art imitating life, and all that. But in terms of gameplay, this is staler than Mat's sarnies, which he accidentally left at home before going on tour.
You get levels with various goals to reach in order to unlock further levels, objectives and bikes. Rack up a certain number of points, knock over x number of y, that kind of thing.
The template is wearing a bit thin, frankly, especially since there's nothing new here. Tasks which involve knocking things down, or doing stunts over certain objects, are as dull as they are in Dave Mirra 2. On the large levels, such objectives turn into irritating memory tests rather than a matter of skill. It wouldn't grate so much if the game mechanics were as silky smooth as those in the leader of the extreme sports pack, Tony Hawk's Pro Skater 3 (Issue 02. 8.8). But they're not. Perhaps, dare we say it, BMX simply isn't as suited to gaming as skateboarding.
Hoffman's trick system, like that of Mr Mirra, is disjointed and ungainly compared with the liquid joy found in the Hawkster's games. Some people may prefer a BMX game, though. But they shouldn't get this one.
For a start, the control method has clearly not been designed with the Xbox pad in mind. The Black and White buttons require frequent use, for modifying stunts and manuals respectively, and these buttons aren't designed to be used as main gameplay buttons. Getting to them in the middle of a combo is awkward.
To make matters worse, manuals are tricky to initiate, with the game frequently refusing to acknowledge your manual-starting input. The collision detection is a tad stingy when you're trying to collect things in mid-air, meaning you need to be very precise with imprecise controls.
Another annoyance is the way things take ages to get going again after you fall over, making the time limit more of a pain than an extra-small bike saddle. And it looks almost like a PSone game at times. And somehow manages to run the detail-free environments at a sluggish pace.
There's very little imagination on show in Mat Hoffman's, and it's not as good as Dave Mirra 2, which can be picked up at a reduced price if you look. It's redundant and unspecial, but at least it isn't Gravity Games (Issue 09, 0.8).

MAX PAYNE
Stylish, repetitive and worthy of your timey bullet time is brilliant
Action - Issue 2 (April 2002) - 7.9/10

(TT00302E)
MaxPayne.txt
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New York, New York - it's a hell of a town. All crack dens, rat races, compensation culture and downtrodden homicide units. Max Payne is caught at the eye of this storm, as a massive and unseasonal blizzard smothers The Big Apple.
They killed his wife and kid, man. Whatever knife-edge Max had been walking, he's now holding it to NYC's underbelly of drug lord schmucks. He's out for revenge.
Not the drawing-pin-on-the-toilet-seat kind, but action-hero-maniac-cop-gone-lone-wolf-man-mental-trigger-happy revenge. He gets it, too, as he shoots, recoils and reloads his way through four episodes and more than 30 chapters of stylish third-person combat.
Framed for murder, the ex-cop steamrollers his way through the criminal underworld and ever deeper into the narcotics conspiracy that seems to have infected everyone from gutter-level street trash to city officials.
Despite struggling against insane odds in his reluctant quest for justice, he's got something on his side - time. Bullet time, to be precise. It's the gameplay feature which sets Max Payne apart from other third-person action adventures, and it's brilliant.
The press of a button lets Max enter the syrupy, protracted state of The Matrix-style bullet time, where things slow down to a crawl. It allows him to dive through the air at a leisurely place and dole out single-gun theory to a roomful of gangster wideboys. It looks and sounds spectacular - clothes flap and billow, guns recoil with a meaty roar and bullets whoosh and ping around the place, leaving ghostly vapour trails in their wake. It's ballistic ballet.
However, as grand as it looks, it's the only thing keeping Max Payne alive, in every sense of the word. Firstly, it's the only way to survive a point-blank shoot-out with multiple enemies.
A single barrel of sawn-off is enough to kill Max, so a swift shift into bullet time is pretty much the only way to cope with potentially fatal hails of buckshot. In real time, gun battles are frustrating and spurious, and can completely hinder the flow of play because it means quicksaving after every corner or encounter.
Secondly, it's the only attractive, substantial thing about Max Payne. The game world itself is dripping with grimy, gritty gangster bada-bing, but the gameplay is a one-note experience.
Enter a room, leap into the fray with some bad guys, watch the bullet time effects and admire the scenery shattering under intense gunfire. Reload and repeat for every room and every corridor in every chapter of every episode.
Bullet time is great, but it's how much you enjoy doing it hundreds of times that will dictate how much you'll enjoy Max Payne.
Even if you do approach the game as a bit of shallow, throwaway fun, there's still a chance that the repetitive nature of the game will turn you off. Us? We're big fans, actually.
Staging the game from the third-person perspective, as opposed to the usual eyeball-cam of the first-person shooter, is necessary to show off the striking mid-air gun routines, but it does mean that the movement of your character feels a bit slippy-slidey.
There's plenty of set piece action, easy-to-get movie references and gallows humour to break things up a bit but, ultimately, they're all just high-quality garnish.
What it comes down to is your appetite for the main course: a thought-free romp with an incredible amount of slick gunplay and virtually nothing else. And to some, bullet time could be a repetitive gimmick stretched gossamer-thin over a hollow and linear video game.
But if you like your action relentless and sweet to look at, Max Payne is for you. It's an action-packed, slow-motion side step for the modern day shoot-'em-up.

MAX PAYNE 2: THE FALL OF MAX PAYNE
Definitive blockbuster action title bursting with new ideas
Action/Shooter - Issue 25 (January 2004) - 9.2/10

(TT01202E)
Max2.txt
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When Max Payne burst upon the Xbox scene, it totally redefined the action game, proving that with high production values and an action movie approach to scene direction, the excitement and non-stop thrills of blockbuster films could be brought to a console with great success. Max Payne 2 is one of those rare gems that prove action sequels can on occasion be even better than first outings.
Again drawing upon innovative graphic novel techniques to script cutscenes, Max
Payne 2 picks up from where the first game left off and uses tight editing to brilliantly splice in playable sections from later scenes in the sequel. This throws open intriguing windows to the feverish night air of murder, betrayal and conspiracy. For the themes of Max Payne are just as dark as the original's plot in which Max sought revenge for the brutal drug-fuelled murder of his wife and child.
Having left the DEA and back on a detective beat for the NYPD, Max is looking older and even more frayed at his hard edges, but still wears his signature black leather coat. From the very start he is drawn into a world of brutal events and unanswered questions, and in a game which is essentially full-on action from start to finish, this clever scripting - chopped in with flashbacks, flashforwards and dream sequences - keeps involvement high. The player hangs on by their fingertips just as Max clings desperately to his ever-changing reality.
Max's situational reality may change faster than Pampers' Mother of the Year but there's a superb continuity provided by the photo-realistic environments of every level. The high-quality urban textures and fantastic real-time lighting, muzzle flashes and explosions anchor the game in a gritty, grimy city that could easily have become dull without intelligent thought about how to vary the setting. And Max Payne 2 is one of the most intelligently constructed games ever made. Civic buildings such as the hospital and police station break up the more everyday tenements and office towers, and later there are the more exotic pads of Mafia boss mansions and the twisted funhouse that is anything but.
But it's the attention to detail that really makes Max Payne 2's beautiful environments a cut above the rest. You're never aware of too many repeated textures, every room has so much variety in the clutter and detritus of modern life that nothing looks contrived and you are always locked into the game, totally lost in Max Payne's own dark world and totally lost to your own. Max Payne 2 also brings new levels of environmental interactivity to the franchise. Now you can move and upset almost all of the lighter furniture and fittings, check phones for messages, rifle cupboards for ammo and painkillers (health boosters), use intercoms and keypads, and operate larger machinery such as forklifts and funhouse 'attractions'.
Even unusable items add more to this sequel, where you can inadvertently or with stylish deliberation knock over stacks of boxes and tins and some shelving units, push barrels to roll down stairs (at attackers) and generally knock stuff over as you perform your cool John Woo gun dives in bullet time 2.0.
Although it's the intelligent detail and superbly scripted dark plot that maintain Max Payne 2's concentrated action, the action does an excellent job of keeping itself exciting with a revamped bullet time 2.0 and the addition of co-operative AI buddies who will help Max out for short periods of time. Even here there's innovation and far from the clear-cut ally situations in many shooters, Max's friends are often more, well... complicated. At different times through the game, Max can employ the temporary aid of a Russian Mafia stooge against the Italian Mafia, a gang of Italian Mafia henchmen in street battles against the Russian Mafia and an ex-cop (turned alcoholic divorcee street bum), whose pistol skills must be paid for by putting up with his incessantly dreary moans about what could have been, rising like broken flotsam from the wreck of his dirty life.
But Max's chief co-operative character is Mona Sax, the femme fatale implicated in the murder of female NYPD detective Winterson, and the woman who has revitalised his love interest. You take control of Mona for significant portions of the game, often battling through buildings with the same bullet time controls to find external sniping spots from which the Dragonov rifle can be put to great effect, giving deadly covering fire as Max tries to find a way out. This is another intelligent technique to vary the action and break up the pace of the game, a schizophrenic twist in the narrative control that keeps the action as fresh as the piling corpses that now fall twisted with grotesquely realistic ragdoll physics.
Max Payne 2, like its first instalment, is a short game, finished on the first Detective difficulty setting in around five hours. But there's little sense of being cheated here. The action is so sustained and the story so compelling that you come away feeling that many other action games should be similarly compressed. It's rare in Max Payne to have long periods of exploration, and only very occasionally, with a small element of problem-solving, do you have to retrace steps. Against Max Payne, the milling about which pads some other titles to greater length makes them seem tired and flabby. Max Payne 2 is a well-told, well-produced, cutting-edge action game that never gives up and never disappoints - a potent shot that curls the lip and sneers at mixers. Down it now!

MECHASSAULT
Stands tall as one of the best online games available
Mech shooter - Issue 11 (XMas 2002) - 8.0/10 - Xbox Live features ****

(MS02301L)
Mechassault.txt
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Okay, deep breath. Battle Engine Aquila (Issue 11, 8.0), Robotech: Battlecry (Issue 11, 7.3), Robot Wars: Extreme Destruction (Issue 11, 6.0) and now MechAssault. Not to mention the exploits of Phantom Crash (Issue 10, 8.5), Gun Metal (Issue 04, 8.3) and let's not forget the promise of Steel Battalion. It reads like a sci-fi shopping list and it's crystal clear that Xbox is rapidly becoming the home for all things mechanised and robotic.
But rather than just being a scrapyard for discarded junk metal, the big black box has become a much sought after address for the big 'bots in the know. MechAssault needs to reside on Xbox. It needs the space to manoeuvre. It needs structurally solid foundations and it needs a high-tech home in order to unleash its online potential. Lesser consoles just don't have the muscle to keep this bad boy under control.
This latest incarnation of the long-running PC-based BattleTech franchise makes its console debut in quite literally explosive style. It's the 31st century and lo and behold you find yourself in the enviable position of controlling a 40-foot killing machine lovingly called a BattleMech, or Mech to its mates.
The action - and there's plenty of it - takes place in a third-person perspective. So, instead of a cockpit view, you get to check out the excellent animation dedicated to making the Mechs move as convincingly as possible.
It's not just the Mech animation that has been professionally executed. The graphics really are a sight to behold. If you want a fresh game to boost your bragging rights to your friends, then feast your eyes on the banquet of eye candy available here.
The sheer amount of damage you can inflict is immense. Most of what you see on screen will react in some way to whatever type of weapon you throw at it. This means everything from trees catching fire and clods of earth cascading in the sky, to huge buildings collapsing like a house of cards. Fire a salvo of rockets at a skyscraper and be careful you don't hurt your jaw when it hits the deck.
Many of the larger structures are subject to multiple levels of detailed textures. Windows will shatter and explode, exposing building insulation and bare concrete columns. Flames will lick around the gaping wound of a structure before you fire the decisive rocket that brings the whole thing tumbling down in a mass of concrete, glass, dust and flames.
The demolition sequences vary depending on the type of target selected so, even after you've taken care of the immediate enemy threats, you end up wandering around and letting rip on an unsuspecting office block just to see what will happen. To the developers' credit, they've really mastered the art of destruction and made it a hugely entertaining spectacle.
You don't even have to waste your arsenal to interact with your environment. Just nudge a building and it will often cause noticeable damage. You'll find yourself strutting around the maps thinking you're the baddest bot on the planet, and in fairness you pretty much are.
Most of the 20-odd single-player missions in Campaign mode involve you roaming around various terrains, ranging from cityscapes to snow scenes, blowing stuff up. It's a fairly basic exercise, but certain elements of gameplaying tactics need to be employed if you are to succeed. As the levels progress, you soon learn that you can't just wade in with all guns blazing - you need to stand off and pick your targets or you'll quickly end up as a pile of twisted metal.
The enemy AI is deceptively good. The fixed weapons, token tanks and infantry are okay in small numbers, but on occasion you'll walk into a crossfire with multiple enemies. But the real fun is taking on the opposing Mechs. They will confidently lumber towards you with deadly intent (and at times offer a real test), but if you get the upper hand they'll quickly change tactics and back (or limp) away, looking for cover and trying to conserve precious energy. The AI encourages an instinct for survival, which makes a big kill all the more rewarding.
With Xbox Live compatibility this title has the potential to be a benchmark online Mech shooter; and the inclusion of two-player split-screen and System Link play hints at what may lie ahead. But as a single-player game it feels a little empty, resulting from an alarming lack of options - you've got the Campaign mode (with four difficulty settings) and that's pretty much it. You can't customise your Mechs like Phantom Crash and the missions offer little scope for different ways to achieve your objectives.
MechAssault is an undeniably good game boasting some amazing visuals. But with so much of the potential weighted towards the Xbox Live experience (which currently only our US mag can play - see Tales From Across The Pond, above left) it falls a little short in claiming Elite status in its own right. This may well change when we take a retrospective look at Xbox Live games, but for now, MechAssault is a bit like a bottle of posh wine: it needs a little time to mature before it'll be at its best.

MECHASSAULT 2: LONE WOLF
A visual feast of spectacular effects and non-stop action that's easy on the brain and pleasing to the eyes
Mech shooter - Issue 38 (January 2005) - 8.3/10

(MS10706W)
MechAss2.txt
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The original MechAssault (Issue 11, 8.0) stomped onto Xbox back in November 2002, and since launch developer Day 1 has been busy building a second helping of heavy metal that'll make your eyes and ears bleed. As renowned spoof rock band Spinal Tap would say, everything has been turned up to 11.
The single-player game has expanded in every direction, the Xbox Live multiplayer options have improved, the special effects are to die for and the environments are far more destructible than even the original. But the biggest change to the robo-stomping formula is the ability to pilot almost every mech you find in the game. This time round, you are the man and not just the machine.
Rather than beginning each linear level in a different mech specifically tooled up for the job in hand, you have a choice of jumping in and out of not just enemy mechs, but also tanks scattered around each level. Many of the objectives require you to hop in a certain model. This is fine if it's just sitting there waiting to be nicked, but sometimes there's already someone in it firing big rockets at you, which makes it tricky to sneak up from behind in a huge mech of your own.
But Day 1 has come up with a solution. As the emphasis this time round is more on the person driving the mech than the metal hulk itself, a new feature has been implemented that really works. Now you can jump on the back of enemy mechs, perform a simple puzzle, and bring it to its knees by ejecting the pilot.
Lone Wolf's story, cutscenes and gameplay remain pretty much the same compared to the original. Even the over-the-top American military voiceovers are back, sounding exactly the same as before. And with basic gameplay exactly the same, you'll be forgiven for thinking you're playing the original at times.
You play the role of the same nameless MechWarrior, and the story picks up where the original left off. The futuristic sci-fi plot orbits around the idea of searching out several data cores that hold the key to powers beyond belief. Your team of Dragoons is locked in a race for the cells against an evil empire, hellbent on getting to each one first. Impressive little cutscenes keep things moving and, more importantly, keep you up to speed with what's going on and where you're at.
Gameplay is pretty much 'shoot everything that moves'. If you played the first one you'll have no problem slipping right back into the cockpit of the mechs. The Left stick moves the mech in the direction you want, while the Right one aims its huge array of weapons. By pulling the Left trigger, you cycle through the two or three (depending on what type of mech you've commandeered) weapon choices, and Right unleashes hell.
Most of the mechs you come across have the ability to hover for a handful of seconds. The ones that can't are usually too heavy and slow due to the amount of armour and size of weapons. You can hover by clicking and holding the Left thumbstick, while clicking the Right stick activates your mech's other special ability. This can be anything from a shield to a magnetic field that makes it impossible for the enemy's weapons to get a lock on you. These functions last for a limited time and slowly recharge over time. If you're to be successful in battles - and there are a lot of 'em - you'll need to be able to use everything the mech has to offer.
Each level is extremely linear. On-screen icons identify the way forward, or objects that need to be demolished, in order to complete your objectives. You'll never find yourself drifting around huge empty levels wondering where you should be going next. The game's designed this way to keep the action levels high - all the time. Wave after wave of enemies are constantly thrown at you, and you'll spend the same amount of time hammering the fire button as you would playing Halo 2 (Issue 36, 10/10) on Live.
The quest for the holy data cores and total destruction of the enemy leads you across the universe and many different environments. You'll get to wreak havoc in skyscraper-covered cities, huge great dirty swamps and snow-capped mountain bases. But again, these look all too similar to the original.
Because you can now get out of the mech and run around on foot, a handful of levels involve you having to sneak around and plant explosives on designated targets. Frankly, these get in the way of testosterone-fuelled heavy weapon mayhem, as you're a sitting duck whenever you get caught - which you will. All too often, it's too easy to get stuck on debris as you run for your life from a tank or enemy mech. Thankfully though, these levels are few and far between.
MechAssault 2 is incredible to look at. While the gameplay might not be mind-blowing, the visual eye candy on offer certainly is - just look at these screens. Everything from explosions to weapons powering up is awesome. You'll be hard pressed to find a prettier game, and it's a great example of a developer squeezing every last drop of juice out of the world's most powerful console. We'd love to see how other consoles would manage this, but as it's a Microsoft-developed product, it's exclusive to us. If you like your action constant and great to look at without gameplay taxing your brain at all, you won't go wrong here.

MEDAL OF HONOR FRONTLINE
An average FPS that doesn't really impress on Xbox
First-person shooter - Issue 11 (XMas 2002) - 5.7/10

(EA02602E)
Medal1.txt
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World War II - one of the most evocative scenarios in mankind's history, a period that has spawned more books and films than you can throw a clutch of grenades at. Now, finally, Xbox owners have a chance to relive the horror and adrenaline of battlefield combat in Medal of Honor Frontline.
From the jaw-dropping beach-landing opening sequence, MOHF does exactly what it says on the tin and takes you deep into the dark heart of WWII as you fight to liberate France and push back the enemy. Sounds fantastic, doesn't it? And it many ways the game has the potential to offer a real nerve-jangling combat experience.
But, for the most part, the action just doesn't turn out like that, because once you strip away the epic veneer of the surroundings you're left with what is at the core - a very basic first-person shooter.
So, why isn't MOHF up there with the cream of Xbox shooters? Well, one reason is AI. This is always a major obstacle for developers of FPS games. We want enemies to react to our presence, to constantly keep us on our toes; we want them to act differently - yet appropriately - to situations we force upon them. We want sophisticated and realistic gun battles.
What we definitely don't want is outmoded, prescribed bang-bang tedium, which is sadly what's often on offer here. You're never fooled into thinking that the enemies are anything other than unsophisticated fodder. If you die and have to go through a mission again, it plays exactly the same as the previous attempt, turning it into a test of memory rather than your honed two-stick FPS skillz. World War II wouldn't have lasted six years if the Germans were as predictable as those in MOHF.
Another problem is that you never feel as though you're handling deadly weaponry. Despite some nice sound effects, much of your arsenal feels as intimidating as a toy gun. It can be argued that the tools of the trade were considerably less hi-tech back in the day; after all, you're holding an antique rifle not a rail gun. But that doesn't excuse the frustrating accuracy issues. Having your crosshair directly over a hapless Nazi is no guarantee that a squeeze of the trigger will get him. Combined with the overly straightforward exchanges of gunfire that constitute the average battles, the lack of weapon finesse means any sophistication there might have been is bludgeoned into a very average experience.
However, if you're content with a straightforward, frill-free blast, then it's likely you'll enjoy much of what's on offer here. The infamous D-Day landing sequence, for one, is very atmospheric, as bullets zing from all directions and clods of earth explode around you. But it's a shame this sequence comes so early on, as the game effectively plays its trump card within the first few minutes - where do you go from a playable cinematic opener?
There are some great death animations that deserve a mention - such as shooting a soldier and watching him roll down stairs. And there are some nice-looking scenes, too, although the game's PS2 roots means that it's not among the top tier of visual delights on Xbox. Indeed, while it's okay in stills, the environments on the whole are markedly non-interactive - objects rarely explode once fired upon and you can't even shoot the lights out. Even GoldenEye managed that, back in 1997.
That's MOHF's problem in a nutshell, really. As a first-person shooter, it's embedded in the mid-90s like a mine in the mud, learning nothing from the current leaders of the genre whatsoever. Even the game's most impressive scene, the D-Day landing, feels old hat to play, thanks to a curious objective. Instead of struggling to get to the shingle bank like everyone else, your objective is to run to and fro rescuing four soldiers who are pinned down by machine-gun fire. It feels odd to be bustling about the war zone like a courier, and the strange task detracts from the otherwise visceral atmosphere - especially after a few retries.
The brutal truth of the matter is this: if you have an Xbox, the chances are you're already aware of benchmark titles like Halo (Issue 01, 9.7) and TimeSplitters 2 (Issue 09. 9.3) that offer a more polished and rewarding FPS experience. But if you're looking to have a no-questions-asked World War II FPS arcade romp, then you may find that a title like MOHF holds a certain appeal - at least for a short burst of Nazi-hunting.
There's lots of room for a good World War II FPS on Xbox, but it needs to do a lot more with its source material than this game, which has ultimately resulted in a very average shooter. The respectful treatment of the conflict so evident in Saving Private Ryan has been diminished by the sloppy quality of the action on display here. Something as awfully compelling as World War II deserves much, much more.

MEDAL OF HONOR: RISING SUN
Unfinished levels, poor ending, awful AI, clumsy plot. A disappointing sequel
First-person shooter - Issue 24 (XMas 2003) - 5.1/10

(EA06302E)
Medal2.txt
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For you, Tommy, the war in Germany is over. The new theatre of combat is the Pacific. Just as WWII movies have drifted east from Saving Private Ryan to Windtalkers, so this franchise has migrated from the continental Medal of Honor Frontline (Issue 11, 5.7) to the land of the rising sun. Conspiracy theorists suggest that US commanders allowed the 'surprise' attack on Pearl Harbor to secure war support at home. Rising Sun does the same, drawing you in with great Pearl Harbor opening scenes, knowing full well that the excitement will not be sustained.
For MoH: Rising Sun consists of a handful of setpieces interspersed with generic first-person fodder that is at best uninspiring and at worst unfinished or even broken. This lack of effort is evident throughout. There are buildings and ships that are missing textures, allowing the sky to shine through where there should be brick or metal bulkhead. Soldiers sometimes hold invisible guns, their weapon models mysteriously AWOL. Throw grenades in some jungle canyons and they bounce back off an invisible ceiling at tree canopy height. Nudge other characters while they are talking to you and they skate around the levels like human pucks. Co-operative characters run into walls and get stuck with their disembodied heads appearing on one side of a partition while their legs keep running on the other. The game development medal of honour is staying locked away in a display case at our HQ.
Worst of all, there are game-breaking bugs that can totally stymie progress and force a level reload. If a game is going to rely on the AI of supporting co-operative characters then their intelligence has to be up to the job. If, in the case of Rising Sun, they can't even lay the explosive they are carrying on a gun emplacement, a mission objective that must be completed before you can continue, then it's a court martial offence that should go to the firing squad. Co-op AI characters also cannot die, which can lead to insane infinite close-combat battles if you stand and watch. Enemy AI is little better. Despite the occasional screaming bayonet or samurai sword charge, most gunfights consist of a standing exchange of fire with weapons often inappropriate to the mission type.
The lazy programming and suspicion that no one actually thought to play the game through before pulling the pin and lobbing it at the public, unfortunately extends to the graphics. If a game like Rainbow Six 3 is a colonel in the shooter army, then Rising Sun is basic infantry. Very basic infantry. There's little noticeable improvement over the MOH Frontline graphics engine and we weren't very impressed with that.
Textures seem flat, poor lighting and spot shadows make no use of Xbox hardware potential and while some environments are certainly expansive, the payoff between size and detail is too high, leaving the impression of a cardboard set made by children for an amateur production of Tenko. And that's before you go into the linear jungle corridors or rigidly enclosed grasslands. We've felt closer to nature hanging a tree-shaped air freshener from a rear-view mirror.
The over-sentimental heavy-handed plot and dialogue, awful AI and shoddy graphics are not aided by a sudden and unsatisfactory ending (the story will be picked up by the next MOH game, although you're not told that in Rising Sun). We recommend that you stick this where the Rising Sun don't shine and wait for Activision's Call of Duty to take the WWII shooter to the next level in 2004.

MEN OF VALOR: THE VIETNAM WAR
A lot of it is on rails and littered with scripted enemies. Plays a little dated; a wet weekend blaster
First-person shooter - Issue 35 (November 2004) - 7.1/10

(VU02502E)
ValorViet.txt
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The Vietnam War is currently the war of choice for developers. It's officially cool, and no longer the stigma of American failure it once was - Hell, we've got Iraq now! You want napalm and conscience-free peasant slaughter? You've got it in abundance. But, as if to ram home the point that the Vietnam conflict was still an almighty balls-up, Men of Valor goes straight for the heart as well as the jugular.
Deep in Vietcong territory, the scripting between your squad is as hardcore as it is heartfelt, with banter between the men rich and cinematic, clearly aiming to set up the realism that flows throughout the rest of the game.
Health packs, ammo - any kind of resource has to be scoured from dead bodies. Vietcong booby traps are littered everywhere, and your machine-gun has a horrible habit of spitting lead anywhere but into the crafty Cong creeping through the undergrowth. War is no picnic, especially this war, and Men of Valor is out to prove it. That might also explain the almost comedic overuse of blood sprays whenever you hit any target.
It's not all limb-shredding realism though, even if that's what it feels like when you find yourself crouched in sodden reeds, bullets fizzing over your head like bees. This is especially evident where the AI is concerned. Your squad is cannon fodder, unable to be controlled beyond the ability of following you in whatever direction you've set off on. The enemy AI is deeply suspect too, often so inconspicuous and daft in their attack pattern they might just as well put a gun under their chin and be done with it. With every enemy on a scripted attack pattern, success often relies on your replaying certain areas time and again, then plugging them before they've even fired a bullet.
One level in particular highlights the scripted, limited game design. You're waist high in a stream when, high up on the banks, a swarm of Vietcong attack. The logical approach would be to find high ground and get the hell out of the water. Unfortunately, because of tight rails and the lack of a jump button, you can hardly climb out above your socks - let alone onto safer ground. Once this would have been acceptable, but by today's standards it just isn't - especially when programming restraints take away clearly wise gaming manoeuvres you'd want to use.
Thankfully, a major strength of Men of Valor is the broader level designs themselves, not necessarily your navigation of them. Whether you're storming a bunker on the crest of a hill before it's torn apart by napalm, or taking cover behind an increasingly unstable tank that looks as though it's about to explode, the action rarely lets up - and you can keep that trigger finger twitching until you're piled high with corpses.
Of course, it also helps that you can get additional cover from a friend (either Live or offline co-op), and that adds even more to the sense that you're actually involved in something a little more than just your standard FPS. With a little more scope, a little less limitation, and a little more to distinguish this from the other Vietnam games around, this could have been a classic.

MERCENARIES
Truly amazing effort. More plot and fewer meaningless explosions would have shaken GTA's iron grip considerably
Screenshots - Third-person shooter - Issue 39 (February 2005) - 8.5/10

(LA02101W)
Mercs.txt
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The demilitarized zone (DMZ) that separates North and South Korea is described by some as the most dangerous place on Earth. It is a landscape of nightmares; a wasteland thick with artillery craters, barbed wire, minefields, graveyards, and the skeletons of villages. The earth has been shelled, mined, overgrown, booby-trapped, burned and abandoned, and it is here the entire duration of Mercenaries takes place.
From Pandemic, the studio responsible for the likes of Full Spectrum Warrior (Issue 30, 9.2) and Star Wars Battlefront (Issue 35, 9.0), it's obvious from the outset that there's a wealth of military clout behind Mercenaries. If you're looking for cute, you're in the wrong place. If you're looking for a war-themed GTA then, surprisingly, you might also be in the wrong place.
The DMZ is full of warring factions, each with grudges against one another. Obviously North and South Korea have a presence, as does the UN, the Chinese military, and black market racketeers the Russian Mafia. It is these organisations who'll feed our bank balance if we help them with a few 'favours', and these that we'll then be shamelessly attacking when revenge hits are called for.
The five groups will each be indicated on screen as a flag, but only when you're in favour with them. If a hit goes wrong or you back out of a contract, your standing with each group will fall, only to be redeemed with a cash donation or the recovery of stolen items you'll find littered around the map. Fall too far out of grace though for, say, destroying an entire military airport for shits 'n' giggles, and you'll be shot on sight by any patrol or scout that encounters you from there on in until you literally bankrupt yourself to stop the hits.
The DMZ is a huge, sprawling area so there is little chance of incurring too much wrath without being able to escape and earn those much-needed Brownie points to get back on side with a contractor. Populated with rolling hills, misty mountains, and secret outposts, the DMZ is easily as large as Vice City. Unfortunately it isn't as easily navigated nor half as pretty, despite being fully free-roaming from the start. Without an off-road vehicle, many missions are limited by the layout of the roads, and although every car is free to attempt a slightly inclined climb, few actually make it, making for a lot of meandering gameplay down endless roads.
It's also a bit of a bummer when it comes to hitching a lift if you find yourself standing next to a burning wreck that was once your vehicle. Sightseers and Sunday drivers are few and far between, so there will undoubtedly be portions of the game where there's nothing for it but to walk everywhere. Manage to carjack a vehicle though, especially one with city-flattening capabilities, and the world is your oyster, and you're a bloody great hammer ready to smash it to smithereens.
During the game you'll have to bring down the 52 Most Wanted Korean generals, designated in a deck of cards system, but how this is executed is entirely at your discretion. You can employ stealth (of a sort) and sneak in for a snipe, or you can call in full bunker-busting wrath of hell stuff and scorch the earth away (and anything on top of it). If you can conceive of a way to kill, Mercenaries lets it happen, and that's where the beauty of the game unfolds. Every man-made structure, be it a humble watchtower or a huge fortified skyscraper, can be destroyed. You can flatten and stomp, explode and implode everything you see. Pack a stack of cars against a building or under an arch, set one off, and let them blow. Hijack a chopper and fill it full of tank-busters then rain them down on your target. Buy special weapons drops from any of the factions and you'll be laser-targeting buildings for an airstrike, calling in artillery strikes, carpet-bombing compounds, or watching those bunker-busters bore into the earth before sending up a spray of dirt and bodies. It's damned, dirty fun and we're encouraged to make the most of it.
Much like GTA, there's incentive to spend time exploring the environment and doing with it as you see fit, because it's during these times extra money can be earned and secrets unlocked. But, unlike GTA, Mercenaries doesn't quite possess the panache to keep free-roaming play engrossing. We thought there could never be enough destruction but whereas GTA gradually layers on the intensity, Mercenaries just barfs it up in your face. There are near-nuclear weapons at your fingertips from the beginning and very little consequence for using them. Financial penalties are no kind of punishment for going crazy so there's no real incentive to spend that much time on a rampage. Having a fleet of Black Hawks or swarms of heat seekers on your tail would have upped the ante, but there's none of it. This is consequence-free gaming and, as a result, free-roaming can get dull.
The missions themselves more than compensate for the free-roaming aspects though, thank goodness. They are varied enough to encompass tasks that require belly-crawling through undergrowth to plant C4, and then there are those that push the beautiful physics engine to its limits as cars, fuel dumps, and passenger jets all explode into the sky in a wash of flame and smoke. If there's one thing that easily surpasses the standard set by GTA, it's the physics. They're stunning.
Mercenaries, despite not quite hitting all the goals it aims for, is a superb effort nonetheless. The score is reminiscent of the old John Barry Bond themes, and there's a genuine menace in the DMZ thanks to the all saturating mist. The subversive thrill of destroying just about everything you clap eyes on is ingenious within the context of a mission too, yet the game is a bundle of contradictions. Where it excels to brilliance in parts, it also manages to be indescribably daft. Hijack an armoured car by killing the driver and the soldier in the gunner's seat will then instantly forget it ever happened and lend you a hand. We got the sense that everything in the world was placed there for the sole purpose of being destroyed, without enough consideration to the fact that, just maybe, they should be protecting themselves from you.
The three mercenary character types are different on the exterior only, with nominal strength and stamina differences. If you like the way a character's ass wobbles when she walks, you might just as well choose her for all the good it does. All three characters are ridiculously hard to kill, being capable of surviving chopper crashes and exploding vehicles without a scratch. Again, this just reinforces the idea that Mercenaries is all about venting anger and smashing up whatever the hell you like. It succeeds perfectly in that respect.
As an exercise in showing off explosion physics and brainless fun, Mercenaries is a faultless title. An over-the-shoulder rocket launcher and access to a helicopter is all you need to get stuck into the most overly gratuitous, superbly silly game we've seen in ages, and if you can stand to gasp and giggle at a barrage of destruction for longer than quarter of an hour, then you're a great man indeed. However, 'sandbox' games need to strike a balance. Freedom to do what you want is a good thing, but not when it comes at the expense of characterisation, plot, AI, and gameplay. If Pandemic had just reined in the obvious fun it had developing Mercenaries, we gamers might have had more fun playing it. It's sturdy, it's explosive, and in short bursts it's a stupidly enjoyable, C4-charged rolling death machine of a GTA-beater. Beyond that though it never stretches itself to the obvious cult classic it could have so easily become.

METAL ARMS: GLITCH IN THE SYSTEM
Gorgeous graphics, engaging characters, stacks of variety
Action/Shooter - Issue 23 (December 2003) - 9.0/10

(VU01002E)
MetalArms.txt
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Back when I was just a nipper, there was nothing more enjoyable in life than tearing open my Pandora's toy box and unleashing epic plastic hell. My mum and dad would wake each morning to the sounds of Optimus Prime being smacked headfirst into a Tonka Truck. In their minds it was a heinous racket, but in my imagination it was the ultimate battle. It's time to relive that feeling with Metal Arms.
Blow holes in doors, demolish buildings, flatten Mil bots in a tank or shoot them into teeny little pieces. Everything in range is a potential target. All shooters have explosions, but none of them are as spectacular as this adventure. Metal Arms employs a dramatic particle system where shooting an enemy results in tiny shards of metal scattering everywhere. This simple effect transforms the act of shooting into an act of "Oh my God, I'm such an incredible badass!" Lobbing a grenade into a pack of evil Mil bots creates devastation to rival even that of the mighty Otogi (Issue 21, 8.0).
Everyone needs a battery recharge at times, and to prevent the mayhem becoming too much, there's also a lot of humour in the game. Not only do Glitch and his partners engage in some snappy exchanges, but they all look really chunky and fun. The same can be said for the evil Mils, who would probably get on well with Covenant grunts in the conversation stakes.
Their goading and bold threats make it all the more satisfying when you finally manage to nail them. And we do mean 'finally', because the Mils are light-footed and extremely sneaky. They'll attack in formation when you're low on ammo and bleeding lithium or hop away wailing and screaming if you shoot their arms off.
It's these glowing details that remind us another top-flight Xbox shooter - Halo (Issue 01, 9.7). The AI is like Halo's, the great characters are like Halo's, and even the sniper scope is (knowingly) like Halo's, but all without feeling like a rip-off. This wouldn't be possible without the game's unique graphical style and accelerated gameplay.
Of the whopping 40 missions in Campaign mode, about 30 are a combination of platformer and shoot 'em up. We've already talked about the shooting aspects, but the running and jumping are equally good, courtesy of some responsive controls. The other ten levels, including driving a dune buggy and manning a gun turret, are really diverse and help to keep the adventure fresh.
Another streak of variety comes in Glitch's ability to hack into enemies and take over their bodies. Sneak up behind a 15-foot security droid, 'tether' him and spend the next five minutes wreaking great vengeance and furious anger on his buddies. There are no limitations with the Tether gun, meaning any robot of any size can be yours to command.
Everything you can do in Campaign mode also applies to the excellent multiplayer game. It's a split-screen affair for one to four players with seven variations. There's nothing groundbreaking here but at least you've got the reassuring goodness of King of the Hill, Capture the Flag and Tag modes. Playing the levels with vehicles is eye-wateringly joyful, although it could have been even better with a System Link option or Xbox Live mode for 16 gamers.
Unless you've been following our news pages religiously, chances are you probably won't have heard of Metal Arms before today, but rest assured it's a title you'll be hearing again and again. Perfect entertainment for kids and even better for anarchistic grown-ups, this has to be one of the biggest and brightest surprises of 2003.

METAL DUNGEON
Strong strategy element, but repetitive gameplay and no story
RPG - Issue 11 (XMas 2002) - 5.0/10

(TQ01901E)
MetalD.txt
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The Xbox has so far been pretty barren in terms of RPGs. Apart from Baldur's Gate (Issue 08, 8.5) and Morrowind (Issue 09, 7.6), there hasn't exactly been a platter of satisfying titles to sate the appetite of hardened fans. Could this be the juicy main course RPG-lovers are crying out for, or just a canap??
Metal Dungeon is set on the futuristic world of Aransas, where an experiment to create super-cyborgs has gone wrong. The cyborgs have taken over the asylum and created an army of hybrid monsters to keep the humans locked out of their own facility. You must lead a team of up to five characters to rampage through ten dungeon maps and take back the facility from the hordes.
There is little else to tell - and that is one of the major drawbacks of the title. You never really care very much about the characters because there is no narrative to support them.
The dungeon itself is quite a dull and repetitive environment. There are ten areas to explore and each level randomly generates upon entry, but it ultimately results in much of a muchness as you walk around similar-looking maps, opening treasure chests or entering rooms and getting jumped by Fisher-Price-style monsters.
Combat, by far the largest part of the game, is also mundane. Metal Dungeon is being touted as a real-time battle, but it's really just a case of selecting which weapons/spells/items to use and nominating which character attacks which target. Your team will operate automatically without your instructions and there is very little control over each member. There is also little sense of urgency due to such basic character animations and poor weapon/spell effects, combined with nothing to be gained from killing the enemy. No loot is dropped from slain monsters, just a few experience points added to your team's tally.
To the game's credit, you can spend a lot of time customising your characters rather than just following the linear levelling path of many other RPGs. But when there is no story for them to be a part of and you're faced with a treadmill of repetitive gameplay, then you have to ask: "Where's the fun?"

METAL GEAR SOLID 2: SUBSTANCE
Lots to admire but constant cutscene interruptions can really grate
Action adventure - Issue 13 (February 2003) - 7.2/10

(KN00708E)
MGS2.txt
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Metal Gear Solid 2: Sons of Liberty is responsible for selling a lot of PlayStation 2s. It was the first game on that console to demonstrate truly impressive next-gen visuals, and as a sequel to a much-loved predecessor it was inevitable that people would hype it up, big time. And so it proved - when it was released towards the beginning of 2002, cartload upon cartload of copies were sold.
So, around a year later, Xbox owners get a souped-up version of the game in the shape of Metal Gear Solid 2: Substance. As well as the original Sons of Liberty, there's a load of extra material here for Snake fans to foam over. VR missions - much like those in the add-on disc for the PS one original - make an appearance, and there are five sizeable new missions for Snake to pitter-patter his silent but deadly thang through. Not to mention more options for the main game itself.
But there's one thing for our mulleted hero to consider these days: Xbox is more dangerous territory for Snake than PS2 was. Over here there's a certain super-stealthy and equally gruff Sam Fisher of Splinter Cell fame to think about. And know what? Sam can grow a better beard than Snake. So in this exalted company, exactly what is Substance made of?
One of the first things that hits you about the game - and stays with you throughout your time with it - is that there are so many things to admire. If God is in the detail, then Metal Gear Solid 2: Substance is like the Holy Grail with the Lord's Prayer inscribed around its outer rim. And brim full of blessed wine.
There are just so many little touches to enjoy. The first to grab our attention was the poster of an attractive, scantily clad young lady on the inside of a locker door. No surprise there, then. And what's more, you can get in and hide in these lockers. Just make sure you duck when a guard passes by in case he peers through the grill. Place a call back to HQ on your radio (or Codec, as the game calls it) while you're hidden and they'll even strike up an amusing conversation about the last time Snake was caught hiding in a locker!
Yes, you'll find everything is consistent within Snake's world, and this is pretty much the best thing about the whole game. Find a large cardboard box and you can hide in it while guards walk past - still an impressive routine, even after all these years. Puncture a fire extinguisher and the resultant mist will reveal any infrared security grids in the vicinity. Attention to detail - you've got to love it. Especially when it means running through bird crap too fast makes you slip and fall into it.
You only see this kind of thing in games that are labours of love. And it extends everywhere. The visuals aren't as technically impressive on Xbox as they were on the PS2, but it's difficult to care really - the whole thing still looks damn fine. It has a very distinct, comic book style that's all its own. Sure, everything is a bit brown and green, but it's still cool.
And to add to this classy presentation are the music and sound effects. The music, by a seasoned Hollywood score writer, is as stirring and atmospheric as you could hope for. And sound effects are well used, especially the nerve-shredding shriek that rings out every time you're detected by a guard.
But for all the incredibly high production values, MGS2 just ain't all that. Imagine this scene, if you will: you're going to a party that everyone has been talking about for ages. Chances are, you're really looking forward to going to it. Think of the possibilities, of what might happen... you might bump into a long lost friend, meet the love of your life, or just have a generally great time dancing about like a prat and laughing at rude ice sculptures. You may even choose to hang about in the kitchen, adopting a "cooler than you" pose for a while.
But imagine you're at that party, ready to have the time of your life, only you've got your mobile phone with you. And then your mother calls you up every thirty seconds or so, interrupting nearly everything you try and do, everyone you try and talk to - basically making it completely impossible to enjoy yourself.
Well, that's a lot like the feeling you'll get from MGS2. The game's obsession with cutscenes is well documented, but even if you've heard that a million times you'll still be amazed at just how intrusive they are. And most of them aren't even proper cutscenes, either - you just see the heads of two characters talking to each other over the Codec, while you read the reams and reams of utter drivel they spout so endlessly.
You might hear from some that the game is a masterpiece, a clever blurring of interactivity and film that pushes the boundaries of gaming in compelling and exciting directions. Not from us, though. To us, a game is something you play with, have fun with. That's not what you get with this. All the shots you see over these pages make it look really good, that's true. But the reality's not so great. The Codec scenes just go on, and on, and on. Then, when you finally get control and think you're going to do something cool, you walk five yards and the bloody thing starts up again. The game has completely disappeared up its digital arse, forcing the player - reader, more like - to wade through conversation after tedious conversation.
This is all the more frustrating because the actual game is rather good - when you're allowed to play it. Although we have to say that after Splinter Cell, it can be frustrating to have such a restricted view of the action. Whereas in Fisher's game you could manipulate the camera with the right stick, here you must put your back against a wall to force the camera into giving you a glimpse of what lies ahead. Very much like the first MGS, then - fun, very polished, but you never quite feel you're allowed to enjoy it as much as you want to.
Thankfully, though, there's more to it than this. If you are a big fan of all things Solid Snake then there's absolutely loads for you here. The five new Snake Tales provide some satisfying mini adventures for our slightly camp hero to expertly stealth through, and the VR missions test each and every aspect of the player's skills until honed to perfection. They're also free of constant interference from the Codec - although in the absence of that loathsome device, there's a pause between failing the objective and being able to have another go that can become irritating.
All in all, then, assessing the worth of Substance to you, the reader, is a little tricky. There are two groups of you - those who've already played the main game on PS2, and those who haven't. So, group A, listen up: if you've already played MGS2 on PlayStation 2, you'll most likely already know if you want more. If you loved it and the cutscenes didn't grate, then the extras here will offer you hours of additional entertainment. But if you couldn't see what all the fuss is about, then don't bother.
Group B - you're a bit trickier. There are loads of things to admire here as, after all, it's the most complete MGS experience ever burned onto disc. But you should be warned it can be frustratingly difficult to sit down and enjoy without having reams of cheesy, convoluted chatting rammed in your face. In many ways it's a lot easier to admire MGS2 than it is to enjoy it. But, ultimately, if you just want to enjoy a stealthy insertion or two, we reckon you're better off with Splinter Cell.

METAL SLUG 3
Won't last an age, but plenty of on-screen nonsense to keep you entertained. Great for £20
Shoot 'em up - Issue 35 (November 2004) - 6.7/10

(IO00501E)
MSlug.txt
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We're all for this 2D retro malarkey. There's something quite 'end of the pier' about it that makes us feel all nostalgic, especially when the game in question is as enjoyable as Metal Slug 3. For a bargain-bucket price of £20 you're getting far more than just bargain-bucket gaming.
Like its predecessors, Metal Slug 3 is a side-scrolling thumb-bruiser, an exercise in how long you can keep the momentum up while avoiding enemy bullets. Thankfully, the variety and speed at which you're thrown your prey comes thick and fast, often on Earth, but occasionally in the clouds, under the sea, or in deepest space. During the missions you'll either have a rocket pack strapped to your back, be sat in the cockpit of a helicopter, or sport some dashing Sean Connery-style diving gear, each of which serves as a substitute for an extra life. Get hit in the chopper and you'll eject rather than dying. They're a godsend because, without every help you can get, the action can become quite aggressive.
Again, this is countered by your weapons, which range from a flaming shotgun to a laser and everything in between. Metal Slug's Japanese roots also show during weapon pick-ups as a naff voice-over screams "Rocket Lownchur!" whenever you equip one. It's daft but it's also endearing.
Metal Slug 3 won't last you an age, with only around half a dozen levels, but there are lots of sub-games, comedy missions that become unlocked and plenty of on-screen nonsense to keep you entertained. Look out for the zombies. If you get hit you'll become one (with projectile explosive vomit too), and if explosive zombie sick isn't worth 20 quid and a few hours of your time we don't know what is. Old skool, but hey, old's cool.

METAL SLUG 4
Another SNK golden oldie gets its free bus pass
Action - Issue 49 (December 2005) - 5.7/10

(SN00501L)
MetalSlug4.txt
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You know the score with the Metal Slug series by now: arcade platform/shooting gumph, filled with stunningly animated if spectacularly last-generation characters and a difficulty level perfectly pitched to rob you of every last bit of change in your pocket. Great stuff, assuming you're enjoying it in its natural arcade setting, of course.
But on Xbox you have a tired-looking game that, with the benefit of infinite continues, can be polished off in just over an hour. And even though it's only 20 quid, with online scoreboards the only real addition to the package, it's hardly value for money. As a compilation package of old Metal Slug games it would have been perfect, but as a standalone title this is desperately lacking in features let alone replay factor. Besides, Metal Slug 4 is hardly the high point of the series anyway, nestling uncomfortably as it does between the far more varied and entertaining Metal Slug's 3 and 5.
But a 5.7 score is by no means representative of the game itself. Metal Slug 4 is still classic 10p-guzzling stuff, but there's just not enough here to warrant a score of your hard-earned readies.

METAL SLUG 5
Overpriced, made of pixels, and far too short. They should really just put them in a compilation now
Arcade - Issue 52 (February 2006) - 3.9/10

(SN00802W)
metalslug5.txt

MIAMI VICE
So bad it's insulting. The developers should be dragged into the street and covered in steaming horse shit
Screenshots - Third-person shooter - Issue 39 (February 2005) - 2.0/10

(DX00101E)
MVice.txt
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This is an absolute Crockett of crap. For a franchise drenched with such wonderfully cheesy nostalgia, it's a crying shame that somebody has picked up the licence for peanuts, and then produced a game with monkeys.
First of all, Miami Vice featured a crime-fighting duo, so why isn't there a two-player mode? Ah well, you pays your budget prices, you gets your budget gaming sometimes. As either Crockett or Tubbs, you spend the entire game shuffling through levels littered with sporadic bad guys who are so hideously hard to lock on to or kill that you will want to ram your fist through the TV. Whether you actually shoot a bad guy seems to depend entirely on random chance, as one minute a bullet will hit its target, the next you might just as well be making balloon animals. The bad guys themselves seem to be able to hit you at an atrociously annoying rate.
Objects used as shelter are, like the targeting, totally random. They either protect you or bullets go through them. The biggest challenge is actually getting behind the objects to shelter in the first place, such is the abysmal control system. You walk like a crab and shoot like a drunk. To compound the misery, every time you get killed (and this will be frequent), you're forced back to the beginning of a level to attempt it all over again. It's not too bad because the bad guys respawn in the same place only to shoot at you in the same order again, so if you've the patience you could trudge through a level by trial and error. But who the hell would want to?
This is a wasted licence and a blot on the gaming landscape. It's ill conceived, was rushed to shop shelves under a whisper and plays like the gaming equivalent of being continually booted in the face. Utterly, desperately, and thoroughly awful, this is to be avoided at all costs.

MICRO MACHINES
Sacrifices longevity for arcade action and short-term fun
Driving - Issue 10 (December 2002) - 6.6/10

(IG02801E)
Micro.txt
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You may remember a succession of highly popular Micro Machines games from Codemasters, dating back to the dusty Sega Mega Drive and finishing with 2000's Micro Maniacs on PSone. Infogrames has since snapped up the licence, resulting in Micro Machines crashing onto the not-so-micro Xbox.
Despite new parentage, things haven't changed all that much but as the honest mechanic would say: "If it ain't broke..."
For the few unfamiliar with the game, a Micro Machines 101 summary lesson is in order. The game is top-down racing, with tiny cars zooming around oversized tracks. In previous games, courses have been carved out on kitchen tables and desktops that naturally have hazards much bigger than your tiny car. Think tomato ketchup bottles and open books as tiny tunnels, and you'll have a good idea of the formula - miniature racing with simple controls on madcap maps - that has been retained for the Xbox incarnation of Micro Machines.
Players have a choice of eight different cartoon-style characters, including a failed superhero, an 80s playboy, an American cop and the obligatory Frankenstein-like monster that seems to pop up in every game of this kind. Each character has a choice of five vehicles, tailored to their own style - the playboy drives a Porsche, the cop has a squad car, and so on.
Vehicles change depending on the track you're racing. Although only really a token gesture, vehicle types do have slightly different driving physics; it's harder to corner with the boat, the bikes are very quick and the off-road vehicles have better handling.
At the start of the game there's a choice of eight tracks, with additional courses unlocked by winning the Championship stages. The tracks are ace. Where else can you get the sheer nuttiness of racing over a fat man asleep on the beach or around the chalked outline of a dead alien in the 911 stage?
Track features (like crabs snapping at the drivers on the beach level) can have an effect on your performance, but in truth much of the scenery is cosmetic - on screen purely for aesthetic reasons rather than having any influence on the actual game.
Unfortunately, a very dim view is taken of short cuts, with your vehicle often automatically blowing up if you try and sneak an advantage.
This is a bit of a shame, as we think this type of fun-based driving title should have less rigidly enforced rules.
As with most driving games, there are various modes of play all based on the one existing theme of racing. In single-player, worth mentioning is the Micro GP, where a slightly different view is used (the camera is closer to the car and behind it, rather than always top down).
But you also get to race through gateways that automatically transforms one type of vehicle into another - from a car to a bike, for example.
But the real deal is in multiplayer. With four players, Micro Machines is a blast; quite literally the case in the Bomb Tag feature.
In addition to the normal racing options, lots of fun and plenty of laughter is guaranteed as your mate goes boom after you tag him with the bomb at the last second.
For what it is, Micro Machines is expensive and somewhat shallow. But it's also undeniably simple and addictive fun that retains an appeal for its quick jolt of madcap frantic racing. With a few friends, everything easily develops into raucous shouting matches in multiplayer. All told, this is a fun game that'll get played after the bell at school, or after the bell at the pub, but not that often at any other time.

MIDNIGHT CLUB II
Fun arcade racing, although the handling is twitchy
Driving - Issue 19 (August 2003) - 7.8/10 - Xbox Live features ***

(TT00802E)
Midnight2.txt
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You know, if you like a lot of chocolate on your biscuit, then you've probably sneaked down to the fridge at the witching hour for a spot of illicit Club action. We like the Orange flavour best, since you ask. However, Midnight Club II is all about an equally exciting, yet far more dangerous, midnight club.
Starting off in L.A. in a fairly underpowered car, you challenge local hoodlums to a race by flashing your headlights at them. Just like in Maidstone. Sadly though, Kent's county town has been dropped in favour of Paris and Tokyo.
Race found, you hoon about in your car through the courses which, as with Midtown Madness 3 (Issue 18, 7.3), are set in appealingly non-linear surroundings. You get a Grand Theft Auto-style map at the bottom of your screen, which allows you to decide upon the best route to the next checkpoint - because the city's open, the route is up to you. Smashing through glass doors to access shortcuts, hurtling down narrow alleyways, or 'accidentally' sending pedestrians flying over your bonnet, it's all fair game.
As the game progresses, you win the cars of your beaten opponents. Even better, further into the game you get to win motorbikes, which are faster and more manoeuvrable. The trade off is that you're far more likely to end up as a nasty puddle of person paste if you hit something.
The freeform nature of the game means that Midnight Club II can be a great laugh to play. If you've spent time with GTA and think that messing about in the cars is a laugh, then the prospect of (slightly) more structured racing round similarly labyrinthine cities should be a tasty one. Except now the cities are high-res, and the framerate's silkier than Heidi Klum's inner thigh. We imagine that's quite smooth, at any rate.
There are some tasty additions to the mix that make things a bit more involving. The Left trigger acts as a stunt button that allows you to pull off some properly nifty moves, depending on your choice of vehicle. If you're in a car, you might be able to swiftly go onto two wheels, allowing you to scream through the narrowest of spaces at full pelt. If you're on a motorbike, you'll be able to pull off slinky turns at a faster pace, or wheelie for a burst of speed. Certain cars have nitro boosts as well, allowing you to make ludicrously big, shortcut-granting jumps. It's all a lot of fun, basically.
Unfortunately, there a few things that threaten to make you go to bed before midnight. For one, the handling isn't quite right. It's very arcadey, and we've no problem with that, but it's overly digital. You feel like you've got a choice between no steering or full lock, with no analogue increments in between. That's not just a shame, given the lovely sticks on the Xbox pad, it makes the game less fun than it should be. It's annoying to crash when you're in the lead, just because twitchy handling has sent you into the motorway wall rather than a few feet to the left.
If the handling harks back to games gone by, so too does the method of progression. You have to win a race before you can move on, and although there's nothing unusual about that - Burnout 2: Point of Impact (Issue 17, 9.0) gets away with it, no worries - in Midnight Club II it can properly piss you off. Perhaps it's because of the style of racing: on some levels there's no set order to the check points, so it takes trial and error to work out the best route to zip round and make it to the finish first. Fun for the first five or six goes, granted, but obnoxiously frustrating by the 13th.
Yep, Midnight Club II is harder than not getting hooked on Big Brother. At first you'll sail through the levels, but it gets frustratingly tough once you're into it. Even so, there's a great deal of fun to be had - pedal to the metal, pedestrian-killing thrills and a slick feel means this has the edge over Midtown Madness 3, at least in the offline stakes. Thing is, if it's just an urban thrill ride you're after, don't buy this unless you've already thrashed Burnout 2 - it's a far classier experience.
But then Burnout 2 doesn't offer Xbox Live play. And the prospect of taking part in eight-player Midnight Club races is a tempting one, especially since you'll have some players on bikes, some in cars, and a generally high level of mentalness. We'll have an update on the Live play next issue, but if offline is where you're at, then Midnight Club II still offers an involving, enjoyable take on the whole driving thang.

MIDNIGHT CLUB 3: DUB EDITION
Slick, stylish, and great fun. A ton of modding options and multiplayer goodness. Blisteringly fast with user-friendly handling
Screenshots - Driving - Issue 42 (May 2005) - 8.2/10

(TT12102E)
MidClub3.txt
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Hailing from the hotbed of the street-smoking Essex Riviera (Southend-on-Sea), I've seen the rise in car-modding culture first hand. Every Friday night, bastardised hairdressers' cars cruise the seafront, giving us something else to laugh at when all the scrapping chavs have been carted off in a meat wagon. In the States the scene is much bigger. Tattoos are the new fake Burberry, and laughing at a fellow enthusiast's burger-munching girlfriend won't get you a slap, it'll get you shot. It's serious business, so American car mod mag DUB must be serious about lending its moniker to this racer too. Luckily, Rockstar's latest has got just what it takes to do the scene justice...
Firstly, forget the furious; this game is very, very fast. Edge of your seat, make your eyes bleed, pack a spare pair of pants fast. Few games have been able to emulate the sheer speed spectacle that was Burnout 3 (Issue 34, 9.4), but MC3 does a damn fine job. NPC cars zip past in an stylised blur, and strapping into the first-person perspective is truly terrifying. It's a shame then, that this sense of urgency isn't conveyed during the frustratingly long load screens that precede each race, but hey.
There's certainly nothing new here, but MC3 still remains more fun than playing roadkill snooker at 90mph along the M4. The beauty of each race is that aside from the odd track-based time trial, there are no strict circuits as such. Instead, marked waypoints (that are so bloody obvious they look like 100ft-high burning piles of chav caps) show the general path you should take. Every track is a testing, punishing meander through the accurately recreated streets of San Diego, Atlanta and Detroit, and you'll be visibly shaking after doing 190mph through a twisting alley barely wide enough for your vehicle. Indeed, using the Force (or praying, depending on your religious persuasion) is the only way to navigate certain sections. We know how an X-Wing pilot must've felt flying into the Death Star, only here slamming into a wall won't result in your mates being blown to smithereens by a camp Imperial commander; you'll simply lose a couple of not-so-precious seconds. Often learning an exact route between stages (and the best time to kick in a nitro boost) is the only path to victory.
What MC3 does do with panache however, is provide a decent-sized freeroaming environment to play in. As in Need For Speed Underground 2 (Issue 37, 7.5), you can trawl the streets for like-minded players in Cruise mode. Marked on the accessible map are tons of non-essential races you can participate in for cash, to buy new cars, or tweak the shit out of your existing motor. Bodywork, paint, rims, tyres and decals can all be added and adjusted for a modest fee. Build up enough green and you can afford to ramp up your beast. Transmissions, clutch, and the onboard computer are just several aspects you can bolster to improve your performance. This level of depth is practically expected in street-racing titles nowadays, but if it all seems a bit baffling, just opt for the indispensable Auto Upgrade feature and hey presto - you're an instant headache to law-abiding citizens with your roaring exhausts and speed camera-busting ability. You can own as many different vehicles as you like, and when you factor in the huge amount of customisation on offer, this racer's got the mileage to run and run.
Then there are the compulsory competitions. Face off against one of the many different characters for multi-tiered races and win, aside from several large ones, a shiny new car and a whole truckful of spares to go with it. This is also where you'll gain access to all the sexy bikes MC3 has on offer. Unbelievably quick to accelerate and nimble to manoeuvre, they're a top choice for loads of races, though your rider's vulnerability means just one wince-inducing smash will set you back. The general learning curve is very well measured, and lets players build up just enough cash and spare parts to comfortably compete in the next event.
Thankfully the cars themselves look decent enough, and display some really nice lighting and reflections. It's a shame there's no real damage modelling - the only sign you've been driving your beauty like a psychotic dodgem operator is the odd scratch or broken windscreen. That said, you shouldn't have much cause for this thanks to the excellent handling physics. Even the relatively basic models hold the road well at speed; drop a few inches and slap on some decent tyres however, and they'll grip harder than a chav girl's scrunchie. This again adds to the immediate accessibility of the title, and at these ridiculous speeds, is a godsend. Rain-drenched races are a tad trickier, where the wet results in a significant loss of traction, and some comical smashes. To complement this, each class has a special move, which, when pulled off at just the right time, is a race-clinching moment of goodness. In a refreshing touch, AI enemies aren't pre-programmed to take the same route through a level, so races are never the same. Either incredibly frustrating (if you're on the receiving end of vicious shunt from behind) or immensely satisfying (sending them careering into the central reservation), their fallible nature is a great touch. The majority of roadside scenery is destructible, though the pathetic puff of leaves as you plough unaffected through the council's foliage efforts is disappointing.
Aside from the substantial career mode, MC3 offers up a huge arcade mode. You can choose to race any unlocked track using any of the vehicles in your garage, purely for fun. One step better than this is the fantastic multiplayer, where up to eight players can duke it out over any unlocked, gorgeously lunar-lit lap. There are tons of game modes on offer, including Capture the Flag, Tag and Paint. With full Xbox Live capabilities, this should be an absolute blast online. You can even take custom tracks from the Race Editor online and challenge other racers - it's a fantastic and virtually limitless option. Check back next issue for the Live review.
In its effort to become an accessible, purely arcade racer, MC3 is a resounding success. Your car is virtually indestructible (a token health meter is largely redundant - to inflict any serious damage you'll need to drive like a myopic Eddie Irvine for the entire race), so any notion of careful driving gets thrown straight through the front windscreen. This will prove a real boon to the majority of gamers, but if you're after something even remotely sim-like (like the mighty Forza Motorsport - Issue 42, 9.4), steer well clear.
That said, take Midnight Club 3: DUB Edition for precisely what it is, and you've got an extremely fast, and more importantly, very fun racer. If you're burned out from other racers yet still have a hankering need for speed, this slick street racer should be right up your alley. Chuck in the countless car-tweaking and customising options and brilliant multiplayer modes, and it easily slipstreams ahead of the other modding racers around.

MIDTOWN MADNESS 3
Pick-up-and-play action. Live opens new gameplay doors
Driving - Issue 18 (July 2003) - 7.3/10 - Xbox Live features ****

(MS04203E)
Midtown3.txt
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Despite popular office belief, the term 'midtown madness' doesn't refer to the misadventures of the OXM team at the recent E3 convention, although if the walls could talk we'd be sure of a tale or two (especially in Jon and Ben's room). Instead, this title represents the first driving (note: not biking) game to come fully equipped with playable Xbox Live under the hood.
But up front we have to say that we haven't been able to play it on Live due to receiving early review code before anybody else. Exclusivity can have its drawbacks - like turning up at a party only to find that nobody else has been allowed in yet. This means that next issue we'll provide a full update of the online functionality, but for now we're going to focus on the offline game.
Around our way, pizza delivery boys tend to drive MOT-dodging putt-putt scooters with about as much muscle as me. What they certainly don't drive is a vintage pink Cadillac. But this will be your mode of transport in the first stage of the Work Undercover mode of Midtown Madness 3 - an arcade-style racing series that did its growing up on the PC before now coming of age on Xbox.
Familiar with Crazy Taxi (Issue 08, 8.0)? This title isn't a million miles away. The game involves dashing around the dense urban sprawl of two cities, Paris and Washington DC - complete with famous landmarks, pedestrians and heavy traffic. This being a racer, your job is to get from A to B in the shortest possible time and by doing so you get to unlock additional missions, tracks and vehicles.
Undercover mode is the main mission-based single-player option. The premise is to fulfil a series of different vehicle-based jobs in order to either protect a VIP (in Paris) or spy on mob-associated film producers in Washington. In order to do this, you embark on a series of seven careers (per city) - everything from pizza deliverer to rental car driver and chauffeur. Each career path has four specific missions and needs to be at least partially completed before unlocking the next role, although as you're always doing pretty much the same thing, it's hardly the most compelling of plotlines.
In addition to the Undercover mode, there's also a Blitz stage where you race against the clock to unlock more tracks, and a Checkpoint stage that pits you against other cars in a race across town. That's pretty much it, except for the Cruise option that allows you to drive at your leisure around either city - which is especially decent when you crank up the number of cops on the options screen and get involved in some car chases.
But cop chases are the peak of excitement in single-player mode, and that's because at every level this game takes itself as seriously as a clown on laughing gas. Vehicle physics don't really exist. The cars feel weightless and will often tumble through the air like they're racing on the moon. The day a Mini Cooper S can clip a hulking big Transit and watch it pirouette into the sidewalk is the same day our Mini-owning editor will wreak havoc against all delivery drivers in London.
You can pretty much plough your way through all trackside furniture. But the penalty balance is off the mark, because objects such as trees are transparent - which can get really annoying when you burn through a clump of forestry only to end up crashing on a silly kerb a few inches off the ground. And in the same arcade vein, smashing your car up will certainly involve partial damage but has minimum effect on your vehicle performance. Without consequences for poor driving, the sense of both excitement and achievement starts to wear off.
The missions can also get tedious. Crazy Taxi allowed you to leave your route to chance - basing it entirely on the destination of your passengers. With Midtown, you need to continually race the same pre-set tracks until you achieve your objective. You'll be picking up the same passengers going to the same places until you do the job right. Groundhog Day anyone?
But drawbacks aside, the game still has a certain frantic charm. It's satisfying to rip through a public square and watch pedestrians flee in panic, and it's such an easy game to play that even long-suffering console widows could get into it. There isn't a genre called driving party games, but if there was this would be a prime example - it's like Whacked! on wheels.
It's a cliche, but we have faith that Xbox Live will add the valuable playability factor to this title, because for the sake of long-term play it's essential to elevate this game from an amusing short-lived diversion and onto the winner's podium of arcade racers. Be sure to check our update next month to see if it can raise its game.

MIDWAY ARCADE TREASURES
Great selection of Midway's classics. Live scoring makes it an essential purchase for old-skoolers
Retro - Issue 26 (February 2004) - 7.5/10

(MW02801L)
Midway.txt
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Retro is modern life's bitch. Everywhere from Notting Hill's trendy '70s clothing boutiques to Brighton's painfully expensive '60s furniture stores, things are being sold for cash on merit of old age. It's hard to be distinct in today's world of ubiquitous identikit Ikea wall hangings and Topman T-shirts, so retro offers a way to find a unique identity while empathising with a lost past.
Video games are no stranger to this retrospective revolution, with dedicated shops and magazines springing up to offer people ease with which to relive their formative arcade memories. Here Midway brings together 24 of some of the fondest-remembered arcade smashes from the '80s and throws in Xbox Live score tables to settle decade-old disputes between school friends over who owns who at Robotron or Defender.
This is a great package for the retro fan who was there the first time round, but any young whippersnappers whose first foray into the world of electronic entertainment was holding Master Chief's hand in Halo will take one look and wonder what all the fuss is about. But actually pick up a pad and this game might just convince you that we're not all mad. Every title here is stuffed with a breed of pure gameplay it's hard to find in such distilled form nowadays. Whether it's the expansive world of hip '80s street skateboarding in 720, the puzzling genius of block-stacking Klax, the elegance of sideways shooter Defender or the hyperactive and bloody Smash TV, there is something here for every gameplay taste. If you've never played these titles before, this is a collection you should own, not least because it represents the pioneers that brought us to our current state of gaming. Titles like Gauntlet soundly trump recent games still clearly influenced by its mechanics, such as Dungeons & Dragons Heroes (Issue 23, 6.9) and Hunter the Reckoning Redeemer (Issue 25, 6.8).
Updates and remakes of the classic titles are notoriously rubbish, so it's wonderful to be able to play them in their purest form. What is also surprising is how many of the games are AAA. In many retro collections there are inevitably titles that are there for filler, but here every game is recognisable and probably has its own dedicated fan site. Sure, there are titles here that surpass others. Satan's Hollow was never going to be able to compete with the classic Robotron, but all the games are deserving of your time.
You probably already knew when you turned to this page whether you'd be buying this game or not. Retro gaming is just one of those things you either do or don't do but, if you are sitting on the fence, can we persuade you to slide down onto retro gaming's side? Not least because retro collections ironically seem to fetch a pretty penny on eBay a few years down the line. Money for old code? Who cares when it's this good?

MIDWAY ARCADE TREASURES 2
Games are much better than the first title's. Presentation isn't great, but otherwise it's superb
Retro - Issue 35 (November 2004) - 8.0/10

(MW03201L)
Midway2.txt
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Kurt Cobain wrote "it's better to burn out than to fade away", but it's a pity he never played Midway Arcade Treasures 2. What strikes us most when playing games like Mortal Kombat II, Xybots and Hard Drivin' is just how innovative Midway was in the 1980s.
Hard Drivin' was way ahead of its time as the first ever 3D racing game. Featuring crash physics and action replays, you have to wonder if there would have ever been a Burnout 3 (Issue 34, 9.4) if it weren't for Midway's creative genius.
Although not as much fun to play, Xybots was also a real groundbreaker. It was the original third-person shooter, using pseudo-3D similar to the original Wolfenstein. Surprisingly, Xybots, like many other games in this collection, also includes a two-player co-op mode. Out of the 20 classics on display, a massive 18 let your friends join in the fun. Gauntlet II even lets four players slug it out through the murky pixellated corridors of yore.
How much you enjoy playing the less ostentatious '80s games like Timber and Wizards of Wor probably depends if you grew up with them. That's why playing an arcade-perfect version of Mortal Kombat II really gets our nostalgia glands racing. There's something so cool about that game; the fatalities, babalities and characters like Baraka that help it stand the test of time. Hardcore fight fans will hate us for this, but we'd still rather punch someone's torso off than do a super dragon punch in Street Fighter: Anniversary Collection.
In any case, this overall package is a far more worthy tribute to the games that built an empire. One crucial factor is the inclusion of archive movies, video interviews and scans of promotional material. While there aren't as many new interviews as we'd have liked, it still makes fascinating viewing and adds bags of value.
Equally valuable is the inclusion of Xbox Live scoreboards. Imagine the kudos of being number one in the world at SpyHunter II, and best of all, there's no way to cheat! Midway has even been kind enough to include multiple boards for each game. For example, there's a unique set of scores for Gauntlet II depending on your character class.
Arcade Treasures 2 has its fair share of crusty titles you won't play, but the good ones are absolute gems. £15 is a bargain price to relive your misspent youth, if only for a few precious hours.

MIKE TYSON HEAVYWEIGHT BOXING
Plenty of depth and strategy but sketchy and lacking a killer punch
Sports - Issue 5 (July 2002) - 7.2/10

(CM00302E)
Mike.txt
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What's it like to be in a real fight? Well, to paraphrase Jackie Chan when he was asked the same question in a recent interview, it's just a bloody mess.
It's all about who has the biggest reserves of strength, grit and tenacity, and nothing to do with graceful choreographed violence or exaggerated kung fu chops. It's just a bloodier version of your average schoolyard ruck, in other words.
This is exactly how Mike Tyson Heavyweight Boxing appears when first played. It's an undignified mess with boxers slapping one another like angry, misguided glove puppets. And, for the most part, it leaves you feeling just a little bit dazed and confused.
The first few matches are a complete fiasco of clumsy pad-mashing, and lead precisely nowhere. Despite landing hook after hook on your opponent's face, he's completely unfazed. He returns fire with a few deft body blows, pounding your energy bar down to nothing. You tumble like a house of cards on a hammock. Why? Because you have no idea about what the hell is going on.
There's no tutorial mode, so out with the manual (or, because we like to help, check out Punch's Odyssey, above right). You learn that body blows landed on your opponent sap his punching power, and that charging an uppercut is the only way to inflict any significant amount of damage. So you take the time to learn your first combo, and then your first special move.
This is a beat-'em-up that thinks it's a boxing game. And a boxing game that thinks it's a beat-'em-up. Whichever way, it's a slightly patchy hybrid. As with real boxing, it's rare that you'll ever see a clean, obvious blow land itself upside a head, resulting in convincing crashes to the canvas, and Mike Tyson is no different.
There's little sensation of contact as a knockout pulps your opponent's nose into cartilage blancmange. There's no exchange of punches, no dodge and weave - just a flurry of thumping. Even when you know what the buttons do, and where they make your fist go, you begin to decipher a little of the onscreen ruckus, but, ultimately, you're never in complete command.
It'll take time and dedication to become a proper ring master, to get a real grasp of the fighting mechanics on offer. Those who put in the effort will be compensated for their efforts, not least by the amount of unlockable goodies on offer.
Ultimately, however, this is a bit too frantic for most fight fans. Guarding, blocking and swaying is a bit of a lottery. Bouts rarely go beyond the second round, and it's not uncommon to grind out a TKO within the opening few minutes.
Winning is a case of stoving your opponent's face in before they do the same to you. It sounds like the right thing for a boxing game to offer, but it's as much a bonus as a downside - are accurate boxing games a match for classic beat-'em-up action? The judges are split...
Mike Tyson Heavyweight Boxing does have all the glitz of boxing present and correct. Referees (who, spookily, appear only when needed like decision-making ghosts), ring girls with bodies like palm trees, a moderately detailed crowd, realistic arenas, grand lighting rigs and swaggering ring entry processions.
The boxers themselves, while recognisable, look a little bit waxy. All they need is a wick poking out of their head, and you could eat your dinner around them.
This high-ish level of detail in both look and handling exceeds that offered by the gameplay. It'll only take you an hour to learn everything, a week to realise that it's a bit too slapdash to ever truly master, but you might spend months giving it a damn good go.
Boxing fans, along with anyone who's had their interest piqued, should sample this game and try their best to learn the ropes without being put off by what initially appears to be a scruffy, unkempt jumble of a title.
Rewarding, frustrating and deep, this is an interesting attempt at producing a more arcadey boxing title with less sim and more Street Fighter, and it's better than Knockout Kings 2002 (Issue 03, 6.3).

MINORITY REPORT
Offers little more than an extremely repetitive fight fest
Action - Issue 12 (January 2003) - 5.5/10

(AV02006E)
Minority.txt
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Years from now, the likes of BBC favourite Nick "don't have nightmares" Ross will be queuing up for their unemployment benefit cheques because shows like Crimewatch will cease to exist. It's not because broadcasters will have decided to deliver quality primetime television programming (some hope) but instead a result of PreCrime Police officers that can stop a heinous deed before it actually takes place.
How does this happen? Well, welcome to the world of Minority Report, a big-budget Spielberg/Cruise film based on the short story by the late, great sci-fi author Philip K. Dick and now by natural evolution, a shiny new Xbox title courtesy of Treyarch and Activision.
You play the lead role of John Anderton - a member of the PreCrime taskforce that relies on a group of freaky fortune tellers called Precogs (as in precognitive) that can see the future and provide specific details of crimes before they happen. The police have the power to arrest and get a conviction on the basis of the Precog evidence, which is all well and good until your character gets framed for a crime he didn't commit (or indeed have any intention of committing), and in typical fashion the hunter becomes the hunted.
The game is heralded as a third-person 3D-action/adventure, with the emphasis almost entirely based on the action side of the fence. As Anderton, you're on the run from the law, which basically means you spend your time fighting your way through level upon level of bad guys. To help you make mincemeat of the enemy, you've got the fists of Rocky combined with the kicking ability of a short-tempered donkey having a very bad day. As you can probably guess, combat is the heart and soul of the game and in most areas the actual art of fighting works very well.
As well as basic kicking and punching there is a wealth of three-button combos that can be pulled off with relative simplicity and can easily be referred to from the in-game Pause menu. These range from fairly basic quick punches to more sophisticated uppercuts or throws.
The most enjoyable part of combat is dazing your opponent and then grabbing and beating the living daylights out of him via punches to the face or well-placed kicks to the crown jewels. You can also throw them either at each other or through any number of interactive background objects. The combat in this game can easily bring out the sadist in the mildest of personalities; you can't help but crack a smile as you open up a can of whup-ass and throw a screaming punk headfirst through a shop window.
What makes the fighting all the more satisfying is the accurate physics modelling once an opponent has been downed. They'll bounce off walls or tumble down stairs with very realistic rag doll animation.
There is also a smattering of weaponry available and, thankfully, a manageable targeting system, but frankly nothing that really sets a new standard. There is a distinct lack of both weapon variety and availability and it plays a big part in the diminishing enjoyment factor as the levels progress.
But by far the biggest contributing factor to a good-looking title that's getting nothing more than an average score is that the gameplay itself is the same as one would expect to see back in the days of the Commodore 64 and scrolling beat-'em-ups. Enter a level and mash up wave after wave of bad guys, then wait for a door to magically open before repeating the process again. And again. It really is that basic. And it's a great shame that a game that has all the really important mechanics in place falls down on such a simple oversight as offering the gamer a little more than just an extremely repetitive fight fest.
You do have the occasional level with a jetpack that is easy to control and fun, but that's pretty much it. Considering your character is on the run, perhaps a little stealth action could have been implemented? Eventually, as you work through the game you end up facing so many foes that you have to run around like a futuristic Benny Hill in order to try and pick them off - ultimately resulting in an empty and frustrating experience.
As a rental, Minority Report will provide a weekend of decent beat-'em-up fun but as a full purchase it will probably go back to the shop quicker than the nasty jumper you got from your grandparents for Christmas.

MISSION: IMPOSSIBLE - OPERATION SURMA
Decent stealth title that doesn't frustrate. Good if you like quick progress without replaying levels
Stealth - Issue 25 (January 2004) - 8.0/10

(IG03102E)
Mission.txt
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Stealth game developers must take their work a little too seriously. Surely there's some kind of corporate espionage at the heart of so many 'borrowed' ideas and near-identical gameplay features. Splinter Cell shamelessly lifted ideas from Metal Gear Solid but it was done with such light-fingered skill and flair that it was barely noticeable. Mission: Impossible, on the other hand, isn't nearly as stylish and its impersonation of Sam Fisher stands out like a burglar wearing a pair of stockings on his head.
Mission: Impossible Force's Ethan Hunt might not bear any resemblance to Tom Cruise (who played the role in the movies) but he has all the core abilities of a stealth game hero. One click of the Left thumbstick puts your back to the wall so you can peek around corners; crouching down makes your footsteps quieter so the guards can't hear you or see you behind low objects. It's even possible to carry dead guards over both shoulders and dump them in dark places.
Criticising Mission: Impossible for using these basic skills would be unfair because they have become a convention of all stealth games. The way they're presented is a different story. Ethan's animation is almost an exact replica of Sam Fisher's, from the way he swaggers during crouch-walks to the way he shimmies across pipes and pulls himself up onto ledges. We won't even mention the black skintight catsuit that Ethan wears in some missions...
Not everything about the game has been so obviously ripped off. Stealth attacks and hand-to-hand combat play a much bigger role and have been refined as such. Whereas you couldn't rely on Sam Fisher's deadly elbow to kill a guard, Ethan's flying kicks and punch combos work superbly, nicely mirroring the kung-fu action of M:I2. Stealth kills are based on timing and your distance from the enemy. One press of the A button when standing behind a foe will instantly knock him unconscious. The same technique works when you're hugging the wall and an enemy walks around the next corner. A little icon even appears to help you get the timing correct. Although this sounds a bit easy, it prevents the frustration of having to replay the level for one tiny mistake. If anything is too straightforward it's the enemy AI, not the controls.
Guards in Mission: Impossible stroll around like robots, far from the irritable, lazy and unpredictable soldiers in Metal Gear Solid. MGS's guards were twitchy enough to keep you in suspense even when on top form. Like Splinter Cell, the guards here are far from impossible - they just stand there taking bullets and rarely run away to raise the alarm.
Maybe they just have less to fear. Killing is not a major part of this game, with only three guns at your disposal. A complete absence of explosive weapons like grenades and bazookas might raise a few eyebrows but they aren't really missed. Instead of blowing things up, you're encouraged to rely on your high-tech gadgets.
Ethan's Micro-Cord grappling hook can be shot at various pipes and ledges and plays a role in some sweet setpieces. The Electronic Warfare Gun (EWG) permanently disables security cameras with a single shot and the BCM is binoculars, camera and microphone in one unit. Our favourite gadget of all is the robotic wasp drone. This spy camera disguised as an insect can be used to trail suspects around the entire level or just eavesdrop on enemy conversations. Like any good wasp, there's also a sting in the tail (in the form of a lethal tazer). The reason this gadget rules supreme is that it can be used in a variety of situations - all the other tools are restricted to very specific quandaries. The Micro-Cord works in some places and not others and the EWG makes avoiding surveillance far too easy. Most disappointing of all, disguises are rare and only really used during the game's FMV cutscenes.
The gadget situation is symptomatic of the game's linearity in general. There's almost no room for proper decision-making and improvisation. Most levels have only one main route to the finish and mission objectives usually have to be completed in a specific order. Even hiding in the shadows has been simplified to the extent where it's no longer exciting. Rather than having a gradient between light and dark, everything is polarised so that only certain areas are 'safe'. Shooting out lights or switching them off is an option that's also sadly missing.
As we said at the beginning, it's difficult to criticise Mission: Impossible for being unoriginal. When executed competently, these ideas still make an enjoyable experience, as this game clearly demonstrates. A little more graphical flair with the lighting and character models and some extra variety in the environments could have raised this adventure up another notch. Linearity is a problem but at least the levels are well designed and challenging enough to maintain interest. Perhaps best of all though, the difficulty isn't so high that you'll end up being frustrated and having to replay the same level over and over again. This is more Mission: Difficult than Mission: Impossible but that's no bad thing.

MONOPOLY PARTY
A solid take on the game but it's not the most fun multiplayer out there
Party - Issue 13 (February 2003) - 6.5/10

(IG01502E)
Monopoly.txt
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Monopoly games tend to follow a fairly set pattern in my house. First, there's the stage where it seems like a good idea and you set it all up. Then, for a while everyone plays and it's reasonably fun. But then something happens - landing on a hotel-laden Mayfair, for example - prompting squabbling over "local rules", and then the dog gets excited and knocks the whole lot off the table.
So taking the tried and tested game and putting it on Xbox in the form of Monopoly Party - relatively safe from a Golden Retriever's tail - seems like a pretty good idea. You can tailor things to play with your house rules such as whether landing on free parking wins a kitty, or whether houses must be evenly distributed between properties of the same colour.
Everything is incredibly easy to follow, and it's slickly produced - you'd almost be able to persuade an elderly grandparent to join you for a game. To spice things up there are different boards based around glitzy sci-fi themes and the like. And you can play the with street names from other countries if London gets boring. And players can take their turns at the same time if you want, speeding things up.
Judged as a game of Monopoly, then, Monopoly Party is a success - it does all you could ask for. But if it's on Xbox, then perhaps it must also be judged as a videogame? And if so, then it simply isn't as entertaining as most "proper" games. After using the Xbox pad to manipulate stunning, exciting imagery, playing a board game that requires the use of one button is a little dull. All in all, you're more likely to have a laugh sat round a table with your mates and the real thing.

MORROWIND: GAME OF THE YEAR EDITION
Represents the greatest value of play-hours per pound ever. As all-consuming as ever
RPG - Issue 28 (April 2004) - 7.8/10

(BS00505E)
Morrowind.txt
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This should be one of the easiest reviews ever written. See, if you're not a fan of Morrowind's ludicrously open-ended gameplay - think 'GTA: D&D', minus any amount of personality, colour and drive-by spellcastings that the image conjures - then this expansion pack won't change a thing. If you know Morrowind (Issue 09, 7.6) inside out, and can tell your Dagoth Ur from your Dagoth Brandy, you'll lap it up. See? Easy.
On top of the original game, you get a pair of expansions that bolt on a new chunk of land and dozens of sub-quests. The first, Bloodmoon, gives you access to the Nordic island of Solstheim, half covered in cruel ice, half in lush forests, and home to some of the nastiest creatures ever to grace the game. It's also home to the Werewolf clan - a race of creatures that, much like Vampires, you can join if you fancy living out your days as a furry psychopath.
Next is the far more interesting Tribunal expansion, which sees you teleported to the magnificent capital city of Morrowind itself - Mournhold. It's home to some grand sights, in the form of the Great Bazaar market, the Royal Chambers and a cult by the name of the Dark Brotherhood who've decided to take a dangerous interest in your affairs.
Both packs feature a wealth of main quests, and a smattering of optional sub-quests, not to mention a number of new weapons and items for you to wig out over. If you're an established fan, the lure of these new sights and goals make this an essential update. If not, you'll probably be just as bemused by the slightly rubbish-looking screenshots as you were last time around.
In some ways Morrowind is still one of the most amazing, brain-boggling, intimidating Xbox games ever made. And if you play games to make things explode, to get the girl and to make your eyes die in the name of high scores, then you'll still find it one of the dullest titles ever made. This expansion is just two more luxury helpings of the same recipe, and nothing more. And, if you've been meaning to get into Morrowind but just haven't gotten around to it, now's the perfect time. See? Easy.

MORTAL KOMBAT: DEADLY ALLIANCE
Multiple fighting styles and high blood count. A worthy purchase
Beat 'em up - Issue 13 (February 2003) - 7.8/10

(MW01202E)
Mortal.txt
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Back when arcades had more to offer than just an endless line of hydraulic chairs and twin machine-guns, the Mortal Kombat machine would always draw a bloodthirsty crowd. In those days, it was a serious proposition - a beat-'em-up not to be taken lightly. In fact, this very machine was responsible for emptying more wallets than an Oxford Street pickpocket at Christmas. Mortal Kombat took the fighting game genre and gave it an almighty bloody nose as it fought tooth and nail to wrestle the mantle of king of beat-'em ups from Street Fighter, which was then firmly top of the tree.
In MK, not only could you now make a gory mess of the smug guy who had been hogging the machine for the half hour before you, but you could also add the pice de r?sistance by pulling off one of the infamous fatality moves. These spectacular special moves unique to each character were prompted by the words "Finish Him!", meaning your opponent was on his last legs. Only seasoned players would know the correct button sequence, but pulling one off resulted in an over-the-top death sequence that left bystanders in no doubt over who was the daddy.
But spines being ripped from lifeless corpses and more blood than a butcher's back room gave the moral crusaders something to bleat about. Soon an unlikely union of anti-violence campaigners and fighting fan purists (who frowned on MK's unsophisticated combat style) converged to give the franchise a big thumbs down. Which had the effect of a gold seal of approval. The machines were everywhere - at least until the rise of the home console shifted the balance of fighting game power from the arcade into the living room. But now it's back. On your Xbox. And it's more brutal than ever.
Need to make a big impression after dragging a worn-out franchise away from its retirement home and thrusting it under the next-gen spotlight? Why not kill the leading name - take out the most recognisable hero right at the start? So from the opening credits depicting the graphic slaying of veteran star Liu Kang, it's as clear as Sub-Zero's breath that Mortal Kombat: Deadly Alliance is a step removed from its predecessors.
The story continues where MK4 left off. Arch villain Quan Chi escapes the Nether Realm and forms an alliance with Shang Tsung to take over the Earth Realm. Raiden alerts all the good guys and before you can say "fight!", they are all settling differences in a gentlemanly one vs one tournament to the death.
Many of the old characters have been wheeled out for an airing, including such favourites as Sub-Zero, Scorpion, Sonya and Johnny Cage, alongside new entrants like Kenshi the blind Taoist monk. But on initial inspection it is a bit disappointing to find some of the original favourite special moves of the old timers (like Scorpion's teleport) are missing this time round.
But it all starts to make sense as soon as you clock the new fighting style of the combatants. Each character now has three very different fighting techniques that can be swapped at will throughout a match. Using the Left trigger, it's easy to toggle between two hand-to-hand techniques and a third weapon-based option.
What this new approach offers is much more in-depth combat, where different styles have varying degrees of success against each other, making this unlike any other MK offering. For example, a weapon-based attack will often deal the most damage, yet leave the attacker open to injury from an unarmed counter-move. This means that learning to switch between styles - and not only how best to attack but also how to offer the most effective counter to your opponent's approach - is vital.
But where the fight mechanics have been enhanced, the control system is firmly entrenched in the old-skool format of D-pad tapping, rather than the fluid movement of analogue controls. In an age when the analogue stick is considered the primary control option in so many games, it feels decidedly weird to completely ignore the thumbstick.
Moves are executed through a very rigid exercise of D-pad taps and button pressing which inevitably makes the combat feel somewhat static. There are no sweeping arc patterns via a stick; instead more of a regimented right, right, B, A approach, which means that no matter how many combos you can pull off through fighting style combinations, it still feels a little less fluid than it should.
Control niggles aside, the game for the most part manages to create a compelling fighting experience - albeit one sacrificing some of the original charm of the MK series. Fatalities, in particular, are disappointing. Limited to one per character, the blacked-out backdrops and movie-style death sequences are less than inspiring.
Graphically, MK:DA just about holds its own against Xbox beat-'em-up benchmark Dead or Alive 3 (issue 01 8.5). The characters are relatively detailed (including visible facial damage as seen in Rocky) and are animated sufficiently. Blood and gore is typically plentiful and stays where it is spilt during the match. Interactive scenery is given a token nod through occasional destructible objects, but the arenas are certainly not on a par with DOA3.
In addition to the standard one and two- player fare there is a Konquest mode that consists of multiple training move exercises dressed up as missions requiring you to repeat combo moves or imitate a fighting style in order to collect 'koins'.
You can collect different colours and amounts of koin through beating opponents and completing missions. And once amassed, your stash can then be spent in the Krypt - a vast room holding 676 coffins that can be opened to offer all manner of goodies including unlockable characters, costumes and concept art. An interesting way to unlock secrets, with the only problem being you don't get to choose which character you want to unlock - the choice is made randomly.
Mortal Kombat: Deadly Alliance is a solid beat-'em-up for a platform that hasn't exactly been blessed by good fighting games. Its new combat style is a departure from previous MK titles, but it works - even at the expense of many original MK trademarks. To sum up, the game is good without being spectacular. And while Dead or Alive 3 may be the more polished and visually attractive fighter, if a blood-soaked brawl is what you require, then a new challenger awaits.

MORTAL KOMBAT: DECEPTION
Brilliantly brutal, infinitely playable beat 'em up. The most complete fighting game on Xbox
Beat 'em up - Issue 36 (December 2004) - 8.9/10

(MW03502E)
MKDecep.txt
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Ancient Chinese thinking dictates that where there is yin, there's yang. Light and dark, good and evil - a balance. So back in the early '90s, when Streetfighter 2 ruled the cutting-edge podium of 2D fighters, a balance was needed. Enter Mortal Kombat - a 2D scrapper that incorporated great visuals, sinister characters and buckets of gore. Rather than balance the Chi, Mortal Kombat blew the competition clear out of the water.
Mortal Kombat: Deadly Alliance (Issue 13, 7.8) introduced new characters and fighting styles to a relatively Kombat-starved Xbox audience. Deception picks up the blood-soaked baton and continues the series in fine fashion, and beats its little brother into submission with the addition of several great new features. We join the story where Deadly Alliance left off - Raiden is defeated, Shang Tseung and Quan Chi have turned on each other, and Onaga, fearsome Dragon King of the Outworld, has returned to claim power. In short, bad news all round.
At the heart of the title is the classic Kombat mode. Here you fight various opponents, new and old, on your way to facing off with Onaga, who's filling in as the Goro-esque embodiment of evil. The game engine is buffer than ever, with movement faster and smoother than in Alliance. Controls feel more responsive too, resulting in easier, quicker combos. Also, the analogue stick can now be used during combat, which translates into a much more intuitive, less stilted experience. There's a definite graphical improvement over Alliance too - the characters look crisper and move smoother.
The great interaction of combat styles returns, with each character boasting two hand-to-hand methods and a proficiency in one weapons-based discipline. Each style has more distinct advantages than ever, and this plays a huge strategical role in defeating opponents. A quick pull of the Left trigger lets you switch styles. It's immensely satisfying to execute style-branching combos, where kicks and punches are mixed with swipes and slashes in one fatal flurry. These aren't unstoppable however, because Deception is more weighted to defensive play than other MK games, thanks to the great new combo Breakers.
All of these elements combine to produce a much more thoughtful and tactical Mortal match-up than ever before and really go some way to making this one of the most complete scrappers yet. Giving blood may be an honourable activity, but this series has always loved taunting the peace-loving hand-holders, and these fighters could fill an entire hospital's blood quota in one go, letting more claret than a Victorian leech.
The AI opponents are yet again wise to players who simply perform one or two moves and repeat them to death, so it's vital to learn as many different combos as possible. This'll also stand you in good stead for multiplayer, which is obviously where the action's at in Deception. Brilliantly, Midway has seen fit to include Live play this time round. We'll be reviewing the online side of the game in a future issue, but if it's anything like the normal Versus game, we can expect smooth, responsive bloodletting of the highest calibre.
Another much-trumpeted feature of Deception is Konquest mode. Essentially a massively expanded training mode, players assume the role of a young Shujinko. We follow his quest to retrieve the six kamidogu from the Chaos, Nether, Earth and Outer Realms for the Elder Gods, unwittingly freeing Onaga on the way. Along his travels Shujinko encounters other fighters, who'll either challenge you to fight or train you in their speciality martial arts. Old favourites like Sub Zero, Scorpion, Ermac and Bakara line up with new guys like Kenshi to tutor you their every combo and special move, to then take into Arcade mode and kick serious ass.
Wearing the rather shoddy-looking costume of a free-roaming RPG, Konquest mode has nowhere near the visual quality of the main game, with bland environments limited by seemingly endless invisible walls and poor draw distances. What it does offer though, is the chance to take part in a wealth of sub-quests. Recovering the kamidogu doesn't affect the gameplay; it's the numerous hidden items, sub-quests and training that really reward your efforts.
But it's not just a free-roaming adventure that bolsters the main Arcade mode. Puzzle Kombat is an entertaining, colourful Columns/Tetris hybrid featuring two baby brawlers scrapping it out at the bottom of the screen, with the outcome of the duelling dwarves dependent on your block-dropping feats. Successfully defeat your CPU/human adversary, and your pixellated pygmy will comically 'Finish Them' in a hilariously horrible way.
Chess Kombat puts a spine-crushing spin on the board game, where players pick a team from all the usual Arcade mode characters and assign them to pieces such as Grunts (pawns) and Sorcerers (Bishops). Movement is a bit different from the norm, and the board features certain power-up squares. Fate is firmly in your hands, however, when it comes to taking pieces. The action switches to the more familiar fighting perspective and you must fight, Arcade style, to take/retain your piece. The addition of these two games actually adds significant entertainment value as opposed to being merely superfluous mini-games. Played against a friend or over Xbox Live (complete with Optimatch and customisable options), they're brilliant fun.
But let's make no bones about it (although Scorpion would have something to say about that) - Deception is a blood-soaked, gritty fighter through and through. More tactical than its older button-bashing brethren, Midway has produced one of the most complete, technical and accomplished fighting titles ever. A fine addition to the series, and one with more than enough gore-filled gameplay to splatter both lounge and Live arenas for a long while yet. Finish him? You'll be playing this till you do.

MOTOGP
Hotly contested bike racing combined with a perfect control method. A real winner
Bike racing - Issue 4 (June 2002) - 8.9/10 - Xbox Live features *****

(TQ00802E)
MotoGP.txt
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Less is more. It's a common phrase that it isn't necessarily true all the time. A big party would be a disappointment if only two people showed up, a puny portion of post-pub chips would leave your beer-filled tummy grumbling, and if you got just one present at Christmas, you'd be gutted.
But two wheels instead of four... that proves a winner when applied to the world of Moto GP racing, with stupidly fast (but decidedly small) motorbikes overtaking each other lap after lap after furiously fought lap. Since bikes don't block the track the same way a fat Formula 1 car does, there's plenty of scope for the sort of tightly packed racing that all right-minded motorsports fans crave. Just right for a video game conversion then.
Moto GP provides ten real-world tracks from the Grand Prix Motorcycle Racing circuit, plus all the bikes and riders from last year's season. Gratifyingly, it makes full use of the Xbox hardware, since the black and green slab is the only console it'll be appearing on. And what a difference zero compromise makes. The most crucial aspect of Moto GP is the way it maximises the potential of the Xbox pad. There are a variety of control methods to choose from, but the best one (and the one used in this month's Game Disc playable demo) is completely analogue. The left stick banks the bike and adjusts the rider's riding position, the right stick acts as throttle and each trigger operates one of the brakes.
To anyone who actually rides a motorbike, it's a perfect translation of real controls, even down to the right-hand control of throttle and front brake. But for couch-bound gamers, it's an unusual system that could take a little time to master. But perseverance is well worth it, simply because since every function of the bike can be controlled incrementally, you have absolute mastery over your trusty metallic steed. Using the brakes separately to tweak the perfect racing line is supremely satisfying, especially when you fly through a tricky bend at maximum speed.
As with Halo (Issue 01, 9.7), it's a control system designed purely for the Xbox controller. And in common with that game, the result is that you can steadily improve their handling skills. In a racing game like Moto GP, this technical (but accessible) control system means that there's even more scope for constantly improving your lap times, with more complicated techniques like powerslides becoming second nature as you get deeper into the game.
The visuals also make full use of the power of Xbox. Road surfaces are realistically textured (although you'll only notice them at slow speeds) while bikes and riders are incredibly detailed. Opposing riders gesture angrily when you slam into them, bikes pick up race damage and there's a nice array of spectacular animations for those unfortunate occasions when you and the bike part company.
Another technical highlight is the impressive draw distance, leading to a full view of the racer-filled track stretching off to the next bend as you come over the brow of a hill. It may not sound much, but since the whole history of racing games has been dogged by fog, this is one of a few games where anticipating the next corner isn't a memory game.
And it doesn't end there. In the wet, you witness the World's Best Rain Effect(tm) where random drops and rider spray splash the screen with droplets that refract light so realistically, you start to worry about your telly's insides. And if realism isn't your thing, fun modes unlocked through the game can filter the view to look cartoony, wire-framed or even pencil-sketched - just like A-Ha's Take On Me video.
But while high-end graphics are all very well and good, it's the racing itself that will endear you to Moto GP. With 19 other riders on the track, on any skill level higher than Rookie, each race is incredibly competitive.
With some racing games, the only time you share tarmac with a jostling pack is the few seconds after the start, but in Moto GP, each race takes place on a packed track. All riders seem as eager to win as you but tellingly, they also make the same mistakes you do, and it's this that makes it such a fun game to play.
In the Grand Prix Mode, it's terrifyingly easy to struggle for several laps gaining three or four places, only to throw it all away with a crash or even a poorly taken corner. Conversely, it's supremely rewarding to take a great line through a tricky bend to slingshot past the three opponents you've been following for the previous two laps.
But the fight for places is never over and it only serves to make even a top five finish feel like a real achievement. Such is the realism of the challenge that finally getting a top three position on Champion difficulty will make you feel like cracking open the champagne for real.
All this quality racing takes place within a comprehensive package. In addition to the Arcade and Grand Prix Modes, social bikers can take part in an impressive split-screen multiplayer mode with up to four players. Even with a quartered screen, the action is as smooth as Kylie's bum, and even more impressively there's no compromise to the full complement of 20 riders on track.
Those who've taken our advice and got themselves a System Link set-up can race over a LAN (Local Area Network) with up to 16 racers at any time. Predictably, linked-up races are great fun - your friends' names appear over their heads as they race so you know precisely who to cut up.
In fact, the only problem with the System Link mode is that it only allows one player per Xbox, preventing a four-player, split screen race on two machines. But even so, linked racing is such slick stuff that it's yet another reason to convince your friends to buy Xbox machines and club together to sort out a LAN.
Moto GP is a great racing game, and if you happen to follow the sport as well as play games, it's an essential purchase. In fact it's pretty much the best racing game on Xbox, since it's more about racing than, say, Project Gotham Racing (Issue 01, 8.9), where the emphasis is on driving well. Moto GP supplies gripping, tightly contested bike-thrashing, a fantastic control method, and features that make the most of the Xbox's impressive technical specifications. An Elite award and a round of applause it is, then.

MOTOGP 2: URT
Stupendous visuals. Brilliant bike customisation. So thrilling it'll make your knees bleed
Bike racing - Issue 17 (June 2003) - 9.4/10

(TQ02204E)
MotoGP2.txt
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Don't worry if you're not nuts about biking. That won't stop you from enjoying MotoGP 2. It wouldn't have stopped you from enjoying the first MotoGP (Issue 04, 8.9) either - but the suspicion remains that many gamers missed out on the game simply because biking isn't as popular as four-wheeled racing.
To miss out on it a second time around would be a crime, though. MotoGP 2 offers you a brilliant, exciting alternative to the handbraking, skidding world of car racing. Whether you know anything about bikes or not, motoGP races translate brilliantly into this video game. It's stupidly, mind-meltingly fast. It offers an almost unprecedented degree of control and self-improvement, and hones your concentration into that Zen state that's only provoked by the very best video games. Hell, it's so good you'll probably even find yourself using the time trial mode. Honestly. Of course, if you did play the first game you'll know that. But here's a thing. Steady yourself: MotoGP 2 is even better.
Huge leaps have been made in the way the game looks. Layer after layer of extra detail clings to the bikes and tracks, making the game more realistic than ever. Hide the controls on the replays and it's honestly very hard to tell the game apart from TV on occasion. Bikes are ridiculously well detailed, and the colour palette seems to be far more realistic this time around. It looks mint.
The extra effort with the visuals has been matched in the aural department. Crowd noise is more pronounced, and engine noises are searing. With a decent sound setup, the feeling of being slap bang in the middle of a tight pack is superbly intense. As an audio-visual showcase, MotoGP 2 is hard to match.
But it wasn't the graphics that made us love MotoGP so much. It was the divine, subtle handling, combined with the feeling of actually participating in a race that made it so brilliantly, compulsively addictive. And both of these aspects have been bolstered in MotoGP 2.
The handling is still great, but now there's more variety, thanks to the addition of four-stroke engines. There's now much more scope for long-term improvement as the four strokes are harder to race but ultimately offer the better times. And you still feel like you're racing, too, since the other riders battle expertly among themselves. While we're on the subject of difficulty, the Champion setting is now available from the outset, so that veterans can get stuck into the challenge right away. A nice touch.
It's just all so well thought out. The single-player mode offers far more scope for creating the ultimate racing machine, since there are far more skill points to be earned. If you want to get them all you've got your work cut out: as well as the training challenges, each course has its own specific set of challenges. These all give up skill points when beaten, in addition to those gained from
the races. But you'll need to go back to a lot of the challenges when your bike is more powerful, offering much more long-term challenge for solo players.
The multiplayer has been tweaked and adjusted to (hopefully) iron out all the problems with cheating that the online demo has fallen foul of. We haven't been able to play it online yet (expect an update when we do), but the measures taken should mean that online play is once again all about skill rather than knowledge of short cuts.
Firstly, a timer underneath your lap time counts up how many seconds you've spent off the track. When it reaches a certain amount, your lap time is void and won't count towards your ranking. Plus, tweaks have been made to the tracks - try and cut the first corner at Saschenring now and you'll go straight into a wall. We anticipate that once we get online with MotoGP 2 it's all going to be about the racing again. And that's the way it should be.
Add in the new tracks - all great - and the brilliant bike customisation facility, and you'll find that MotoGP 2 is way ahead of the pack. For newcomers, it's the ultimate bike racer. For fans, a raft of intelligent additions and tweaks lift the experience even further. Ultimate Racing Technology? Oh yes.

MOTOGP: ULTIMATE RACING TECHNOLOGY 3
We expected more of the same - and we got it, plus loads of thrilling new tracks and the best graphics on Xbox. Stunning!
Screenshots - Racing - Issue 46 (September 2005) - 9.5/10

(TQ13604W)
MotoGP3.txt
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This is one of those reviews where you can probably guess the ending. It doesn't require the detective skills of Jonathan Creek to work out we're going to like this a hell of a lot, seeing as the first MotoGP on Xbox is the greatest bike racer of all time. MotoGP 2 we liked a little less, partly because of its lack of new stuff and also thanks to tweaked bike handling that made it slightly tougher to control. So this one, the third one with loads of new stuff and re-tweaked handling, really ought to be just about perfect.
And it is! The big change here is the inclusion of countryside tracks alongside the regular MotoGP courses. Now you can race down real roads, flying over bumps and watching things like pretty windmills and magic castles scroll into view. The sensation of speed in the MotoGP series has always been fantastic - when you're hammering down a narrow cliff-side lane in MotoGP 3 it's even better.
The game has everything from the real-world MotoGP series - all the licensed tracks, the bikes and names of the racers. That's great, but not particularly exciting - after all, that was all in MotoGP 2 as well. There are two real stars of MotoGP 3, the online racing and those oh-so-stunning Extreme courses.
These new tracks dump all over the old flat, featureless MotoGP courses and invigorate what could have been a very tired old sequel. With their imaginations running wild, the developers of MotoGP 3 have created 16 of these new 'Extreme' courses, based on what looks like our wildest dreams and taking in winding English lanes, the nightmarish speed of the German autobahn, and a load of fantasy courses lined by trees, quaint villages and all kinds of gorgeous scenery.
We don't know what technical stuff developer Climax is doing here, but whatever it is doing it's doing it better than anyone else. The new Extreme tracks are utterly beautiful. Hi-res, sharp, phenomenally smooth thanks to the 60-frames-a-second update and just... well, imagine a Burnout 3: Takedown level of graphics, only with more backgrounds, more detail and a greater viewing distance.
And, of course, you're getting the legendary, ultra-hardcore MotoGP handling to play with. If you're new to MotoGP you'll suffer miserably at first. This game isn't like other racers. You don't just turn around corners and you can't adjust your line as you're turning, thanks to the importance of banking into bends.
You have to plan ahead. You have to start turning and leaning before the corner, stylishly sweeping your bike from side to side through chicanes or, most likely if you've never played a MotoGP game before, trundling off to the side through gravel traps, losing all your speed, and backflipping over the handlebars in a life-threatening manner.
MotoGP 3 further piles on the misery for newcomers - and experienced veterans of the last two games - by lumbering you with a rubbish, bottom-of-the-range old rustbucket of a motorbike when you first enter the main Career and Extreme sections. Yep, even us, with our hundreds and hundreds of hours of crushing victories on Xbox Live, struggled at first, thanks to the useless lump of a bike you start with that hardly brakes, turns or accelerates again once you've fallen off. It's a rubbish introduction to what's such an amazing game, but there you go.
Do well in a GP race or Extreme event and you're given a stingy five upgrade points, which make your awful beginner's bike ever-so-slightly and almost unnoticeably better. Do this a few times, though, and you start to see what a complete work of genius MotoGP 3 really is.
Suddenly you can go around corners! The brakes start actually stopping you before you hit walls and fly headfirst into the tarmac, and the top speed of your bike begins to make you panic every time you open the throttle on a straight bit of road. It's difficult and hard for the first few races, but the experience soon blossoms by offering the most satisfying feeling of speed and control you'll ever find.
It comes together incredibly well. There you are, racing through the Extreme series, with each race more and more stunning than the last, when you arrive at the German autobahn. The game's music - an astonishing mixture of drum & bass, rock and dance music - switches to a moody techno number, the skies darken and we hammer down the autobahn at maximum speed as a dingy power station looms into view. Never has the feeling of being somewhere and experiencing the vibe of a place felt so good in a game.
The Tokyo race takes place on a hover track that's suspended through neon-lit skyscrapers, there are costal tracks, night races and all sorts of colourful picture-postcard tracks that knock the flat old MotoGP course into oblivion.
And the Extreme tracks are several notches above the normal MotoGP race courses in terms of layout and design. These custom-designed tracks are full of the right kind of bends for a bike game. Double and triple right-handers let you keep your bike banked over, gradually piling on the power as you accelerate out. Long and fast corners, bumps and high-speed chicanes make the Extreme racing series vastly more enjoyable than the familiar, flat and featureless MotoGP tracks, and better still, our main worry - that these new Extreme courses would come with more walls to crash into - has been brushed away.
MotoGP has always been forgiving of your mistakes thanks to wide tracks and huge, grassy run-off areas beside each turn that save you from angry crashes should you mess up. Happily, the Extreme section features wide, 'dramatised' roads, ones that give you enough room to move, bank, turn and power away.
That's the strength of the MotoGP series - you never just hold down the throttle. You work it, gently, there's always room to push and go faster, and each corner is so wide you can spend days racing the same track and working out the best line. It has all the control of Forza Motorsport, only in a much more exciting, faster and attractive package.
The only problem we've had is the blur effect that kicks in when you're approaching maximum speed, occasionally eclipsing your view of the odd corner, but that's the only flaw that's possible to pick out when you're looking at MotoGP 3's staggering detail and shine.
It's Burnout 3: Takedown with better and more demanding handling, it's Project Gotham Racing 2 with a higher top speed and even prettier tracks, and it's the previous two fantastic MotoGP games combined with a sensational collection of new tracks that beat those of all other racing games hands down. MotoGP: Ultimate Racing Technology 3 combines the ultra-precise handling of the previous titles with a stunning look and massive challenge. We can't believe how good this has turned out. Bike fan or not, you need this more than any other Xbox racer.

MOTOCROSS MANIA 3
Fast, furious, yet fundamentally bland and frustrating. Accessible handling - too easy, in fact - and only 20 tracks
Screenshots - Extreme sports - Issue 43 (June 2005) - 4.5/10

(TT02101L)
MotoMania3.txt
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We've had jumps, crazy tricks, scrambled legs, hell, we've even had MX bikes racing golf buggies in THQ's recently released MX vs ATV Unleashed (Issue 42, 8.0). However, if you ask us, two-wheeled combat has been sorely lacking from our lives ever since the glorious days of Road Rash on the Mega Drive. Unfortunately, Motocross Mania 3 looks like it would be better suited to that console, not dragging a cutting-edge piece of hardware like Xbox through the mud like it is here.
Game modes don't get much easier. Choose a player from your typically generic collection - sassy American diva, big butch European, cocky Australian, you get the picture - and work through the Championship or Single Race modes. The same tracks are shared between each, so there's really no point in bothering with the latter. The environments, although admittedly large, are blander than an unbuttered chicken sandwich, and far less enjoyable. There's just nothing to them. And with more pop-up than a playschool library, races are infuriatingly tough, and a definite step back for Xbox racers.
The defining feature of Motocross Mania 3 is the combat. Left and right attacks are pulled off with each trigger respectively, though shoddy animation and a huge delay between activating an attack and actually pulling it off just makes it feel clumsy. New weapons can be bought with prize money, as can upgrades to your bike and body armour for your rider. These weapons are actually quite comical in nature (an indestructible Golden Rose is surprisingly lethal), and cash is awarded for landing successful blows on your competitors, or knocking them off their bikes entirely. The rather aggressive AI-controlled riders try their best to do this to you as well, though it's annoyingly hard to return the favour.
You can also build up the green by pulling off the crazy-ass tricks those silly MX boys on their big fast bikes like to do. More tricks equals more cash. Rotate the Right thumbstick and hold B to flip round and... hang on a minute? Wiping out halfway through a jump just because the game engine can't handle your off-axis backflip? That's rubbish. And very, very annoying, especially when we're used to the free-tricking ability of most extreme sports titles around today.
That said, Motocross Mania 3 does provide the odd laugh. Bike handling is very easy, and they'll turn on a sixpence even at speed. Factor in the upgrades, and you should be able to rattle through the single-player campaign no problem. You can attack fellow racers mid-air (if you just play it safe and go straight) with spectacular results, and the Gladiator-esque combat challenges are quite a laugh. Multiplayer is something of a letdown. A riotous bit of eight-way System Linkage or even Xbox Live could have made this a real game, and redeemed the lacklustre efforts of the single-player side, but alas, no. A shame then, that Motocross Mania 3 can't exploit the piston punching potential it promised. There's no mania here.

MTV MUSIC GEN. 3
Essential for anyone with aspirations of headlining at Ministry. Playable and friendly
Music - Issue 30 (June 2004) - 8.5/10

(CM04101E)
MTV3.txt
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Ah, if music be the food of love, we're a two-ton hickey-covered heifer with every STD under the sun and a fridge full of pies. We're in love, and we're stuffed.
MTV Music Generator 3 is, even for tone-deaf lumps like us, a genie's bottle of music. You near as damn it just have to rub the joypad and you're producing sounds you can tap your feet to. If you're unfamiliar with music, the premise is easy. Don't be put off by the apparently bewildering menu systems - in its most simple terms, MG3 is like a jigsaw of samples that can be assembled in just about any pattern you like. You string them together and create tunes - easy. The fact that it still remains easy after its various incarnations and added extras throughout the years is testament to the easily navigable menu systems. It's pretty much foolproof.
Unfortunately, that doesn't extend to the actual ability to make music. Such is the wealth of samples, riffs, drums, vocals and baselines on offer, you'll be making musical mudpies long before you get together anything worthy of feeding through your speakers. That isn't a criticism, though. When there are so many samples, a little experimentation is forgivable, even if you do end up making something that sounds like a fart resonating through a roadcone.
Built-in tracks also allow you to rip samples, then add them directly to your own song. Snoop Dogg, Sean Paul, Outkast, The Ones and Carl Cox are just a handful of artists to have lent a track ready for enthusiastic shredding and mutilating. Actually trimming down the sample is too fiddly though, with a clean loop of sound being the exception to the rule - for the majority of the time you're left with snippets of overspill and extra fragments of a sample that sound stuttered and wonky when looped. A bit of practice and you'll be okay, but a microsecond of extra sound in a sample can ruin a loop.
There's no limit to the number of samples you can rip either. Simply burn a CD or song of your choice to the Xbox hard drive, then access it in-game, and go hell for leather. By the time we were finished with Gloria Gaynor's I Will Survive it sounded as though she was undergoing a tracheotomy operation. In fact, there are so many options that MG3 has to be played to be believed. There's little point in us going through every minute specification because this page would be nothing but techno babble. Basically, if you want to do it, MTV Music Generator 3 is the genie in a bottle that lets you do it. We wouldn't be surprised to see future DJs hailing this software as their entry point into the big time. It's endlessly inventive, and an essential bit of kit for anyone with aspirations of headlining at Ministry.

MTX MOTOTRAX
Ace sense of speed, loads of tricks and very rewarding, but hell to get to grips with
Bike racing - Issue 29 (May 2004) - 8.1/10 - Xbox Live features ***

(AV03402E)
MTX.txt
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How many swear words do you know? Think about it for a while, then write them all down in a list. You'll need them for reference purposes you see, because no other form of language will be needed when playing MTX Mototrax. First of all you'll be screaming your lungs raw with them, holding clumps of bloody hair in your fists, then you'll be screaming them with joy. "Well [insert expletive] me, I [insert expletive] did it!" you'll holler.
MTX Mototrax, starring Travis Pastrana (the Tony Hawk of scramblers if you will), is as frustrating as it is likeable. It's a muddy game of timing that requires as much knowledge of keeping rhythm as it does racing. You see, with MTX you're required to jump jumps, and ramp over ramps just as much as you're expected to be strangling the throttle. Badly time a jump and rather than sailing over it, you're likely to ram straight into its side. It's all very well going fast, but if your timing isn't 'sponsored by Accurist', you might just as well sit in the sidelines twiddling your thumbs. You have to pull back on the suspension (easily achieved by clicking back the A button) as you ride up a slope, then release it as you hit the apex. Often you descend into the approach of another jump so you're already popping the suspension again before you've landed. If you can't handle this, then that's it, bye bye. The AI racers hardly ever screw up, and so will overtake given any opportunity. This means you're often left playing a frantic game of catch-up that can become tediously frustrating. Nail it though, and you're a king, soaring through the sky, and riding the ripples like the boyfriend of a Trisha guest. It's exhilarating, and damn good fun.
Better still, MTX allows both Live play (up to seven players), and fully customisable tracks. With the simple track constructor, you just lay down the course, add the appropriate bumps, then give it a bash. You can even upload it and challenge your mates online. This adds a longevity to the game that puts it a nose ahead of its rivals. The gameplay itself, when stripped down to its essentials, is also that much better. The game looks the business, the bikes themselves handle brilliantly, and there's a beautiful sense of speed that graces even the most muddy sections of each course. In fact, there's little to dislike once you grasp the (nearly) insurmountable challenge of each undulation and hill. Except perhaps the nu-metal soundtrack from the likes of Slipknot that feels like you're having needles driven into your ears.
Turn the music down, pull on one of the many sponsor-splattered helmets, check your emails to see if you're being offered deals and extra cash, then go get the best bike money can buy you. You'll be needing all the help you can get if you're going to tame this beast of a game.

MX SUPERFLY
Much better than MX2002 but far from being a classic biking game
Bike racing - Issue 13 (February 2003) - 6.5/10

(TQ01602E)
MXSuper.txt
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Have you heard of Ricky Carmichael? Didn't think so. He's about as famous as Kelly Slater of Pro Surfer fame (Issue 09 8.2), a little lesser known than Dave Mirra and a million miles away from the likes of Tony Hawk - a guy who is much better known for his game endorsements than his skateboarding antics.
But with his second outing on a young platform, Ricky is a seasoned pro at delivering video games to Xbox. He last offered us his wares back in Issue 04 with the mediocre MX2002 Featuring Ricky Carmichael (Issue 04, 5.0). As a result, he's since been relegated to being a game character rather than a bankable leading name.
With a title like Superfly, could we be in for a motocross game where you dodge pimps in '70s New York? Sadly not. An improved version of Mr Carmichael's previous efforts, then? Yup, you can bet your messy mudflaps it is.
You get to take charge of one of more than 20 characters (divided between racing and freestyle disciplines) in order to test your mettle over a multitude of both indoor and outdoor tracks. Separate freestyle courses are also available so you can trick your way to success if you're not good at crossing the finishing line in a timely fashion.
But before even revving the throttle on your first race, what's most striking is the number of options and modes available. The developers have obviously realised that a racing title such as this needs a generous dash of longevity if they want to keep players' attention.
A generous number of game types is available, including the standard Exhibition feature alongside Career, Freestyle and Multiplayer mode. But, interestingly, there are also 11 different types of mini-game and a track editor that allows you to design your own freestyle courses. So right from the start it's crystal clear that there's much more on offer here than its poor predecessor provided.
Career mode is the natural heart of the title. Here you can earn cash which enables you to compete in seasons. Cash is earned by placing highly in an amateur race and also by completing tutorials in such skills as powersliding and spring-loaded jumps. Once you earn enough money to take part in a season, you need to place in the top three to progress further, subsequently make more money and enter the professional competitions that hold the promise of 250cc machines.
But all of the options in the world won't make a bad game any good and unfortunately things start to go a bit wrong when the action is put under the microscope. For a start, the visuals fail to impress. The draw distance is good and the game speeds along at a reasonable framerate, but the rider animation is poor - especially in crash sequences.
The potential environmental effects are disappointing (considering there's loads of fun you can have with mud) and the feeling of speed and any authentic vehicle physics are often sacrificed for the amount of arcade-style air time you get from going over ramps. And, with all the ramps that the game can throw at you, the tracks are still overly long and somewhat barren. You can't even pull off any cheeky short cuts without the game automatically throwing you off your bike.
On first impression, the handling (for racing) is a straightforward exercise, with a simple accelerate and brake button and a forgiving cornering system but, to its credit, once the basics are mastered the game offers more advanced handling techniques to enhance the gameplay. These come in the form of clutch control, spring-loaded suspension and powerslides - and this is where it starts to get a bit dodgy once again.
In order to really do well in a race you will often need to get extra air from ramps by holding down your spring-loaded suspension (via the Right trigger) to cover more distance in the air. You will also then need to hold down the Left trigger to engage the clutch upon landing so you have a bit more speed as soon as you hit the dirt. If you want to perform any stunts while airborne, you will need to hold down the Right trigger again while also tapping the face buttons and moving the thumbstick. But don't forget the Left trigger for the clutch! You get the idea - the controls can be a cumbersome cocktail of triggers and buttons when all you really want to do is race to the chequered flag.
And that's the problem in a nutshell. The game isn't sure if it wants to be a stunt-fest freestyle game or an authentic racing title, and as a consequence falls uncomfortably between the two. MX Superfly is certainly an improvement over its predecessor, especially with so many play options, but that won't disguise the flawed gameplay at its core.

MX UNLEASHED
A very solid and enjoyable, if unspectacular racer. Boasts that 'one more go' factor
Bike racing - Issue 28 (April 2004) - 7.0/10

(TQ03302E)
MX.txt
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You keep telling yourself it's only a game. Leaping across a jagged gap, landing comfortably on a downward slant and revving away in pole position, you're calm, composed, confident of victory. And then suddenly an over-flying bike catches your rider's head. CRACK! You're sent tumbling across the rocky terrain. First place becomes eighth place in a flash. You scream. Your gamepad is flung into the nearest wall. Broken plastic flies everywhere. And it's only a game, you say...
MX Unleashed is a compelling little two-wheeled sim. Like all good racers, you'll keep on trying and trying until you've creamed the opposition and soared triumphantly over the finish line. Not that it's anything like a speedy punt in a Lamborghini, mind. Here, you'll spend as much time in the air as you do on the ground. It's all about rhythm, see. Pulling back on the suspension and getting the required amount of lift-off, ensuring that you land on the right side of a hill to maintain your speed, and shoving in a few tricks to the appreciative whoops from impressionable crowds. There are many other elements to consider too - leaning your rider, accelerating off the curves of bends and stocking up on the witch hazel to soothe a bruised botty. It's a hard knock life this motocross lark, y'know.
MX's main quest involves haring up the ranking ladder by winning tournaments. However, some of the action seems marred by karting-like randomness. You can squeal into a bend in last place, and come out of it holding first. Until you've mastered the controls, final positions are more dependent on where the race ends rather than any actual biking ability (to begin with, anyway). And there's nothing more frustrating than being pole-axed by an over-eager contender during a final lap. Cheating swines!
So there you have it. Admittedly, it's hard getting excited about a new motocross game. The genre's been done to death, and the games often appear limited by their own subject matter. Still, MX Unleashed is probably just about the best of an uninspiring bunch. The physics are staggeringly convincing and the gameplay addictive. If you can overlook the paltry multiplayer and enjoy racing with a bit of extreme sports flung in, then this should be worth the dosh. Just try not to throw the gamepad too much, eh?

MX VS ATV UNLEASHED
Good fun with plenty of offroad racing and extreme trick-busting stuff to plough through. Excellent Live mode for eight players
Screenshots - Extreme sports - Issue 42 (May 2005) - 8.0/10

(TQ23702E)
MXATV.txt
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As fast and fun as they are, motorbikes are stupidly, ludicrously dangerous. Ask anybody who played last MX game, MX Unleashed (Issue 28, 7.0), and they'll tell you: for every minute spent pounding round the torturously bendy, motocross dirt tracks, another minute was usually spent picking their crumpled, broken body up off the floor.
Not that that's a bad thing necessarily - seeing your biker fly over the handlebars, arms flailing madly, was always a giggle - but so often an occurrence was it in MX Unleashed that things quickly started to become annoying. It wasn't so much a racing game, as a tedious exercise in trying to keep your balance.
Which is why this sequel is an altogether more forgiving prospect. Not only has THQ tweaked the weight shifting and suspension loading controls so they now sit more comfortably on one instead of two analogue sticks, there's also the added option of racing All Terrain Vehicles instead - and you will be amazed how much more appealing the stability of a four-wheeled vehicle is when you've just suffered your fifth fatal, spine-shattering, infuriating crash of the day.
The game itself is good fun, with plenty of off-road racing and extreme trick-busting stuff to plough through, especially when you consider some of the other vehicles on offer (sand buggies, golf carts, helicopters, monster trucks...). But what really makes this one worth considering is the excellent Live mode, which offers some of the dirtiest online racing for up to eight people. Thought PGR2's online racing could get angry? Wait until you experience the fury of eight, wobbly MX bikers as they pile into each other on that first hairpin turn. Try and play nice? Try and break their legs more like.

MX2002 FEATURING RICKY CARMICHAEL
A limp yet slightly enjoyable dirt biker with two-player mileage
Extreme sports - Issue 4 (June 2002) - 5.0/10

(TQ00303E)
MX2002.txt
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Take your shoes off. Go on. Don't pull faces like that... just do it. Now stand up, walk around a bit, rock back and forth on your heels. Feel what it's like to be in solid, substantial contact with the ground.
It's this kind of sensation, of handling and connection with the ground, that makes all the great driving games so truly great.
Okay, so the dirt bikes in MX2002 are nowhere near as bad as the joyless hover vehicles that feature in that ever-expanding genre of ho-hum racers, the ones that pretend to feature high-powered racing cars that actually float a few ghostly centimetres above the track.
No - the bikes tear through the muck and grit with a decent sensation of contact. But there's a distinct lack of feeling from the weight of the bike and its interaction with the suspension which makes the whole experience a lot emptier and floaty light than it should be.
Part of a good motocross game involves that sweet, spongy feeling of hitting the dirt bumps with just the right amount of pre-load, sailing majestically through the air like a crazy robo-dolphin and nailing a perfectly angled landing with a soft thud and no loss of momentum.
Excitebike on the Nintendo 64, for example, does this extremely well, and while you can go through similar motions in MX2002, there isn't the same amount of satisfaction.
If you do bail out and crumple to the dirt in a mess of limb and chassis, the game will place you back on the track at full speed, just a second or two behind your previous position. Initially this seems like a cop-out that threatens to make things a pushover, but don't get your leathers in a twist - as you work your way into the pro season it's actually good for the flow of play.
Especially since the tracks are so stupidly long. Some races take several minutes for a single lap, and the arenas themselves give you little to look at. There's not much trackside detail, and the action seems to go on and on and on and on until you finish your first lap.
Realistic? Maybe, but games demand a sort of souped-up hyper-realism that's missing here. Without doubt, the course design should have been tighter, more funkified and more focused, instead of delivering the sprawling Tour de Muddy Field present in MX2002. The controls are intuitive within your first few races, which makes the absence of a good bike/ground relationship all the more unfortunate.
What you're left with is a half-decent motocross title that's unexciting to play and in need of a decent trick system. And on that bombshell, you may sit down again.

MYST III
Bonkers-but-beautiful series of increasingly difficult logic puzzles
Adventure - Issue 9 (November 2002) - 7.0/10

(US01701E)
MystIII.txt
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Myst III is weird. It's like playing through a friend's holiday photos, if they were particularly excellent at photography and had a tendency to take two weeks vacation in alternate dimensions.
It's like being stuck inside a series of snapshots, marooning you on an island and leaving you with nothing but a mad storyline and a collection of puzzles.
You use the Right thumbstick to look around (it's all in first-person perspective), and you have to press the A button in order to advance forward a few feet. You don't actually move forward as you would in any other game, you simply appear several feet ahead of your previous position, except within an equally gorgeous render. Sound weird? It is.
The puzzles aren't of the usual kind, either. While they do use a certain logic, it's a logic that's been twisted, covered in chocolate spread and hidden in the attic for a few weeks. The conundrums can make use of colour, sound, shape and any other possible factor in providing head scratching mysteries. None of your blue-key-into-blue-keyhole kindergarten pushovers here. Sound a bit esoteric? They are.
This game will provoke extreme opinions. People who've enjoyed previous Myst games will find it a beautiful, involving experience (10/10). Others will find it a cold, excitement-free vacuum of non-gaming (0/10). We're giving it a flat 7.0, because it does look lovely and contains plenty of brain-bending challenges.
But be forewarned: if the idea of taking a series of baby steps through a stark world that's as interactive as a row of light switches fills you with double-maths dread then this game probably isn't for you. This is one game where reading The Brief is probably more important than the Summary.
Myst III is a very pretty and elaborate way of presenting a series of tricky-ass logic puzzles that could happily exist on paper. As such, it's unique among games; a real Marmite proposition.
Sound good? Then kick back with a nice mug of tea of a Sunday afternoon and have an excellent time.

NAMCO MUSEUM 50TH ANNIVERSARY
More fun than is normally allowed in a museum with this not-bad collection of 14 ancient arcade classics
Arcade - Issue 54 (April 2006) - 5.0/10

(NM02202E)
namco50th.txt
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Depending on your outlook, the current retro boom is either a long overdue reappraisal of our shared gaming heritage, or an unhealthy backwards-looking obsession for a generation yet to wean itself off the teat of childhood nostalgia. One question, though: who bought an Xbox to play retro games?
If, like us, you share the latter point of view, you won't have even got this far. If, however, you're in the retro-loving camp, you'll find lots of authentic lo-fi amusement in Namco's latest collection.
A total of 14 age-old Namco games await you, and unlike many similar compilations, the majority of these can truly lay claim to classic status. It's hard to argue that games like Pac-Man, Galaxians, Pole Position and Dig Dug didn't help set the foundations for our beloved pastime, and it's a testament to their simple, yet effective design that they can still demand your attention for a few minutes, or hours if you include loading times.
Even less famous titles such as Bosconian and Sky Kid offer more than a few minutes of entertainment, while more recent offerings, such as the 1987 shooter Rolling Thunder, give proceedings some much-needed variety.
Things fall down a little in the presentation. A circle of arcade cabinets is your only interface, a far cry from the charming interactive exhibits of the original Namco Museum discs on PSone, and the soundtrack is half-arsed, a mere handful of tracks from the likes of Fine Young Cannibals and Dexy's Midnight Runners repeated over and over. The price is also steep for 14 games, seeing as Atari's outing featured dozens of titles for the same tag.

NARC
Plenty of variety in the missions and well-designed maps, but inconsistent framerate and bad game logic. Uninspired combat
Screenshots - Action - Issue 42 (May 2005) - 6.5/10

(MW03602E)
Narc.txt
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At a time when videogaming comes under fire for being a bad influence on the nation's youth, arguably the last thing the business needs is NARC. It's not that we're saying that a serious subject such as drug abuse is too taboo for gaming, just that it needs to be handled with maturity and respect.
Even the original 1990 arcade game was edgy stuff for its day. You played a motorcycle helmet-wearing cop armed with machine-guns, bazookas and a liking for ultraviolence, running around seizing contraband and making the odd arrest in between blowing people's arms and legs off. The game's anti-drug slogan was, "Say no or die."
Now while the remake of NARC is no more violent (if anything, the gore is less over the top), the main difference is that you're encouraged to use drugs to gain special abilities. Cynics could argue that this gimmick is little more than a means to court controversy. Although the drug references can be humorous, it's no Brass Eye when it comes to satire. On the other hand, NARC is cunningly inventive about how the drugs affect gameplay.
For example, smoking a crack pipe makes your playable DEA agent (either Marcus Hill or Jack Forzenski) go berserk. Not only do they gain the strength to punch people's heads off, but they're also a 'crack' shot with a pistol for a limited time. Likewise, taking speed makes your coppers run and fight like it's going out of fashion, all accompanied with high-pitched voices and elongated perspective.
Although often crass in its approach to drug abuse, the developer has tried to point out that there's also a downside to getting high. If you're spotted smoking a spliff in the middle of the road, you're likely to get arrested and busted down to street cop. Also, using too many drugs will make you addicted, causing possible blackouts and seizures. There are only two cures for addiction - either by taking an expensive dose of 'Protodone', or by going into Withdrawal mode, which involves wiggling the Right stick in a Simon Says sequence to get clean. Out of all the game's darker moments, this has to be the most insensitive.
Thankfully, NARC plays a lot better than it sounds. It's like a simple version of GTA (Issue 25, 8.9), minus the vehicles but with sandbox-style cities to explore. It's no surprise that there are similarities with State Of Emergency (Issue 17, 6.6) - they share the same basic game engine, although the combat system has been vastly updated.
To arrest a felon, you get them in a grapple and tap the Y button until a timing meter appears. At this point, you must hit the A button at exactly the right time to slap the cuffs on. A nice touch is that you can wear down opponents with punches, kicks and even wrestling moves to make this mini-game easier. And although it's possible to arrest anyone in the game, brutalising an innocent person reduces your overall reputation.
Of course, there's usually a reason to arrest someone, and that reason is the mission-based story mode. At any point you can return to the police station to receive new orders, each leading you closer to the producer of a new wonder-drug, 'Liquid Soul'. Objectives are pleasingly varied, from protecting informants and conducting stakeouts to putting crack houses out of commission.
Unfortunately, NARC's graphics are the biggest reflection of its budget-price status. While the main characters look okay, they're extremely prone to clipping and falling through walls. We've even encountered situations where enemies flicker in and out of existence (not the effect of drug abuse, but dodgy programming). Another belligerent problem is the inconsistent framerate. Watching the game chug along in highly populated areas is bad enough, but it's even worse when the game suddenly starts blistering along at double speed when there are no pedestrians nearby.
But it's not just the graphics that are a little awry. Throughout the game there are numerous lapses in game logic that can make you angrier than a crack addict going cold turkey. On one occasion, you're trying to take photos of various gang leaders. Although snapping the first four is a piece of cake, the fifth can only be snapped from a specific unmarked rooftop, even though you can see his face quite clearly! Another example is when you're trying to chase a fugitive's limo. When you think logically and use some speed to make things easier, the car just moves twice as fast to stop you.
To its credit, NARC is a fairly huge game with enough mission variety to hold your interest from beginning to end. It's even possible to unlock the original arcade NARC if you collect enough of the game's hidden drug stashes. Ultimately, whether you find the game to be in bad taste or simply amusing will play a big role in whether you decide to try it. We're certainly concerned about the long-term controversy that NARC could cast over the videogames business, but we're not marking it down on that basis. Setting that aside, NARC is little more than an average action adventure with a budget price and a matching low-budget feel to the graphics and gameplay.

NASCAR 06
START. YOUR. ENGINES. Another year, another update for the reliable turning-left franchise.
Driving - Issue 48 (November 2005) - 8.0/10

(EA14701E)
NASCAR.txt
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As if cornering the market with every other sports genre wasn't enough, EA has put the pedal to the metal and screamed out of the pits with this tidy little racer. But surely NASCAR's all about going left, right? Well, yes it is, but EA has waved a touch of its magic gloss over it, and the end result isn't half bad.
Preceded by EA's trademark glitzy, MTV-style intro (complete with mid-western rock soundtrack), players are immediately thrown into a race and introduced to the most notable feature of the game. Because NASCAR racing is all about teamwork, you aren't restricted to one car. Spin off at any time, and you can access the team controls with the R stick (an interface that works surprisingly well on the fly) to hop into a better-placed team-mate's car. There's a limit to the number of times you can do this during a race, though. This means it never becomes a cheating gimmick, but a strategic godsend, especially when you find yourself shunted off and at the back of the 46-car pack.
But it's not all about switching between cars to leapfrog your way up the field. Holding a smooth racing line is punishingly, yet enjoyably tough, requiring the gentlest touch on the throttle and wheel. It's amazingly rewarding to trickily drift behind an opponent for several seconds (the competent AI drivers hold about as steady a line as an epileptic fisherman once they know you're behind them), take a slightly higher line round a corner, then power out of it with increased speed. Driving like this requires concentration, but it never gets laborious or boring.
Add countless career options, tournaments and Xbox Live multiplayer, which features an entire field of AI drivers, and you've got a complete racer. Not to everyone's tastes, but still a great drive.

NBA INSIDE DRIVE 2002
A decent, playable basketball game, but not brilliant by any means
US sports - Issue 3 (May 2002) - 7.2/10

(MS01702E)
NBA2002.txt
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Last month we had NBA Live 2002 (6.5) from EA Sports. This month it's Microsoft's bid for three-point glory, and basketball fans will be pleased to hear that NBA Inside Drive 2002 makes for a better game than EA's effort.
The main reason is that scoring isn't quite the foregone conclusion it is in NBA Live 2002. Of course, scoring happens a lot - this is basketball, after all - but the game makes you work for points a bit more. Balls seem more likely to bounce away from the hoop while opposing teams are keener to regain possession before you score. As a result, the action's more involving, the rhythm and flow of the game is less predictable and victory is all the sweeter for being hard won.
Another point in Inside Drive's favour is the inclusion of an effective steal button, which makes knocking the ball from an opponent's hands a more feasible prospect than in other basketball games. Now a skilled defensive player can dictate play a bit more, preventing matches from descending into tedious turn-based runs on the hoop dictated by who's in possession.
This gameplay polish doesn't extend to other aspects though, as the graphics are never anything more than decent. So while players look excellent and move smoothly, the crowd is flat and the courts don't reflect that natural shine that exudes from the EA game.
In terms of game modes, there are just three main choices. Aside from a straightforward exhibition match, you can play a whole season or shoot your way through a series of playoffs. A few extra surprises would have been nice - it would have been nice to see a penalty shootout mode, for example.
But there's enough here to base regular, raucous four player beer 'n' pizza nights around. Detailed, real-life characters - accurate as of November 23, 2001 - strut their athletic stuff, while various options enable players to fiddle with strategy and player rosters to their heart's content. Since Sega's NBA 2K2 isn't scheduled for a release in the UK, this is currently the best available Xbox basketball game we've played so far.

NBA INSIDE DRIVE 2003
Good pace and novel passing system. Best b-ball game on Xbox
US sports - Issue 11 (XMas 2002) - 7.6/10

(MS06904E)
NBA2003.txt
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Basketball, the poor cousin of real outdoor games, can sometimes seem a bit too close to Pong, with its constant end to end action. Done correctly, though, the videogame version can stil be a lot of fun.
We reviewed the last rendition (Issue 03, 7.2) of NBA Inside Drive 2003 just eight months ago. If you didn't read that review, we reckoned the 2002 edition of Microsoft's b-ball series edged out its EA counterpart. Scoring happened a smidgen less often, making for a more involving ebb and flow during matches.
Now we've got the latest version of each game, the status quo remains pretty much unchanged - a little like the music peddled by the ageing rockers of the same name. Looks-wise, NBA Live 2003 is perhaps a teeny bit better, but there's really not much in it. The players are detailed, animation is smooth, and only the 2D crowds irk in these post-Rocky times (but there are more than two protagonists here, to be fair).
But it's the gameplay that makes Inside Drive a more appealing prospect for us when we fancy bouncing a ball about. The right stick has an appealing use - you use it to aim your passes, and then send the ball on its way by clicking the stick into the pad. This helps make offensive play feel suitably fluid and free flowing, which suits the sport just splendidly.
The pace of the game is not quite as rushed as that of NBA Live 2003 either, which is another bonus. The slower speed means that play feels more considered, and ultimately more satisfying. And, crucially, scoring isn't quite as common once again, as steals occur far more frequently than in NBA Live 2003.
So, if you asked us which basketball game we like best on Xbox, we would say NBA Inside Drive 2003. But, if you hung around a little bit longer, we'd add that it's still not quite as entertaining as a spot of NHL, Madden or FIFA. If basketball is your thing, though, you may well disagree.

NBA INSIDE DRIVE 2004
Huge single-player mode, but on Xbox Live the opportunities are endless. Technically brilliant
US sports - Issue 25 (January 2004) - 8.3/10 - Xbox Live features ****

(MS01102E)
NBA2004.txt
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U.S. sports games are a dime a dozen on Xbox, so what makes NBA Inside Drive 2004 so different from its courtside contemporaries? Well for a start, it's technically bang on the money. Every single athlete and team from the NBA is present, complete with individual characteristics and stadiums.
As play progresses you'll uncover (and be penalised for) every pedantic rule unbeknown to everyone but a die-hard fan of the sport. This is initially frustrating, but becoming accustomed to these is a rewarding and enlightening experience. Player movements are smoother than Shaq's bonce, yet all very lifelike and convincing. No NBA Jam-style dunks here, then.
The controls are quite intuitive and relatively accessible for a serious sports sim. Simple passing is achieved via the A button, but there's a welcome addition of a Pick and Pass system, much like that used in NFL Fever 2004 (Issue 22, 8.7). By tapping Y, then picking the specific receiver, you'll have much better control over the team's movement. Shooting too, is well thought out, through holding down X and releasing the ball at the peak of the player's jump, and firing shots and dunks in from all areas of the court. Tackling is realistically tricky too; a mistimed lunge or over-enthusiastic leap results in a clumsy foul or easy point gift to the other team.
If it's individual glory you're after, check out the 'juke' moves. Use the B button to spin away from opponents, but use it in conjunction with the Right thumbstick for all manner of elaborate (and showboating) evasion techniques to get around an opposing player. Apart from looking good, these are definitely necessary as the competition steps up a level through the season.
Look under the surface of Inside Drive 2004 and you'll find a huge comprehensive single-player game. There's a staggering amount of options and customisable features on offer; pick rookies from the draft, make trades and tweak players' training and statistics. And that's not all - there's a whole load of multiplayer goodness waiting to get out. Four-way multiplayer is fun on one screen, but Xbox Live is where it's at. Create custom teams, leagues and schedules, or just dip in for a casual match. Constantly changing downloadable player updates will keep things fresh, and the ranking system will always ensure you play someone of your own standard.
If you've only got a mild interest in basketball, you're probably better off sticking with NBA Jam (Issue 23, 7.9), but if you're a keen advocate of the sport and want to get the most out of your Xbox Live connection, you'll not find a better b-ball title.

NBA JAM
Frantic gameplay and smooth character movement. A riot in multiplayer
US sports - Issue 23 (December 2003) - 7.9/10

(AC01903E)
NBAJam.txt
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I was rubbish at basketball during my school years. Despite possessing a surprising amount of physical ability, and a certain degree of hand/eye coordination, I couldn't get used to the idea of running and dribbling the ball, often resulting in a painful wayward bounce. The next Michael Jordan I was not. But solace could be found when I returned home for tea and booted up my faithful Mega Drive. NBA Jam was a benchmark title that combined arcade action with the bad boy b-ballin' sport. And I was good at it.
Which brings us to the latest Jam title. The action centres around three-on-three action on smaller courts, with the emphasis on outrageous scoring moves and showboating plays. The player interface is relatively simple - pass, shoot, spin or set up an alley-oop. All fouls have gone out the window, so feel free to knock opponents around and block in the most unprofessional manner. Fun is the name of the game here.
And part of that fun comes from the over-the-top effects. If a player is doing well, he'll start smoking. Keep him on top of his game, and before long he'll be on fire, enabling even more spectacular moves, along with being more adept at scoring/blocking for a short while. If the team as a whole plays well, their power bar will fill up, and by placing a hotspot at the opposing end of the court, three-pointers turn into crazy supercharged five-point dunks, adding a surprisingly strategic element to the game.
It's the added touches, however, that make Jam stand head and (considerable) shoulders above the competition. For every crowd-pleasing stunt performed, points are awarded, which vary according to the difficulty of the tricks. Points can be exchanged in the Jam Store for goodies and upgrade features, including customisable players and teams, cheats, concept artwork and loads of renowned stadiums (plus the Acclaim building's very own rooftop court).
Heroes of the sport are available through the Legends Tournament, where the action is played out through black and white and accompanied by the restrained commentary of the '70s. Everything is well polished, and the translation into 3D looks slick. But then, like an airball from downtown, things start to bounce uncertainly around the rim. While it's fun performing loads of demented dunks, there's not much other skill involved, so things can quickly get repetitive. There are only two main game modes, there's no Xbox Live play, and the CPU opponents are a bit of a pushover. The inclusion of four-way multiplayer goes some way to redressing the balance though, and makes NBA Jam a fun b-ball game that both fans of the original and newbies will lap up.

NBA LIVE 2002
B-ball's end-to-end flow is somehow distilled into tedium
US sports - Issue 2 (April 2002) - 5.2/10

(EA00302E)
NBALive02.txt
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To make basketball work as a video game is difficult. Passing the ball around and scoring need to be tremendous fun just to keep the interest up. It's this hurdle that trips up NBA Live 2002.
But let's start with the good stuff. As usual, the EA Sports presentation is top-notch, and graphically, things are very good. Players are almost photo-realistic, and the courts are shinier than Mr Sheen's sideboard. Sadly though, the crowd is full of cardboard cut-outs - and when super-detailed sports heroes contrast with several dozen John Smith's men, it does detract from the otherwise impressive realism.
The gameplay is realistic, but overly so. Here's what you do: In offense, tap the pass button twice to get near the basket, follow it up with a dunk. In defence, try and steal the ball. Succeed? Then return to step one. Fail? Watch the opposition score and return to step one.
The end-to-end flow of the sport is distilled into tedium. It's a shame: EA's NHL 2002 is funner than two Vic Reeveses.

NBA LIVE 2003
Accessible and immediate, but not much fun. Too easy to score
US sports - Issue 11 (XMas 2002) - 6.5/10

(EA02802E)
NBALive03.txt
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In the past, festivals marked the passage of time. For example, when the crops were ready, it was autumn. Why not have a Harvest Festival to mark the occasion?
Festivals take a back seat nowadays. Luckily, EA Sports release annual updates of their big sporting franchises to help us keep track of the days.
NBA Live 2002 scored just 5.2 in Issue 02. The gameplay was overly simple, with scoring too easy. The regularity of scoring in b-ball also meant that games lacked the tension and flow that a sports game needs to be entertaining.
Some changes have been made for 2003, though. Graphically, it seems a bit sharper, but it's not hugely noticeable. The main changes are to the control system, which now lets you use the Right thumbstick to pull off flashy moves and dekes to confuse opponents. This means that games now feature lots of stylish little flourishes, which looks very nice. There's actually a fair amount of depth to the system too, with a large number of subtly different moves available.
Another nice touch is the new system for taking free throws. When awarded a penalty, a meter pops up - to shoot accurately, you must stop two fast-moving icons as close to the centre of the target icon as possible. This simple test of reactions makes penalties a bit more interesting.
But don't get too excited - the changes don't alter the game enough to make it particularly fun. Despite the fluid, slick nature of the action, the same criticisms we levelled at its predecessor apply - it's tedious, with the constant scoring and ease of offence resulting in an uninteresting experience for all but the most basketball-obsessed. Scoring happens so often it isn't much of an occasion, making it very hard to care.
Sadly, NBA Live 2003 is simply unable to use its source material to create an exciting video game, unlike EA Sports' NFL and NHL franchises. Basketball fans will be impressed with the attention to detail on show here, but the core gameplay is bettered by many other sports games.

NBA LIVE 2004
Fast and furious with great in-game visuals and intuitive controls
US sports - Issue 23 (December 2003) - 7.3/10

(EA05602E)
NBALive04.txt
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This is the UK, right, so basketball shouldn't be allowed to be fun. It should be flat, repetitive matchplay of lanky, lumbering giants running backwards and forwards, swapping 'baskets' and getting reprimanded each time a stray arm catches an opponent. Right? Well, someone forgot to tell that to EA because NBA Live 2004 is actually... ahem... rather enjoyable.
Somehow, the company's Canadian development team has managed to convert a pallid sporting experience into a full-blooded and surprisingly speedy affair. Sure, contact isn't allowed, but that shouldn't stop you leaping full-pelt into a crowded 'post area' and delivering a textbook dunk. For an immediate sports game, NBA Live 2004 is a bit of a dark horse and holds its own amongst the likes of NHL Hitz: Pro and Club Football (Issue 22, 8.0).
The usual game modes rear their enormous, statistic-crazy heads. Just like EA's recent ice hockey game NHL 2004 (Issue 21, 7.7), the RPG-like Dynasty mode proves the top dog for players with a few months to kill. Guide your favourite NBA side through a full season, train up your stars in the gym, hire coaches and even create new players to trade. There is as much to do here as in a bikini-themed fantasy park.
However, despite all the options, it's the on-court action that really matters, and this delivers admirably. Despite the default Baseline Low camera proving unnecessarily claustrophobic, the game enters its own once switched to the Press Box vantage. The players are big, bold and chunky with excellent definition and 'realistic' cartoon appearances. They may not move across the shiny surface with the utmost conviction, but their upper-body motions are certainly impressive.
The gameplay is also a harder-hitting, more end-to-end affair than ESPN's rival NBA product. You can literally steal from one end of the court to the other in a matter of milliseconds. Passes are intercepted with greater frequency, and weaving your way into a slam-dunking position can be ably executed with a sly use of the 'sprint' button - especially handy once you realise just how difficult it is to nail three-pointers.
The problem with NBA Live 2004, however, is that its appeal is limited over time. The AI in the game is so impressive that it's possible not to feel entirely in control of your players. And while the multiplayer game is inevitably engrossing, it appears to suffer from annoying graphical slowdown.
If it's an immediate, hard-hitting and exciting sports game that you're after, NBA Live 2004 is definitely worth the bucks. Don't expect it to change your life, but it might at least warm you to one of America's most popular sports...

NBA LIVE 2005
Decent spit 'n' polish job but still no online play, despite the name. NBA 2004 owners should try before they buy
US sports - Issue 36 (December 2004) - 7.1/10

(EA08002E)
NBALive05.txt
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Basketball: to us Brits, a repetitive venture of gangly types running backwards and forwards across a squeaky wooden court. To describe the sport as 'cult' in the UK would be like calling Wayne Rooney 'a little bit chubby' (i.e. a bit of an understatement). No surprises, then, that EA has once again opted to deprive its European NBA Live series of, um, Live play. Still, at least the offline experience is consistently good.
Most of the strengths and weaknesses of last year's outing (Issue 23, 7.3) apply here. Its intuitive, simple-to-master but deep controls mechanism means that it's kind to complete novices, whilst also complex enough to appeal to the most ardent of tacticians. The NBA Live series has been a master at straddling the gulf between arcade immediacy and sim-like authenticity, and NBA Live 2005 continues to perfect the art amiably.
However, that's not to say that there have been no noticeable adjustments to the gameplay. The pace definitely appears to have picked up a gear, with the detailed players manoeuvring with greater mobility. By tinkering with the Right thumbstick, you can perform all manner of cunning wriggles, jinks and weaves, which are slightly easier to execute than in last year's game.
Also, of a far more advanced nature is the implementation of Freestyle Air. This essentially rewards your lank-bodied athletes the power of mid-air trickery, giving you opportunities to perform naughty stuff like forcing fouls and changing shots. Add in tweaked AI, harder-to-nail three-pointers, better animations and well, okay, NBA Live has improved somewhat. But to be honest, unless you're a hardcore basketball freak, the changes are so subtle that it's quite unlikely you'll notice them.
At least there are several new game modes featured, including the surprisingly addictive (and bloody hard) slam dunk challenges. The revamped 25-year Dynasty mode extends to such tactical depths that it should come with a government health warning. And the customary All Star match-up is always a sure-hitter - even if your knowledge borders on the non-existent, it's impossible not to appreciate the unique manner in which every superstar jiggles and dunks.
Along with the Live-enabled ESPN NBA Basketball (Issue 23, 7.6), this is probably the best realistic, and most engrossing, basketball sim around. It's just a huge shame that EA Sports has kept the franchise offline, as the whole thrill of videogames sports is surely competing against fellow gamers across the globe. Perhaps the Yanks are still nursing their wounds after their humiliating defeat by Argentina at the Olympic Games (you gotta laugh)... Good stuff but not enough to recommend if you already own NBA Live 2004.


NBA LIVE 06
Tall men throw balls in hoops - includes a decent Live mode this year.
US Sports - Issue 48 (November 2005) - 7.3/10

(EA12201E)
NBALIVE06.txt
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The trouble with American sports games is that, given we don't spend the majority of our time munching 'potato chips' while flicking continuously through 'ESPN', much like the bulk of the US population do, they're notoriously tricky beasts for we snooty Brits to evaluate. Generally speaking, we have to refer back to our knowledge of similar, proper British sports (ice hockey = hockey; baseball = rounders; American football = rugby; WWE = pantomime), and then make a judgement call accordingly.
But in the case of basketball, a sport so fundamentally American it weighs 250 pounds, drives a Cadillac and shoots deer with a .357 Magnum to the sound of the Star Spangled Banner at the weekend, that's somewhat harder to do. Playing NBA Live 06 left us feeling dazed and bemused, simply because it makes no concessions for anybody who doesn't know the sport, and therein lies its biggest flaw. NHL 06 works because it's fast and fun. Madden works because it has a brilliant coaching mode. But NBA Live? As far as we can see, it's just a good-looking basketball game with a few too many rules and technicalities.
Talking improvements, NBA Live 06 does take a step into slightly more appealing arcade territory with its star player system. Essentially, certain players now possess 'star' powers in particular fields (shooting, blocking, three pointers and so on), which adds a nice strategy element with respect to building up a well-rounded team in Career mode. Another welcome addition is European Live play. But unless you're a mad b-ball fan with too much love for expensive trainers and oversized vests, NBA Live 06 is hardly going to tempt you away from the more familiar digital sporting pursuits of Pro Evolution Soccer and Tiger Woods.

NBA STREET VOL.2
Grab some friends and get stuck in. Easy to play but harder to master
US sports - Issue 15 (April 2003) - 8.2/10

(EA03902E)
NBAStreet2.txt
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Remember all those rumours during the football World Cup in the USA? Goals widened, offside ditched, all drawn games banned? Yup, the Yanks wanted to turn footy into basketball, with regular scoring and end-to-end action. But now even normal b-ball is deemed too slow, with NBA Street 2, like its predecessor, reducing the action to a three-on-three score-fest. This is basketball for the masses - easy to pick up, but with added depth for the aficionados.
Grab some mates and fun will be had, hoops fans or not. You can attempt tactics, but it's easier to concentrate on your own shot accuracy, as defending is erratic. Special moves and use of the turbo bar add depth and strategy, too. There's more to this than multiplayer mirth, though, with plenty of goodies to unlock as you play through the leagues. And then there's the Create-A-Player mode. Our attempt - a short, ginger all-rounder called Timothy - certainly upheld the theory
that white men can't jump. Take it a bit more seriously and you can pick your own team from correctly named players throughout the league.
The player AI has improved from the original game. Team-mates are now more likely to make space and guard, although they're still temperamental. One minute they'll be leaping through the air, offering the perfect target for your alley-oop pass, the next they'll be scratching their chin in the corner of the court, oblivious to the opposition's attack. Nevertheless, with nifty use of the Right thumbstick, which lets you pass and retain control, you can usually compensate.
The atmosphere is spot-on - think '70s funk, modern rap and squeaky trainers. The game's play mechanics mimic the cartoon style - realistic character likenesses apart - fun, exaggerated and with an emphasis on big plays and big laughs.
Overall, the mix works extremely well. This is a quick and simple game for post-pub competitors, complete with a meaty amount of single-player extras to unlock. Your incentive to earn these new players, courts and moves will depend on how serious your basketball knowledge is. If you've heard of 'Pistol' Pete Maravich then you'll love it - if you can only stretch to a vague memory of the Harlem Globetrotters, you'll be less keen. Still, on the court is where it really counts, and NBA Street Vol 2 doesn't disappoint.

NBA STREET VOL.3
Fun and deceptively deep. Lace up your freshest sneaks for an impressive career mode and rollicking multiplayer
Screenshots - US sports - Issue 40 (March 2005) - 8.0/10

(EA08802E)
NBAStreetV3.txt
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How do you make a game that originated on the streets that bit more, well, street? We don't know, but EA Big has made a damn good effort. Action is a refreshingly simple scaled down version of the game proper, with teams of three 'ballers facing off against each other. The arcade-style gameplay is focused solely on scoring points, and lots of them. Showboating is a necessity rather than an ego-fulfilling aside and individual players can perform simple feints and finger rolls by rotating the Right thumbstick.
Passing is just as important as shooting, as amassing point totals fills the Gamebreaker bar. Hold the Right trigger as you pop a pass or dance into the D for a dunk, and your player will perform an NBA Jam-style spectacle. The downside of this is that any skill associated with shooting is removed; simply fire one off from anywhere near the basket and it's guaranteed to go in. Larger points totals are awarded for stringing moves together, though when paired with trying to pull off enhanced turbo moves with the L and R triggers, this is tricky.
Tackling is easier than other NBA titles around, with your player ungainly lunging in to an opponent and as a result the game favours fast, flowing, attacking gameplay, where keeping possession means passing almost as soon as you receive it.
There's also a character creation feature and a massively detailed court editor. Street Points are the key to earning all the best hoops, amassed through the sometimes tough Career mode. Dunk Contests are fun side games, where players can use courtside props to get extra height and score points during their stylish slams. Street V3 doesn't innovate the sport the way MJ's first Air sneaks did back in 1979, but for a fun trip downtown, che-che-check it out, as the (playable characters) Beastie Boys would say.

NBA2K3
Solid b-ball game with all the fundamentals. Top presentation
US sports - Issue 14 (March 2003) - 6.2/10 - Xbox Live features ***

(SE03002E)
NBA2K3.txt
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Games involving giant guys shooting hoops has had a surprisingly big impact on a country that prefers to watch 22 men chasing a ball. The standard was set by Microsoft's NBA Inside Drive 2003 (Issue 11 7.6), with its intuitive passing system, but now Sega's new offering steps onto the court to challenge for the NBA crown - and it would be a fierce contender if it weren't for a few quibbles with the control system and the steep difficulty curve.
In terms of presentation, 2K3 is more than adequate. Arenas are varied and look great, and it's even possible to play street ball with the rain lashing down. There are nine street courts and 38 additional arenas. Some teams, like the Lakers, begin each game with a spectacle of light and sound. NBA2K3 only falters when it comes to the players themselves - they're nowhere near as detailed as their NBA Live counterparts. Nice physics and animation do improve the situation though, as players jump and fall realistically according to their height and physique.
Depending on your level of expertise, you might initially find the CPU opposition a bit tricky. There's certainly no fault with the AI, which is more tactical than we've ever seen before. Opponents quickly learn which of your top-flight players to pressurise. This means that you can't rely too much on the likes of Kidd or O'Neil to score every hoop. It's far more of a team effort. Unfortunately, we also found it extremely difficult to mount a rock-solid defence. The ferocious AI was partly responsible, but it was more a case of not having enough control when trying to steal the ball.
Unfortunately, 2K3 just hasn't managed to match NBA Live's excellent Freestyle control system. The only real enhancement is a short cut that allows you to automatically pass to the player closest to the hoop.

NBA 2K6
A little rough around the edges, but with more b-ball modes and options than you'll ever need
US Sports - Issue 50 (XMas 2005) - 7.4/10

(TT16101E)
NBA2K6.txt
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If you're the sort of person who really must buy a basketball game, then the question here is very simple: do you get this, or shell out an extra tenner on EA's NBA Live 06 (Issue 48, 7.3). And the answer is? Well, it's hard to say.
As with NBA 2K6 above, it's clear from the get-go that the 2K Sports game is technically the superior of the two. That's mostly through design rather than any general quality issue, NBA 2K6 playing a more serious simulation form of the sport where Electronic Arts treads an increasingly arcade line in its own NBA games - but genuine fans of the ball of B will get far more out of NBA 2K6 than they will with NBA Live 06.
NBA 2K6 is also far weightier on content, with training modes, street basketball, hordes of unlockables and a great single-player career mode. But in terms of visuals and sheer slickness of play EA's NBA Live 06 is a hands-down winner.
So once again, it's a case of EA providing the more instantly appealing game, while 2K Sports' commitment to depth of play and content just gives it the long-term edge. Want a real deciding factor? NBA 2K6 also has full Live support, something that mysteriously disappeared from NBA Live 06 just before it was released. Take your pick...

NEED FOR SPEED UNDERGROUND
A decent if unspectacular street racer. Over 100 races, with tons of stuff to unlock
Driving - Issue 24 (XMas 2003) - 7.0/10

(EA07102E)
NFSU.txt
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Is it a bird? Is it a plane? Nope, it's the local van driver being bulldozed into orbit by a snazzy Toyota Celica doing 150mph on the highway. Yep, as if it was never away, the street racer is back on the circuit with a vengeance, carving up city roads and causing widespread panic amongst peace-abiding communities. Ever fancied being that bald bloke from the Fast and the Furious flicks? Here's a damn fine opportunity to put yer dosh where yer mouth is, and burn rubber like it was manufactured specifically for fires.
Joining the huge number of this year's street racers is the latest greased-up offering from EA's Need for Speed series. A previous cult favourite on home computers, the new Underground is a challenge of your mettle in the illegal world of street racing. Fortunately, for the easily bored, this involves a tad more than speeding from A to B. Underground's trump card is its variety. On top of the standard four-car urban sprints, this one chucks in time trials, tense knockout races, 'drift' competitions and best of all, super-dangerous drag races, which reward lax reflexes with explosive pile-ups.
Just as important as your ability to squeal over finish lines in prime position, is your car's aesthetic. There's no point being the 'corner king' if your so-called road beast would blend in comfortably on Aunt Gladys's front drive. So employing your decorative know-how is essential. Unlocking new body parts, bumpers, spoilers, paint jobs, logos and vinyl coverings enables you to customise your chosen vehicle into a majestically satanic slice of hardware, capable of inciting flocks of easy women to your feet. Inevitably, your 'reputation rating' will soar too, multiplying any points scored for stylistic invention - grabbing air, powersliding and narrowly avoiding traffic ˆ la Burnout all bless you with a street credibility 50 Cent could only ever dream of. And he's been shot in the face, like, nine times.
Evaluated on its own turf, Underground cranks out some pretty solid racing thrills. It may not be the sweetest looker on the grid, but it accelerates at a fair whack and the fast-paced Story mode should entertain even the most stubborn amathophobics. But the game lacks one essential ingredient - soul. Midnight Club II (Issue 19, 7.8) piled on the humour with an excellent cast of stereotyped characters, and Burnout 2: Point of Impact (Issue 17, 9.0) was more preposterously crazy than a nude night out in Newcastle. Underground, in comparison, seems a tad faceless. The lack of character development hampers any sense of rivalry, and although the city circuits become increasingly winding as tournaments rage, they can't compare to the exotic delights served up by, say, Project Gotham Racing 2 (Issue 23, 9.3).
Need For Speed Underground's problem is that it's arrived six months too late into a scene dominated by groovy, top-end racers such as PGR 2 and Burnout 2 and unfortunately has no Xbox Live play like Sega GT Online. Test drive this game carefully before parting with your hard-earned pennies - unless you happen to be a road-based psychopath who'd try to customise a shopping trolley anyway.

NEED FOR SPEED UNDERGROUND 2
Plays like NFSU, but with an ace career/modding structure. Would be essential if it weren't for the competition
Driving - Issue 37 (XMas 2004) - 7.5/10

(EA11101E)
NFSU2.txt
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Freedom. It's all about freedom. While 2004 has played host to yet another raft of glitzy street racers, it seems the biggest trend amongst developers is to plump up their latest offerings with pure non-linear driving thrills.
Take EA, for example. The big change between this and last year's NFSU (Issue 24, 7.0) is the larger, free-roaming map. Rather than burning from one manic race to another, EA has delivered a sexy, open-ended experience. You choose your car, speed around a neon-lit city, take mobile calls, enter races, make dosh and build up a garage of customised vehicles that even Batman would be proud of.
Okay, hardly new stuff, but it benefits from less imposed restriction. Sure, you can't just enter any event willy nilly (the Underground Racing League match-ups are where you'll really want to be), but even if your success rate ends up with the Skoda-driving legions giggling from the sidelines, there's still enough going on to keep those gaming figures occupied. Not that there should be too much difficulty, mind. NFSU2 features one of the shallowest learning curves yet seen in a racing game, and its kind, arcade-style handling means it is far more OutRun 2 (Issue 34, 8.5) than Juiced (Issue 33, 8.0) in terms of pick-up-and-play appeal.
The depth of involvement has been enhanced by its new structure. Rivalries, sponsorship contracts and hidden, big-buck events all give you plenty to aim for. Plus, the usual sprints, circuits, drift and drag races have been upgraded with brand new race styles. Sports Utility Vehicle races, for example, plump you in the front seat of unwieldy monsters that turn sharp corners like a zombie stuck in treacle, while the technical Street X outings feature tracks more winding than a Disneyland rollercoaster.
The new sense of freedom extends to the larger (and licensed) modding section. Taking a leaf out of Juiced and the forthcoming Midnight Club 3's book, the options for customising your treasured car into a garish, super-smart, autobeast from hell are huge. While you trawl the city in search of races, you'll also discover performance, speciality and graphics shops that let you to tinker with anything from weight and transmission to tints and hydraulics.
NFSU2 is a very good, engrossing racer. But, like last year's effort, it just doesn't offer enough to rise it above the brilliant competition. It looks very snazzy, but the lighting effects are no way as sophisticated as Midnight Club 3's. Nor are its environments particularly interactive. The boosted modding section is no deeper than Juiced's, and it's just not as much fun as the Burnout series. Best suited for series fans and enthusiastic street racing fans only.

NEED FOR SPEED: HOT PURSUIT 2
Good arcade racer that's a bit sluggish but offers solid driving fun
Driving - Issue 9 (November 2002) - 7.2/10

(EA04001E)
NFSHP.txt
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Porsche vs Lamborghini is the kind of dream stand-off that, for boy racers at least, is up there alongside Alien vs Predator and even, maybe, the mythical Digestives vs Hobnobs.
It's also one of the many stages offered in one of the two pleasingly expansive Career modes in Need For Speed: Hot Pursuit 2. You get to pick a motor from the two big-hitting European manufacturers, and take part in a high-speed cross-country race off with five other racers.
This large range of performance vehicles is the biggest attraction of Hot Pursuit 2. There's a tremendous selection of sports vehicles that go like va-va-voom off a shovel. It's a petrolheads' Xmas list, with the likes of the Dodge Viper, Fiat Barchetta, Mercedes GTR and Ford Cougar
Almost everything else about the game is decent, and nothing more. Only the draw distance is excellent, allowing you to see the road as it snakes ahead, but the frame rate plods a little.
The addition of cops increases both the fun and the chances of a pile-up, but the law is easy to dupe in a one-on-one situation. All handling is accessibly and suitably slack, but doesn't change very much from car to car.
The races are sometimes overlong, with a single lap of certain courses clocking up more miles and minutes than a rally track. So, as in Burnout (Issue 04, 8.2), you can put in seven minutes of worthy effort in a race only to lose everything on the final corner, be it through your own inability or a suicidal civilian vehicle.
As we've wheeled Burnout out for comparison, we should say that this isn't as fast, slick and adrenaline-packed as that fine urban racer. It does come close, but only during the cream of the Career challenges.
Early levels feel achingly slow, partially due to the middling frame rate, as you potter about with the low-performance vehicles before earning your hi-octane birthright - the aforementioned Porsche vs Lamborghini stage, for example.
When you eventually get your hands on the Mercedes GTR, a car that looks as if it'd be as happy in outer space as it is on the road, you'll get some of that titular speed you've been promised. Even then, however, 200mph just doesn't feel as alarmingly, uncontrollably fast as it should do.
Hot Pursuit 2 is enjoyable, unsubtle fun for those who fancy flipping one at the cops in famed performance vehicles over vast expanses of winding country road.

NEED FOR SPEED MOST WANTED
NFSU with dirty great cop-car chases. The best Need For Speed yet, but there's still better out there
Racing - Issue 50 (XMas 2005) - 8.0/10

(EA12301E)
NFSMW.txt
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After two distinctly average Need For Speed games, we'd pretty much given up all hope for the venerable street-racing series. However, the good news is that NFS Most Wanted is a much, MUCH better game. The basic premise might be the same as NFS Underground 2 (Issue 37, 7.5) - race heavily modified cars, illegally, through the free-roaming city of Rockport for cash and respect - but Most Wanted does it with a real sense of style. And by that we mean law enforcement-style.
Not only is it enough to beat your rivals, now you have to do it while avoiding the rozzers as well, and it's this twist in the gameplay that turns out to be the best thing to happen to the Need For Speed series since, ooh, police chases were last a big feature of the game (NFS: Hot Pursuit 2 (Issue 09, 7.2) to be exact). Need For Speed Most Wanted's police chases are so good, that you'll want to get caught speeding just to hand Old Bill his arse on a plate yet again.
It's this sense of excitement more than anything that elevates Most Wanted over its forerunners. Here is a game that hits the ground with all four wheels running. A game that thrusts you into a world of illicit street-racing and cop baiting. A world where, just like in dodgy full-motion videogames of ten years ago, real people act against computer-generated backgrounds. Yes, it's tacky, yes, it's cheesy, and yes, you really do have to endure an endless stream of third-rate actors talking directly to camera, but somehow it works. And for a while it's great, racing street punks and pissing off traffic cops. Properly great, even.
But then you get busted, and it's back to square one with just enough cash to buy a low-end hatchback. It's here that Most Wanted starts straying back into banal Underground territory. The idea is to build up 'Cred' (what else?) through races and run-ins with the law. The more Cred you have, the higher up the 'Blacklist' of notorious drivers you can challenge, until eventually you reach the top again. Which is fine - it's just the getting there that's the chore. Put simply, it's the same old races from Need For Speed: Underground all over again: generic and predictable. And while Rockport might look pretty enough, we can't help but notice how suspiciously empty all its roads are (despite the switch to daytime racing), or how similar it all looks. Most Wanted might be a vast improvement technically, but this is still nowhere near as impressive as Midnight Club 3: DUB Edition (Issue 42, 8.2) or Burnout: Revenge (Issue 47, 8.9).
Until the police start chasing you again that is, at which point everything speeds up, the music switches back into BIG SCREEN ACTION mode, and everything feels right with the world again. Even if the cop chases do start to repeat themselves after a while, there's nothing quite as satisfying as slamming a siren-topped sports car into a big, concrete barrier.
But what about the bit where you strip down your boxy, sales rep Lexus and kit it out with a bad-boy spoiler, pearlescent paint and several litres of highly volatile liquid nitrous oxide? Naturally, this being Need For Speed, car-modding is still an important consideration. There are hundreds of official performance add-ons, body kits and decals, it's just that now they're not nearly as integral to the plot as they were in Underground 2.
Whereas Underground 2 force-fed you its car-modding-is-cool philosophy at every opportunity, Most Wanted simply lets you get on with it as and when you have the time/cash/inclination to spare. You'll still need to upgrade your car if you hope to remain competitive, but as an aside to the racing it's less confusing, more approachable and generally better all round - even if it does use a strangely counter-intuitive checkout system for making purchases (items have to be put in a basket first, and then bought together in what appears to be some kind of weird homage to amazon.co.uk).
It's not just modification parts there are plenty of either - in terms of racing content Need For Speed Most Wanted provides a seriously meaty challenge. The districts of Rockport may not be all that big on their own, but joined together they provide plenty of races and cop chases to beat on the way to climbing the Blacklist. And even then, there are still some 70-odd single-player challenges to tackle outside of Career mode, plus Live multiplayer for four racers at a time.
Despite their obvious shortcomings, both Need For Speed Underground 1 and 2 still managed to sell like bags of crisps at a fat camp. Even now, we're still at a loss to explain why. But when you consider the improved gameplay, better quality graphics and suitably exciting police chase mechanic of Need For Speed Most Wanted, it's clear EA has finally produced a title deserving of its undoubted success. We're not claiming Most Wanted to be the best urban racer money can buy, but at least your get your 40 quid's worth out of this one, instead of some mediocre old night-time racer with an over-hyped modification element welded onto the bonnet. Good effort.

NEIGHBOURS FROM HELL
PC port doesn't fare well on Xbox. Fun and entertaining for the short term, the lack of depth is painfully apparent
Screenshots - Puzzle - Issue 40 (March 2005) - 5.5/10

(JW00201E)
NeighbHell.txt
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You've seen the reality TV show, now play the game. Sounds like the perfect tagline, doesn't it? Well, it would be, if only either were more stimulating than they like to think they are, and worthy of your time. We're treated to a great claymation-style opener, it's all looking good... then bam! We're back to 1988, sat in front of a C64 with 2D environments consisting of four rooms apiece.
But that's not to say Neighbours From Hell doesn't contain the odd nice little touch. Yes, at heart it's a 2D puzzler (though 'puzzler' is a bit generous; it hardly taxes the grey matter), but it's a quirky and unique one nonetheless. Players take control of central character, Woody, and must guide him through his repulsive neighbour's house, laying all manner of practical jokes along the way. Stealth is a case of learning your enemy's repetitive routine around the house, then moving from room to room undetected. Players are encouraged to explore and investigate the entire house, and are continually prompted as to what they should pick up, and where to place each household object to create the joke. While this does make the game accessible and easy on the brain, it would've been nice to figure these puzzles out for ourselves, thus significantly increasing the game's disappointingly short lifespan.
Because each level consists of just the one house, gameplay can get a bit boring, though later levels do open up different rooms. There's a distinct sense of mischief running throughout the game, and coupled with comical character animation and some crude toilet humour (literally, look out for the Poo in the Loo gag), Neighbours From Hell endears itself to us that little bit more. Not a lot, mind you, but enough to forget about that missing fence panel for a while...

NEW LEGENDS
A flawed game that quickly becomes repetitive and boring
Action adventure - Issue 4 (June 2002) - 4.9/10

(TQ00102E)
NewLegends.txt
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Think of a world a bit like that in Crouching Tiger, Hidden Dragon, but with loads of kick-ass guns. Now imagine laying waste to enemy hordes with a weapon of your choice in each hand, simultaneously stabbing one through the eye and blasting a shotgun load straight through his liver. Thanks to New Legends, anyone can live this life.
There's plenty in the game's favour, not least a teetering mound of weapons - everything from swords and shotguns to Wolverine claws and pointy club things. And since in-game hero Sun Soo is ambidextrous, he can finish off a foe with a simple left-handed gunshot after some protracted right-hand swordplay. Just like Indiana Jones in Raiders Of The Lost Ark.
The action's pretty basic - just cut a swathe through the bad guys in the name of freedom. This simplistic stuff is better suited to short bursts than long gaming sessions, but the different weapons and combat combos make you want to progress.
And within the narrow premise, there's a pleasing degree of variety in the gameplay. On some occasions you're joined by CPU buddies, on another you have to man a gun emplacement, while one notable level has you fleeing down a valley with a avalanche rumbling behind you.
So why doesn't it get a better score? Well, plenty of reasons. Technically it's unimpressive, looking like a PSone game in its worst moments. The frame rate is jerkier than a Gareth Gates awards acceptance speech and the textures are plainer than a pack of Happy Shopper Rich Teas. And being big merely enhances the sparse nature of some levels. Hardly cutting-edge stuff.
Worse than that, the game is littered with flaws. Characters stick on scenery while the camera occasionally struggles to find the action. And a particularly annoying incident occurs in the avalanche level. It starts with the amount of health left over from the previous level - start with good health and you can easily take the random damage sustained from jumping down the valley or being hit by small rocks. Start with bad health and you just die half way down, in a frustrating, unfair and entirely arbitrary way.
In order to complete it, you have to load an older saved game and redo the previous level, which is just plain sloppy.
Niggles like this drain all the promise from New Legends. What could have been a fun update of the scrolling beat-'em-up turns out to be unremarkable, flawed and frequently annoying.

NFL 2K3
A great game but too much of a challenge for total novices
US sports - Issue 15 (April 2003) - 7.8/10 - Xbox Live features ***

(SE03102E)
NFL2K3.txt
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This is football. No, honestly, this is football. If you happen to be born in America, this is the beautiful game. NFL2K3 is the latest title in Sega's American football series and it arrives well after its respected competitors, Microsoft's NFL Fever 2003 (Issue 10, 8.2) and EA's Madden NFL 2003 (Issue 08, 8.9). As such, anyone considering picking it up is going to be looking for something a bit special, or at least different.
And different it is, both in good and bad ways. It's harder for novices to get started with this take on the game, much harder, due largely to a pretty crappy Practice mode, which is nothing like the (we think, superior) tutorial modes found in the Madden or Fever competition. And the AI, in general, is very tough.
But, once you get stuck into the action, there's plenty of good stuff. Not least the new on-screen system for selecting plays. Rather than tab through a tree of options as you have to do with the other NFL games, NFL2K3 requires you to move the analogue stick over the selections you want and press the A button. It's a lot easier to use than it is to explain.
Then there's the commentary. Madden always gets slated for it, Fever's is okay, but the voice work in NFL2K3 is the dog's naughty bits. With spot-on comments that make you feel the guys in the box are really watching the game you're playing, the sense of immersion - not to mention the satisfaction you get when you pull off a huge play and get patted on the back for it - is complete. And it makes you feel a right idiot if you screw up, too. Which happens a lot.
Realism wise, NFL2K3 is great. Players' faces and relative sizes are all present and correct, with the latter having a sensible, tangible effect on play. It doesn't just look real from a distance; it looks real with your nose pressed against the TV screen. There's the usual depth with this kind of game but, even if you just pick it up for a quick Exhibition match, it'll give you a great run for your money.

NFL FEVER 2003
A blast to play. All the thrills and none of the pain of NFL
US sports - Issue 10 (December 2002) - 8.2/10 - Xbox Live features ****

(MS04005E)
NFLFever03.txt
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Real-life American football is a sport built for glory and the big play, and that translates very well into a console game. Constructed to maximise excitement for both fans and players, the action is only ever one step away from a hugely satisfying, whoop-worthy pass, a screaming sideline run or a bone-crunching tackle with an impact that makes you visibly shudder.
So if the idea of playing a fast-paced, smack-talking bout of sports game goodness floats your boat, American football's synthesis of complex sport and vicious battlefield is for you. We've seen how good a sim of the game can be with Madden NFL 2003 (Issue 08, 8.9) and now we have NFL Fever 2003 from Microsoft.
Not a great deal has changed from last year's version, but one aspect of this game makes itself apparent right away: it's beginner friendly. While it lacks the L-plated, Football 101 mode of Madden, Fever 2003 nevertheless is far easier on the complete novice.
Without going into confusing detail, the defence is as strong, quick and smart as the offence, and what this means to folk new to the game is that they're not left totally helpless every time the other guy gets the ball. This can't always be said for this game's competitors.
Madden is deeper in terms of customisation but Fever delivers more immediate fun. Players move at a faster, more realistic speed on the field, there are loads of arcadey big plays and the controls are more sensible and accessible. A press of the White button and you can check your chosen play again, audibles (for when you want to change your mind at the line of scrimmage) are displayed onscreen and you generally feel far more in control on both sides of the ball.
Downers include too many sacks (trashing the quarterback) and occasionally questionable AI but, overall, NFL Fever 2003 is a blast to play; more arcade than sim. You never feel like the CPU is playing for you (unlike in Madden) and there are plenty of glory plays to get the heart pumping.

NFL FEVER 2004
Easy to get into, with an emphasis on action rather than stats. Xbox Live play too!
US sports - Issue 22 (November 2003) - 8.7/10

(MS07704E)
NFLFever04.txt
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There are a few NFL games currently available for Xbox, with Madden NFL 2003 (Issue 08, 8.9) presently ruling the roost. American football is quite a specialist market, but NFL Fever 2004 aims to redress this by delivering a more mainstream title.
Many people are baffled by the rules and endless stats of the sport, but this is where Fever shines. An intuitive tutorial covers everything from running, passing and catching techniques, to understanding offensive, defensive and special plays and tactics, and serves as a fantastic introduction to the game.
Set up a match and try out all your new techniques. You'll get the option of three plays plus the coach's choice each down, and the latter is always a safe bet. Check the play, then utilise the ingenious Read and Lead option. Hike the ball and check how things are shaping up. Assign a receiver via the A, B, X or Black button, aim the cursor, then precisely throw a bullet/lob/ high/low pass directly into his path. It sounds complex, and can at first be quite tricky to get your head round, but once mastered it gives the player a huge amount of control over plays.
Graphically, it excels. Player movements have been refined so they run and tackle in a startlingly realistic way. On the whole, everything looks more smooth and fluid, and is a distinct improvement over last year's game. The AI is excellent as well - challenging but not unfair - giving you a genuine sense of achievement when you complete a spectacular pass or play.
There are tons of teams available, from the latest '04 stats to the classic teams of yesteryear like the '89 49ers and Super Bowl winners the '93 Dallas Cowboys, plus all the top college teams. There's a great single-player Career mode, and multiplayer is brilliant. Four players can play on one screen, but it's the addition of (da da daaa...) Xbox Live that sets this apart from the crowd. Yep that's right, beat the Yanks at their own game and dish out sarcastic abuse from the comfort of your sofa in rainy old Blighty. Magic!
NFL Fever 2004 does exactly what it set out to do; it's complex enough for Gridiron fans to immerse themselves in yet completely accessible for first timers to pick up and play. Add a fun multiplayer mode and Xbox Live, and you've got a fantastic sports title.

NFL STREET
Like Justin Timberlake - thinks he's cool, has all the moves, but ultimately a bit naff underneath
US sports - Issue 26 (February 2004) - 7.0/10

(EA07202E)
NFLStreet.txt
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Kerrrunch!!! The quarterback drops to the ground like he's just been smacked by a kamikaze eagle, and is promptly buried beneath a tirade of howling bodies. No room for wusses here, lads. Street NFL is so damned hard that half the players don't even bother with padding. If you ain't got the bling, the ear for a bar or two of shouty rap, and the grooviest taunts since WWE held their Christmas work do at a West Coast lap-dancing joint, then you, my friend, are in the wrong part of town.
As you've no doubt gathered by now, NFL Street is the gridiron brother of EA Sports' snazzy basketball outing NBA Street Vol. 2 (Issue 15; 8.2). Here, straight-laced realism and depth is thrown screaming out of the window to be replaced by a far more comedic and culturally embracing representation of America's favourite sport. Take a gallant leap in and you'll find yourself battling it out on urban sportsgrounds, checking bodies with larger-than-life representations of NFL's past and current crop
of stars, and steaming headfirst into its
stripped-down eight-on-eight gridiron action. There are matches to win, ladders to climb, set challenges to smash and rather odd-looking teams to develop.
While the basic rules, passing plays and defensive set-ups remain similar to most gridiron sims (i.e. still relatively complicated), the newest attraction is the introduction of the style meter. For every sprint, pass and interception successfully completed, points are awarded, with patronising super-taunts further piling on the totals. By combining button combos, you can perform all sorts of ridiculous tricks, such as bouncing the ball (impressive), flicking it through your legs (very cool) or waving cheekily at the pursuing defenders beyond (downright rude). As soon as your meter bar reaches max, a simple press of the X button will call upon the almighty Game Breaker which pretty much gifts your players temporary invincibility.
So it's got the street cred then, but while it's a decent effort, we're not sure why you would prefer this to the more serious, but equally fun ESPN NFL Football (Issue 23, 8.0) and Madden NFL 2004 (Issue 21, 8.5). Sure, Street is more immediate, a tad faster and has got all the tunes, but the amusing 'street' aspect doesn't quite wash as it did with NBA. The actual gameplay, although good, is hardly foolproof either, with defending proving massively frustrating, whilst certain offence plays (we're not saying which) are seemingly guaranteed to end in success whenever you time them just right.
Street is worth a look at certainly, especially with the excellent multiplayer, but quite frankly this is a bit like Justin Timberlake - thinks he's cool, has all the moves, but ultimately a bit naff underneath.

NFL STREET 2
Crazy-assed fun and compelling new modes, but not enough improvements over its predecessor
Screenshots - US sports - Issue 39 (February 2005) - 7.0/10

(EA08702E)
NFLStreet2.txt
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Let's cut straight to the chase. NFL Street 2 plays almost identically to last year's offering (Issue 26, 7.0), bar a few outrageous tricks that allow you to run up walls as though auditioning for a Gene Kelly musical. It's essentially arcade American Football trying to be an extreme sports sim. Or a Nickleodeon sports-themed cartoon trying to get a recording contract on the West Coast. It has as much emphasis on spinning balls on fingers, big hair and donning oversized shades as it does nailing touchdowns.
As is the trend with most EA sports sequels, the big progression lies in its structure. You've still got reduced-size teams battling on urban sportsgrounds and taunting each other with WWE-style posing. However, to make the experience more engaging, EA has pumped up the offing with a brand new selection of challenges to test your mettle. You now get to run the NFL challenge gauntlet, or develop a team from scratch with your own customised character in Own the City, and tour the rundown parking lots and rooftops that Bay City has to offer.
The beauty of NFL Street 2 is its immediacy. Although numerous offence (running, passing and trick) and defence plays can be employed, its anarchic nature ensures it is extremely fast-paced and easy to pick up. The rules are stripped down to the basics; stringing together trick/taunt combos for a Game Breaker power-up is almost as key as swaggering into the endzone. The absurdity is also reflected in the game styles - don't expect epic Super Bowl-style trade-offs with cheerleaders wiggling their botties in the background. This is pure playground stuff, with competitive seven-aside matches co-existing alongside various exotic passing, stunt and keep-ball/tackle challenges.
However, despite its compelling new play, there isn't a great deal of improvement elsewhere. Sure, it has extra stunts to learn, like springboarding off walls to get extra distance on throws, or - our favourite - hurdling charging aggressors by running up the very same borders. The visuals are still mediocrity personified, and the soundtrack is even worse, promoting crappy nu-skool metal/rap bands you really hope split up before the inevitable development of NFL Street 3 commences.
NFL Street 2 is probably what you'd expect - great, simple fun that makes the normally turgid sport of American Football slightly more accessible to the masses. Sadly, it's also little more than a regurgitation of last year's title with slightly different modes and a couple of extra stunts. Recommended for post-pub gamers with mates definitely, but unlikely to offer a considerable deal in the long term. If you're a serious sports enthusiast, the Madden and NFL 2K games really are worth the patience. And it still doesn't have online play. We'll have to leave that to the Yank version.

NHL 2002
Excellent multiplayer game with joyful passing and shooting
US sports - Issue 2 (April 2002) - 8.2/10

(EA00502E)
NHL2002.txt
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When the first of EA's long line of ice hockey games came out on Sega Mega dDive, it was brilliant. Many people, myself included, played it for hours, with games becoming tightly contested duels, full of competition, passion and, it has to be said, plenty of foul language. Sorry, Ma.
Despite the fond memories of that game, I've never played any of the sequels - those trademark EA yearly updates just weren't a big enough draw. With that in mind, I picked up NHL 2002, the first Xbox instalment of the hockey series. It fair knocked my socks off.
The thing about ice hockey is that of all sports, it's the most suited for conversion to video games. It's a very fast, brutal, intense game, with uncomplicated rules and lots of competition. As long as it's done properly, what more do you need to enter multiplayer heaven?
And NHL 2002 is done properly, as you'd expect from a game that's effectively been honed for over a decade. The controls feel just right: the basics are easily mastered within the first ten minutes, with steady improvement coming from prolonged sessions on the ice.
Slamming the opposition into the wall feels suitably heavy and aggressive, and competing to be the first to an errant puck is a sporting battle in every sense of the phrase.
But by far the most pleasing aspect of the game is the passing. It's quick and intuitive - building up a string of passes and finishing with a well-aimed slap shot feels great. It's even better when the shot goes in, and even better than that when it's against a mate.
The only real problem is that for many, this will just be another update of an ice hockey game. As such, recent owners of an NHL game, or people who don't give a sweaty face mask about the game itself may not be tempted.
For everyone else, this is a highly playable sports game providing plenty of entertainment. You can't ask for much more than that, really, can you?

NHL 2003
Fast and furious, this is the definitive ice hockey experience
US sports - Issue 8 (October 2002) - 8.2/10

(EA03002E)
NHL2003.txt
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What, already? It's only been five months since we enjoyed NHL 2002 (Issue 02, 8.2). Not to worry, it's not EA Sports doubling their release schedule, rather the case that, due to the Xbox launch, we (UK gamers, that is) received 2002 late. And now it's back to annual business as usual for the franchise. But, anyway, now it's here, what's been added to the formula to give it fresh appeal?
The previous NHL wasn't broken, so this update doesn't have anything to fix. Instead, a more-of-the-same sprinkling has been dusted over the game - more animation, more commentary, more relevant statistics, slightly improved visuals and the like.
There are some notable differences too. You can now have dynamic control over your 'deke' (kind of like a wrong-footing feint), and the Right thumbstick allows you to direct just where you'd like to pretend where you're going next with the puck, thus confusing the defender.
But it feels a bit lame, as the standard auto deke done with a single button-press seems to work just as well.
There's an 'On The Ice' sound option that replaces the commentary with authentic rink noise, and pretty good it is too. Finally, you've got a Beginner mode where the pundits on the mike talk you through the basics, in addition to dishing out the brilliantly hammy chit-chat that was so enjoyable in 2002.
Other than that, this game is virtually indistinguishable from its predecessor. All the extra licks of detail and additions, apart from the 'On The Ice' option, don't add anything particularly noticeable to the proceedings. The things that made 2002 great are included in 2003 - the stunning, heart-stopping 'breakaway cam', the excellent card collecting, the satisfying rush of chaining together a fluid passing move that climaxes in a blinder of a goal and the never-ending attraction of a brilliant multiplayer mode.
NHL 2003 offers exactly the same play experience as its Dad, but with up-to-date numbers and a handful of smart but inessential garnish on top. So it gets exactly the same score.
Buy this to get the most up-to-date offering if you're a huge fan, but otherwise keep an eye out for NHL 2002 just in case you can find it at a lower price.

NHL 2004
A joy to play. Looks gorgeous with incredible depth. Too easy though
US sports - Issue 21 (October 2003) - 7.7/10

(EA04802E)
NHL2004.txt
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Violence in team sports is always a video game winner, which is probably why ice hockey games have carved out a cult following in a country less inclined towards the cry baby tactics of football. Pad yourself up, skate across agoraphobia-friendly arenas and ram your opponents through the surrounding glass. Much more fun than feigning injury on a waterlogged pitch in Stamford Bridge, right?
If you're a veteran of EA's super-glamorised ice hockey series, the question you'll want answering is whether this latest outing's enhancements merit a purchase. Well, it certainly looks a tad nicer, has up-to-date statistics, but it doesn't play especially different. It all depends on how hardcore you are, really...
The breakaway one-on-one cam used for honing in on goal has been removed in favour of more sim-like adjustments. Now you can pull off advanced tricks like faking shots with ease, or guide the direction and strength of a pass with greater sophistication. There are two types of pass - the standard 'flat' pass, effective for dominating possession, and the elaborate 'saucer' pass which, when mastered, can be used to dunk the puck into specific areas of the rink. The bone-crunching 'dekeing' system has also received a slight overhaul with three motion-captured players reportedly injured during a rigorous filming process. As for coaching intervention, the D-pad invites you to tamper with the playing style of your team during matches, be it protecting the net, or softening your offence to defend a lead. Stir into the broth grappling-oriented player punch-ups and you've got a game with considerable scope for learning. It's a shame that the easy difficulty levels mean that many of the advanced features are redundant since you can win without them.
As for gameplay options, there's more meat here than on a butcher's counter. International tournaments, NHL seasons, four-player multiplayer games and player customisations combine with the gruelling Dynasty mode, where finances, legal matters, travel arrangements, scouting and team facilities play as big a role as actually battling on the ice. Did you know that constructing a tasty locker room improves team morale? You do now.
Without doubt, this is a game so deep you could drown in it. What you've got is a polished, super-fluid affair with realistic animation, sweet graphics and a decent managerial aspect. Unfortunately, despite the modifications, it's still firmly rooted in a familiar template. If you love sports games, this is more recommended than boycotting a West Ham season ticket - but only if you don't own the previous instalment, that is.

NHL 2005
Standard annual update, with an improved roster of dummy shots and tricks
US sports - Issue 35 (November 2004) - 8.9/10

(EA07902E)
NHL2005.txt
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The game now features a new play-calling system which allows you to choose offensive and defensive face-off strategies every time the whistle blows. There's also an improved roster of dummy shots and tricks, including the chance to 'saucer' the puck away from the net and pass it back to a fellow offensive player, enabling you to score without warning. And, of course, if you're getting your head kicked in, you can call in assistance from a team-mate who'll either swipe in to break up the scuffle, or, fists flailing, will join you in the brawl.
Needless to say, the entire NHL line-up has been thoroughly updated to coincide with the actual leagues, and there are even fun additions such as the Free-4-All sessions that see four players fighting it out to score a golden puck. One goalie has to defend a single net against four guys, all eager to put their slate over the line first. Stuff like this is hardly imperative to the success of the game, but the more EA crams into every update of the franchise, the better.

NHL 06
The sport that's also a fight gets the EA update treatment. Like ice hockey? You'll probably like this then.
US Sports - Issue 48 (November 2005) - 8.0/10

(EA12401E)
NHL06.txt
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After the commercially suicidal farce that was last year's NHL season (in case you missed it, so did the rest of the world: the entire league went on strike and not a single puck was struck), you'd be forgiven for thinking EA Sports might have lost interest in its long-running NHL franchise. And from the lack of useful new features, that certainly seems the case.
Don't get us wrong. We love ice hockey games. Not as much as football games, naturally, but there's something about that fast, easy-to-pick-up-and-play vibe that makes us want to sit down and give that latest NHL game a generous portion of time. And that's still NHL 06 to a tee. You might not understand all the rules, but it's thoroughly entertaining stuff and a real blast when played with four players at once.
But as for real improvements over NHL 2005, forget it. Real-time skate tracks and deforming ice? Uh-huh, yeah, great, whatever. Better momentum and puck physics? Okay, so it feels a bit better than last year, but not by much. And the Skill Stick? Or the FIFA Street-inspired No-Skill Stick, as we like to humorously call it. It may make it easy to perform tricks and pirouettes (just give the right analogue stick a good waggle to pull off a whole range of spectacular unstoppable shots), but it'll also cause untold arguments, producing as it does the cheapest goals ever. If ever there was a step back in sports games, this is it - and the really worrying thing is that you should expect every dumb EA sports game to feature it soon. Hurrah!
Still, the inclusion of Xbox Live is a major bonus (EA finally giving us what the Americans had a year ago), and makes NHL 06 a justifiable purchase for ice hockey fans, despite the less-than-stellar range of enhancements elsewhere in the game.

NHL 2K3
As good as it gets for ice hockey sim fans, but lacking the arcade polish of the competition
US sports - Issue 15 (April 2003) - 7.9/10

(SE03201E)
NHL2K3.txt
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We don't even have a team! Granted, the UK isn't renowned for its Mad Ice Game Skillz, but you think we could have managed to put a squad together for this game. But it isn't to be - when you play NHL2K3, you're going to have to play as France! Really! Actually, not really; the game has every NHL team and player there is, and by not choosing a team from England there's every chance you may actually win a game. And best of all, Australia doesn't have a presence either.
As an ice hockey simulation, NHL2K3 absolutely rocks. Complete with full ESPN-style presentation, the game looks great and plays better. It may not have had the graphical makeover of its other sporting stablemates like NFL2K3, but it has everything you're going to need - purty reflections in the ice, plenty of determined-looking player faces, and enough animations to start your own animation side business. Top of the coolio list is the superb player AI. Your team-mates work as hard as you do on the ice, blocking, clearing the goal, and generally trying to stuff up the opposition so you can score. Better still, they're always in position - right where you expect them to be for a pass.
New stuff for this version in the series is the ability to check players against the boards (i.e. smack-'em-up against the side of the rink), Dolby Digital 5.1 sound and new, improved goalie physics. For example, if the goalie stretches a leg out for a shot, it leaves him vulnerable to one side for a second or so. Which is a second for you to get a shot on goal.
But don't start worrying that you don't know enough about ice hockey to play this game. All the game's settings and rules are on difficulty sliders, so you can adjust it to make the game less or more arcadey. If you want, you can even hand control totally over to the computer. Line editing, roster adjustment, degree of goalie control: they're all managed by your trusty Xbox if you don't understand or, more likely, don't want to understand it all. To really make it less sim-like, you can increase the skating speed and then max out the sliders for checking, fighting and boring old line management (swapping crews in and out).
For more advanced players, there's a complete franchise mode, the option to go full manual, and more complex shooting - holding the triggers down modifies the kind of shot you play, for instance. It's great fun, you don't need to be an expert to enjoy it and, just so you're sure, Australia isn't in it.

NHL 2K6
The Pro Evolution of ice hockey games. Technically superior to EA's NHL game, although lacking the graphical polish
US Sports - Issue 50 (XMas 2005) - 8.4/10

(TT16201E)
NHL2K6.txt
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Welcome to the Pro Evolution of ice hockey games. A sports game so full of depth, game modes and options that you'd think its own mother had been, er, shafted by the great Wayne Gretzky himself. Put it next to its significantly better-known EA equivalent NHL 06 (Issue 48, 8.0), and it's almost like looking at man against boy.
Only, and here's the annoying thing, EA's ice-hockey playing boy is by far the better looking of the two - and also the most approachable. What NHL 06 might lack in depth of control, tactics, tutorials, classic teams, mini-games (including, bizarrely, darts and air-hockey!), party modes, advanced Live options and swathes of unlockables it makes up for in graphics, presentation and general user-friendliness. For fair-weather ice hockey fans who don't know their power plays from their dump shots, or even care for that matter (we're talking the majority of the UK population), NHL 06 is perhaps still the better choice, playing as it does a slightly faster, if more arcade-driven game.
But for the really serious ice hockey fan, NHL 2K6 is unquestionably the superior title. With simply dozens and dozens of bonus teams, kits and venues to unlock, a hugely involving franchise mode, and some of the best multiplayer party games we've seen for quite some time in a sports title, it really is ice-cool stuff.

NHL HITZ 20-02
Great-looking, polished and ultimately simple entertainment
US sports - Issue 2 (April 2002) - 7.4/10

(MW00302E)
NHLH2002.txt
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Take the rules and the referees out of sports and you've got... a brilliant situation, frankly. Doing just that has worked wonders for Midway with NHL Hitz 20-02 (nothing to do with February 20).
The game is four-on-four, with computer-controlled goalies. All you do is pass, shoot and get the puck back. It's not really right to call the act of regaining possession "tackling" as it mostly involves braying the opposition.
Get a hefty shoulder barge in near the Plexiglas and the barged bloke will smash through into the front row. Now and again, a really late hit results in a stand-up fight between two players. Deck the other guy and he's permanently out of the game.
Like a good music video, NHL Hitz provides a few minutes of great-looking, polished and ultimately simple entertainment. After seeing it 10-15 times, however, you have to love it to want more. But pass, shoot, pummel and then pummel harder - you've got to admire fundamentals like that.

NHL HITZ 20-03
Big-laughs, high-adrenaline arcade ice hockey with depth
US sports - Issue 9 (November 2002) - 8.4/10

(MW01102E)
NHLH2003.txt
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With the last game in Midway's over-the-top, four-on-four ice hockey series, NHL Hitz 20-02 (Issue 02, 7.4), only being released back in March, we weren't exactly busting for an updated version. But life is full of nice surprises.
Instead of just altering the player roster and adding a couple of new cheat modes, Midway has put together a brilliant sequel which improves on the already fun original in so many wonderful ways.
First off, it looks better. The players are chunky, detailed and well animated. The arenas and rinks all have loads going on in and around them, even if they don't look quite so hot as the players themselves do. There are lots of special lighting effects and the like, and the overall presentation is lovely. Everything moves at a superbly slick pace, too, and the graphics keep their smoothness the whole time.
But it's the gameplay that's the real winner. The distilled version of NHL hockey has been fine-tuned to make it super-fast, super-simple, super-fun and super-skilful. Because of the lack of rules, you're allowed to smash into people at any time, knocking them over or even through the Plexiglas surrounding the rink. This means that you don't need to tackle the guy with the puck - if he's too far away from you but about to pass to a team-mate in space, just bash the bloke who's about to receive the puck instead.
Goals come thick and fast once you get into the flow of things, and getting your players into position becomes crucial. You've got to time your passes so that the receiver breaks into space, while making sure both players avoid getting a chunk of wood thumped into their faces. The gameplay may be simple, but there's real depth to it when you get properly stuck in.
Multiplayer-wise it's great fun - finish a game and you'll no doubt be setting up the rematch before you've even finished discussing the final goal. But Midway has also put together a fantastic one-player Franchise mode. You create a team from scratch then take it around the world, winning matches to earn extra teams and options and completing tasks for bonuses. There are 'boss' battles against themed teams in customised arenas, special kit with which to upgrade your team and extra players asking to join your squad when you're doing well.
Thankfully, the artificial intelligence of the computer players is excellent, so you're never cheated out of victories or shouting at your team mates for not getting into good enough positions. It all works, and it's blinding fun.
NHL Hitz 20-03 is a spot-on sequel, and certainly one of the best sports games on Xbox. It may not be realistic, but it's a darned sight more enjoyable than most simulations could ever hope to be.

NHL HITZ PRO
Outrageously good fun. Top humour and presentation. Great multiplayer
US sports - Issue 23 (December 2003) - 8.1/10

(MW02602E)
NHLHitzP.txt
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Ice hockey is the sport of men. At least it was until Midway dipped its fingers into its icy throes. The Hitz titles, arguably the most underrated and fun sports games in the history of the gamepad, were so OTT they even featured teams of horse, shark and alien-headed mutants. Mental? Hitz games defined the word.
With Pro, bestiality is eschewed in favour of enhanced realism. Instead of three-aside action, this one features standard five-on-five matchplay. Serial goalscorers don't explode in balls of flames, and punch-ups occur with marginally less regularity. In fact, Pro even tries to skate down the EA route by brandishing coaching options, basic tactical plays, line changes and - gulp - rules! Hell, you can even be penalised for offside, which must be a first in a Midway game. Yet despite all these tweaks, Hitz: Pro still manages to be mad. Those expecting anything other than chaotic arcade excitement should be ashamed. The controls are virtually identical to the originals', one-timers are still key to scoring and players crash through the glass like they've been hit by freight trains. We were amazed at just how closely this plays to its predecessors - even with the increased number of players on the rink and the slightly different graphical style.
As before, the main mode is the 'travelling' franchise season. You lead a fictional team through a series of qualifying matches, before pulverising opponents from the prestigious NHL. And although the animal heads are sadly missing, you can still customise the look of each of your players, and that includes revamping them into bulky 7ft giants with skinny legs and laughably minuscule heads. There are also options for schoolboy hockey which enables you to fight it out on frozen park ponds and parking lots, with retro-style graphics adding to the charm. Complete? We reckon so. And it looks much nicer than the PS2 version too.
As sports game go, NHL Hitz: Pro is great fun, the multiplayer riotous and the presentation humorous and immaculate. Highly recommended for those yet to sample the series, and equally rewarding for those who already have but want more depth. For the rest of us, though, we were kinda hoping for a farmyard team of giant pig-headed beasts... Next time, eh, lads?

NHL RIVALS 2004
Fast-paced American footie. Easy to pick up, compatible with XSN Sports and Live play
US sports - Issue 25 (January 2004) - 8.0/10 - Xbox Live features ***

(MS07802E)
NHLR04.txt
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Rivals is Microsoft's very first NHL ice hockey game for Xbox and it's fully compatible with XSN Sports, Microsoft's online database of leagues and scores for its first-party sports titles. You can organise competitions, leagues, teams and schedules from one central hub. And it's this fact that saves it from being 'just another' ice hockey game. If fact, it's like an icy blast of fresh air.
If you're new to the sport - welcome - you can jump right into the ice-cool action with a variety of quick modes. There's even a Rivalry mode that'll automatically pit some of the biggest names against each other in a fierce face-off to the finish.
Once you've got the simple controls licked, you can then skate straight into the mesmerisingly deep stat-crunching Career mode. Here you can set up unique players' roles such as snipers, enforcers and agitators that will act out specific commands on the ice. While you're blazing up and down the ice chasing the puck like a rabid dog, your designated sniper will always be thinking, ready to make his move towards the goal. He's kind of like a goal hanger but with a better name.
Before the action gets underway though, a face-off system has been implemented that serves up a variety of options to kick off play. As the ref lets the puck go, you can choose to go for it cleanly with the stick, use your player's feet to snatch it away from your opponent, or block the puck by barging the other player out of the way - just like they do on the telly. Once you've scooped the puck up from under the dripping nose of the enemy, the view immediately switches to overhead and you're off. It's pretty easy to get to grips with and passing the puck around your team is simple to control. Scoring is a different story. Our first few games saw us bombard the goal with shot after shot but nothing was breaking the goalie's clean sheet. You really have to work at luring the keeper out a little by quickly passing the puck around in front of him and then trying to sneak a low shot in one of the corners. Once you get the hang of it, it won't long before you become unstoppable.
And what happens when you become an unstoppable ice hockey god? You take it online and shoot to kill. Each player has a 'fuse' that, once gone, makes him an angry man. When this happens the game suddenly turns into a fistfight, with the two players facing off in a good old-fashioned punch-up. You can choose to either back away (yeah, right) or launch a full frontal assault on your rival's chin. We expect this feature to be well used over Xbox Live.
Ice hockey isn't everyone's cup of iced tea but the fans among us won't go wrong with NHL Rivals 2004. And if you're hooked up to the growing world of Xbox Live, you'll find plenty of players to go up against. It's what Xbox Live was invented for - you'll always find a game and someone to hammer.

NICKELODEON PARTY BLAST
Ummm, do they get any worse than this?
Party - Issue 13 (February 2003) - 2.0/10

(IG04003E)
Nick.txt
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Cartoons are fun. So are parties. Put the two together and you should have a sure-fire first-class ticket to Funsville. Oh no. Not in Nickelodeon Party Blast's case.
You choose from one of eight Nickelodeon characters, including SpongeBob SquarePants, Jimmy Neutron and Tommy and Angelica Pickles from Rugrats fame. And guess what? From here on in, it's a slippery slope to tedium and disappointment.
To start with, the graphics look like those of a last-gen console. Little detail and poor animation rest inside unimaginative backdrops that still manage to suffer from slowdown, as though the developer had imported the Bullet Time feature from Max Payne.
Then there's the camera. On some levels the viewpoint is so far removed from the action that it's difficult to tell who your character is or what the hell they are actually doing - not that it makes all that much difference considering the poor, cumbersome controls and the seeming randomness of the objectives.
The five game types are criminally short on variety and are a general mess to play. The Food Fight stage in particular is an example of a simple, decent idea executed extremely poorly. The purpose is to cover your opponents in food and other assorted goo in order to win the level. But considering you can't aim in any logical fashion, it's not worth a sausage, if you'll forgive us our terrible joke.
There's no reason why party games should be rubbish, and titles like Whacked! (issue 11, 7.5) stand testament to the fact they can be done well. Just because a title is aimed squarely at children does not mean they should have to put up with such a significant drop in quality; and this game sells itself entirely on its licence, with only the briefest of afterthoughts given to playability. If you care about the game players of tomorrow then don't buy them this game - it may put them off for life.

NIGHTCASTER
Idea is good, but the execution isn't. Wizard? Not by any stretch
Action - Issue 4 (June 2002) - 4.2/10

(MS00804E)
Nightcaster.txt
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Oh dear. An evil darkness has befallen Nightcaster's land, ruining the happy lives of its citizens. In other words, your standard fantasy 'time of darkness'. Playing in-game hero Arran, it's up to you to grab a magic speaking orb and handful of spells and sort it out. It's a lifetime's work, quite literally - since levels are set years apart, we get to see Arran age gradually.
Nightcaster's best feature is that the magic orb's attacks are directed independently with the right stick while Arran's movement is on the left. The concept is like a cross between Gauntlet Dark Legacy and the classic arcade shoot-'em-up Smash TV. But while the latter was one of the purest, most hostile environments ever built in gamedom, Nightcaster's quality is closer to the former. It's crud, plain and simple.
It all feels incredibly dated, and it doesn't help that the graphics do Xbox no justice at all. Aside from some pleasant spell effects, the game is a lifeless compilation of repetitive backgrounds and crudely drawn enemies that look, in some cases, little more than ancient 8-bit sprites fleshed out into 3D.
Just look at the screen shots and tell us we're lying. But it's the gameplay that will, at times, make you want to throw a hissy fit like an over-tired toddler.
The main problem is that Arran and his orb are slow to move while many of his foes aren't. That's not a problem at the start, but as the difficulty increases and the playing areas start to cramp up with bad boys, you simply don't have enough time to swap between the appropriate spells while blasting in all directions. And since death means a potentially lengthy trip back to the previous save point, being killed in Nightcaster is only slightly less unpleasant than the prospect of being topped for real.
Another annoyance is the map, which rotates the viewpoint. So ironically for a device whose entire purpose in life is to fix your position in space, it actually disorientates you - return from looking at the map and what was forward will be on a different point of the screen.
Frustrating, tedious, and underwhelming are all words that you don't want applied to games in your collection. Save yourself the bother and give Nightcaster a miss.

NIGHTCASTER II: EQUINOX
Drab and messy from its box art to its core. Better than the original
Action - Issue 14 (March 2003) - 4.5/10

(JA00202E)
Nightcaster2.txt
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Sequels are a bit of a knife edge, aren't they? You can use them to cut your bonds and set yourself free from the mistakes of your first outing, or you can use them to give yourself a nasty nick, proving that you're a bit crap with sharp objects.
Nightcaster II follows the former idea, but only just. It is an improvement over the original though, which was one of the weakest titles of the Xbox launch lineup. What kind of gamers were they catering for? Masochists? Nihilists? GameCube owners? Regardless, this sequel follows the same vein of a spellcasting shoot-'em-up, albeit with a few cosmetic improvements.
Your character moves with a bit more zing, but that helps little since the play area is so claustrophobically cramped that you won't see enemies until they're on top of you. This means that, outside of choice of colour-coded spells, there's painfully little strategy to be had. You'll just spend your time firing at things as you run away from them, making you feel less like a hero and more like a harassed celebrity.
The lighting effects are a (ho ho) shade prettier, but count for little since the lack of interaction with the environment will quosh any sense of being there that graphical garnish reinforces. It's way below par for an Xbox title.
After this very slight facelift you're left with a bland, repetitive shoot-'em-up with a bunch of colourful spells to muck about with. But even these aren't implemented very well - surely, with the button-happy Xbox pad, there should be some way of implementing a spell switch system that doesn't involve having to cycle through them all each time you want to swap?
Nightcaster II is drab and messy from its box art to its core. Still, it's better than the original, just like having your tooth pulled out is more fun than losing a limb.

NINJA GAIDEN
Groundbreaking beat 'em up of the highest calibre. A must for anyone who can hold a pad
Action - Issue 29 (May 2004) - 9.2/10

(TC00305E)
NinjaGaiden.txt
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Ahhh. If we could, we would fill this six-page review with one long, satisfied sigh. The kind of deep, resonating sound you let out after moments of extreme pleasure, where everything seems balanced in the world, and nothing could be more perfect. The sigh would be filled with all the satisfaction of knowing everything is just so, without a hair out of place, nor a polygon protruding where it shouldn't. Ninja Gaiden, for all the hype and hope pined on it, not only delivers in the most dazzling explosion of gameplay and graphics, but it leaves you tingling and prickly skinned afterwards.
There were so many places Team Ninja at Tecmo could have tripped up, so many potential pitfalls and glitches that could have sucked Ninja Gaiden down into nothing more than a misty-eyed memory. First is the history of the game itself. There are fans out there who still get giddy over the prospect of fighting that dreaded Apache helicopter, and if crucial old favourites like that are overshadowed by pointless razzmatazz and next-generation pomp, this wouldn't be Ninja Gaiden. It would be a standard beat 'em up under the banner of a classic. And the controls. Well, if they weren't the most precise, intuitive and perfectly balanced blend of acrobatics and martial arts, this still wouldn't be Ninja Gaiden. But, this is Ninja Gaiden. Every last drop, and you'll want to quaff it up.
Controlling Ryu, the lead character, was always going to be hard to nail, and especially hard to nail in a way that would leave you breathless, but pass the inhaler. Team Ninja has taken what Prince Of Persia (Issue 26, 9.0) did, and expanded upon it exponentially. You're a pinball, ricocheting from wall to wall, bouncing from ledge to ledge in a flurry of blood and metal, then coming to a composed standstill as bodies are still falling to the floor. You can launch from great heights, land with both feet on someone's shoulders, drive your dragon sword through their head, then bounce off to an opposing ledge with such speed it's hard to fathom what you've just done. And this isn't all through blind luck, nor is it accomplished with intense training. The game simply hints at what you can do, then lets you get stuck in, striking a perfect balance between all-out button-bashing combos, and precision take-downs. And these kills aren't reserved for special moves either - they are your bog-standard kills, the ones you dispatch grunts with. You'll run up a wall, backflipping down behind someone to drive a sword through their back; you'll run along a wall, sword outstretched and slicing necks; and you'll spin off opponents, sending them tumbling to the ground ready for a skewering. Your mouth will water, we promise.
The sheer complexity of attacks you can combo together is limited only by how robust your thumbs are, and while you may think you're knocking people down in a random blur, you can switch directions and stances instantaneously. You never have to wait for a pre-animated attack sequence to finish before launching into another parry, a vitally important aspect of the game learned by Tecmo after years developing the Dead or Alive series.
By gathering karma from fallen foes, you can charge up your chi, then unleash it at critical moments. There's little more satisfying than hitting an oncoming enemy with such lethal ferocity you turn into a lightning blur, leaving them either bewildered or gurgling in a pool of blood. Do be warned though, you don't want to waste these special moves on just anything. You're going to need every ounce of skill and luck you can muster.
End-of-level guardians are almost worth getting killed by, just so you can appreciate the design and beauty that has been lavished upon them. From laser cannon-carrying cyborgs riding atop an airship, to a demon samurai mounted on a flaming steed, they are stunning and deadly in design. The challenge to bring one down, even during the early stages of the game, is gargantuan, and you really have to work hard at utilising the spectrum of moves available to you. If you think repeated attacks won't be punished for their predictability you're sorely mistaken. If you think enemies won't see what you're doing (or rather 'not doing'), don't think for an instant they'll give you any slack. This game is brutal, and all the better for it too.
There are things you can do to shift the odds though, and one of these is to buy or learn Nimpo (ninja magic that extends beyond pulling rabbits out of hats). Nimpo comes in various styles, and each is affiliated with a particular element. Like chi, it takes a while to build up, but unleash it at the right moment and the results are explosive.
For all the pyrotechnics and neck-snapping savagery, it was important for Team Ninja to sustain momentum in what could potentially become a dull game. After all, the console world has come far since the last Ninja Gaiden outing, and beat 'em ups seem to feel obliged to include puzzles and crate-shoving. But Ninja Gaiden has forsaken the path of pleasant distractions, simply opting to up the ante every time you think it's reached the top of its game. It gets bigger, harder and faster the further you progress. It's not until the fourth level that you even find your first alternative main weapon - a set of nunchaku that behave like you're dropping your opponents in a blender. And although the majority of gameplay may seem like Torvill and Dean with weapons, the acrobatics aren't just for effect. There's plenty to discover once you get used to the mindset that walls, like floors, can be walked up. Keep your eyes peeled for a metal throwing star hidden in a seemingly insurmountable nook. What? No, we're not going to give it away!
You can tell Tecmo is responsible for Ninja Gaiden, principally because every female character looks like she should keel over forwards, and secondly, because it looks so damn fine. Subtle lighting effects, the stunning architecture, level design, sound, and character models are all from the Dead or Alive stable. In fact, cast your mind back to the first time you kicked someone through those stained glass windows in Dead or Alive and multiply that thrill by the biggest number you can think of. That's what this game is about. It's about delivering big on thrills, and having the ability to keep on supplying.
There are more subtle elements at work here though, things you aren't likely to notice while knee-deep in bodies. Because some parts of the game take place in tight confines, you aren't always able to see where your foes are coming from. So, ever so slightly the camera nudges itself in the direction of the possible onslaught, allowing you, almost at a subconscious level, to brace yourself in the appropriate direction.
Hidden areas are obscure obviously, but accessing them is reward in itself. You'll find gentle pointers and hints, offering up the merest of indications where you should be looking. Water, although great for swimming in, is also fair game to walk on. It is easy to overlook, but tap the A button repeatedly over the briny and you'll tippy toe over the surface. Again, it's subtle, almost inconceivable, but it's there, and that's a good, good thing.
Perhaps the only gripe is the fairly guided route the main bulk of the game takes you on. There is very little diversion from the path, discounting the secret rooms. It really is a case of fighting from point A to point B in the most overtly stylish manner possible, but only the most gaming purist is likely to grumble about the destination when the journey is so exhilarating. Another thing that might miff the purists is the respawning enemies, although the shrewd gamer would chose a respawn point close to a trader to gather up valuable spending money from the corpses. You'll end up sporting more metal accessories than Jimmy Saville. But besides feeling you've got built in sat-nav and suppressing the urge to warble 'now then, now then, jingle jangle', Ninja Gaiden is nigh on flawless. It has everything you'd want from a beat 'em up, and none of the gristle. The weaponry is drip fed to you, so you must fight tooth and claw for every inch of ground. The range of melee attacks and combos are too numerous to list, and the enemies are consistently, and wonderfully creative (look out for the horsemen who'll try and skewer you with their lances by the way). Ninja Gaiden has been created with every kind of colour and imagination possible, not only resurrecting a beloved franchise, but ramming it with tremendous force into the superleague of Xbox games. Indispensable.

NINJA GAIDEN BLACK
Insane developer Tomonobu Itagaki makes the hardest game ever EVEN HARDER! Twice the ninja goodness for half the price
Hack 'n slash - Issue 49 (December 2005) - 9.4/10

(TC01303E)
NGBlack.txt
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Here we go again - except this time we're ready. We're ready for the ultimate edition of one of the greatest games ever released on Xbox. Some people got it, some didn't, crying "it's too hard!". Then again, others claimed it was too easy - hence the inclusion of the Master Ninja difficulty level. But when you get your head round the fact that you're actually playing a beat 'em up in the Dead or Alive or Tekken mode, and not any old third-person action game, you've won half the battle. And if you can't get into it, Tecmo has caved in to public demand - there's now an 'easier' difficulty level, aptly titled Ninja Dog.
Essentially, Black is the end result of Tecmo continuing to fine-tune the game long after the incredible original (Issue 29, 9.2) was released. Even harder levels of difficulty have been crammed into the story mode, and the retro arcade game is in there, as are new costumes, new enemies and - here's the best bit - a staggering 50 challenges to plunge your sword into, all for budget prices. The controversial camera has also undergone some tweakage too - though not enough, if you ask us.
So what's the catch, then? Well, Tecmo does ask that you complete the game on Hard before tucking into all the extra content. That in itself is one of the biggest gaming challenges you're ever likely to face. But it is possible. Check out www.ignxbox.com for movies showing how 'easy' it all is. You'll be amazed, and inspired to push your skills to the limit.
Successfully completing each set of missions opens up the next batch. And they get harder and harder and harder. And harder. They all feature a mind-boggling amount of enemies (new and old), mixed with the odd boss character or two, or three. But the more you play, the more you learn and the easier it all becomes.
To stand any chance of progression (and enjoyment), you really do need to use every skill Ryu possesses. You've got to run along the walls, know each weapon's combos, block every attack, use your Ninpo (magic) and leap around your enemies, hacking and slicing with precision. Ultimate Techniques must also be used when ever possible (as in, all the time). Go in there bashing the buttons like a maniac and you'll get nowhere. Start to think about what you're doing, though, and you'll start to get the hang of it.
If you manage to complete all 50 missions on all difficulty levels, you are an official gaming god. You're friends will owe you a beer, or milk if you're under 18. You'll find very few games out there that'll give you nearly the same buzz when you've finished them. There are hours and hours of fantastic gameplay to be had, and yet more hours of screaming in a foaming fit of rage at the telly.
If we were stuck on a desert island with a TV, an Xbox and a generator, Ninja Gaiden Black is the only game we'd need. It really is that good!

OBSCURE
Would have scored higher if it had been longer. Still enjoyable though, especially in two-player
Survival horror - Issue 35 (November 2004) - 7.8/10

(MI00903E)
Obscure.txt
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Thank God for monsters. Just imagine what the world would be like if American teenagers were allowed to run about gleefully untroubled by the threat of being eaten alive or torn limb from limb?
By asking you to keep the little oiks alive, Obscure defies the golden rule of high school horror, which dictates that all teens must die horribly. But there's no pleasure in watching the five heroic juveniles get slaughtered when you consider that the monsters are giant prehistoric vegetables (plus that always equals Game Over). Despite a lacklustre generic plot, Obscure adds some fairly revolutionary devices to the survival horror formula. Most notable of these is the 'tag team' system that means you can take a companion along with you to add some firepower and solve teamwork-based puzzles.
While the AI for your chosen companion is very competent, their trigger-happy temperament becomes a serious drain on your ammunition. Crucially though, you'll never have to worry about them getting lost or stuck on corners - their pathfinding is excellent. You can also switch characters at any time with one button press.
But what's so pioneering about this? After all, Resi Evil 0 featured two characters simultaneously. The answer is clear when you stick another pad in port 2 and a friend takes over from the AI. Best of all, Player 2 can start and relinquish control at any point (like Brute Force - Issue 18, 8.5), letting you get back on with the game when he/she goes home.
With five teenyboppers to choose from, both players should be able to find a special ability that suits them. For example, Stan picks locks, Kenny can sprint and Shannon gives you verbal clues. Brilliantly, if any one of them gets their head bitten off by a monster, the game just carries on and you take control of one of the remaining heroes. Essentially, this gives you five lives to complete the game, but keeping them all alive until the end is a major challenge. There's good reason to try though, because each survivor unlocks new goodies at the end of the game, plus you get a different ending.
Excluding the team-based play, Obscure still falls foul of the traditional survival horror artificial difficulty. Frustratingly, your auto-targeting only kicks in when the monsters are three feet away. This isn't a problem in the confined corridors and rooms, but outdoors it's a major ammo-waster.
Equally annoying is the insistence on revisiting the same areas twice. While nowhere near as guilty as Silent Hill 4 (Issue 34, 7.0), it's still troubling for a game of this length.
But arguably, longevity is Obscure's biggest problem. Taking only five-six hours to complete (on 'medium'), it ends far too swiftly; particularly because it's very enjoyable and polished up to a beautiful shine in a graphical and audio sense. Replaying it with a friend increases the lifespan, but you'll finish it even more quickly in co-op.
This is a shame, but not one that means you should miss out on Obscure. It's undoubtedly a fun game and one that admirably injects new life into a tired old genre. Short but sweet.

ODDWORLD: MUNCH'S ODDYSEE
Fun to play and great to look aty brimming with character
Platformer - Issue 1 (March 2002) - 8.1/10

(MS00102E)
Oddworld.txt
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The Oddworld series is a late bloomer in the world of gaming. Whilst 3D has become the industry standard for putting a fresh new spin on a gaming franchise over the past few years, it's only now that the Oddworld series is putting in a fully-fleshed appearance on Xbox. The previous two PlayStation instalments took place in an old skool, side-scrolling 2D world, and saw Abe, a Mudokon hippy with sewn-up lips, escape from a slave labour processing plant in time to save his own life, and those of his fellow workers before they became the latest tinned delicacy.
In Oddworld: Munch's Oddysee, Abe shares the limelight with new co-star Munch, a squat, one-legged, lily-livered amphibian, whose race has been farmed to extinction. Can the unlikely heroes work together and use their environmentally friendly teamwork to foil the evil corporate overlords ruining the Oddworld? More importantly, can the pair work together at all?
Oddworld is quite a nice place to visit, but you wouldn't want to live there. It's a scenic land, made of natural curves, lush foliage and shimmering lakes. Clouds drift overhead and cast impressive shadows over the playing field.
It looks organic - touched by the hand of nature rather than that of a developer - and would make for tranquil postcard material if not for the expanse of Glukkon industrialisation spoiling the land.
Paired by fate, Abe and Munch are the unlikeliest of tag teams, faced with rescuing their kin from the evil clutches of the Glukkons and Vykkers. They'll need to use teamwork - each has different abilities that can be used to help overcome the enemies and obstacles they face. They'll have to recruit the locals to form makeshift mobs in order to storm some of the enemy outposts. They'll have to fart and burp.
Well, farting and burping aren't essential, but they are encouraged, and good for breaking the ice. They're parts of the Gamespeak system used in the Oddworld series, and put an entertaining spin on the idea of communication and issuing commands to those around you. Providing you can stomach the high-pitched psychobabble of, say, The Muppets, the sound in Munch's Oddysee is highly entertaining, and contributes hugely to the otherworldly atmosphere. Abe and Munch sound a bit like the Budweiser frogs, which is a good indication of how annoying their comedy, croaky voices may become over time.
Visually, Munch's Oddysee is nearly flawless. Animation and character design are incredible: the amount of effort injected into the style of the game is clear after a few minutes of play. It helps to drag you in and make you care whether Abe makes it through a danger zone without tumbling arse-first onto a landmine. You'll wince when Munch is launched across the level by a cannon, before crashing to Earth with a yelp and a thump (or, maybe, you'll enjoy it. Sicko).
Though Oddworld is visibly lovely, it's not without blemish. There's a constant blue fog lurking in the background (no, it's not the sky), and it looks like a draw distance cop-out. When you're checking out the view from a mountain peak, it's the oddest thing you'll see in the game. When you're focused on the task at hand, however, it's irrelevant and doesn't hamper the gameplay in any way.
The change to three dimensions with Munch's Oddysee is an important one for the series. Typical 3D hallmarks are present - the levels are fatter, the jumps trickier and the trees leafier - but the game is far more accessible than its PlayStation parents. As a 3D world, Oddworld is excellent; it looks, feels and plays solid.
Most levels sport a mixture of natural barriers, industrial plants and Slig bases, which makes for an interesting strategic mix. Odds are you'll have to overcome a combination of all three, using a recipe of your own making - you're rarely required to approach a problem in a cast-iron way.
A typical highlight is the storming of a Slig garrison with a mini-army of Mudokon soldiers, giving the orders to attack and watching as the whole mad riot unfolds in a mess of laser fire and frantic bitch slapping. Or you could take possession of a snoozing guard and wreak havoc from the inside. Or you could just be a cheeky chancer and sprint through with fingers crossed. Thankfully, a majority of the levels feel like open-plan playgrounds rather than places in which to grind out A-to-B legwork. However, a slight feeling of repetition creeps in during some of the tasks - the actual logic behind some of the puzzles is fairly easy to crack. At times, it feels like punching an elephant to death; you've discovered what to do, you know how to do it but it's a slog rather than an adventure.
The major flaw in the game involves the difficulty curve, or rather, the complete absence of one. It borders on frustrating during some of the tougher sections, but such concerns vanish thanks to the inclusion of a quicksave function, allowing a save at any point during play. It's a common aspect of PC gaming, and much spleen has been vented by gamers over the inclusion of such a feature in any title.
In this game, using the quicksave is like playing poker with Monopoly money - if you do it all the time, it'll remove a lot of the tension, sense of achievement and longevity. It's a bit of a wimping-out on the part of the developer. A series of staggered checkpoints would have been a lot more sensible.
The control method isn't perfect, but it is very slick, especially considering the pace of gameplay (impressively fast at times, particularly during the mad, dash sections). It could have been far worse, and the only frustration occurs during some spiral platform sections.
The 'intelligent' auto-camera works well for the most part; during some of the more crucial jumping sequences, however, it can develop a mind of its own and scupper a polygon-perfect jump that you were going to tell the grandkids about. Overall, though, this doesn't happen often enough to make you leave teeth marks on the upholstery.
Co-operation in Munch's Oddysee is essential, and every level requires the separate use of both Abe and Munch's unique powers. It does feel more like a marriage of convenience, however, than genuine combined teamwork. Abe and Munch interact very little outside of some simultaneous switch/lever work. They just take turns opening doors for one another. Polite - yes; innovative - no. It's not flawed in any way, it seems underused.
There's no two-player mode either; any game relying on teamwork is just begging for such a feature. With the multiplayer capabilities of Xbox, this is a missed opportunity.
Munch's Oddysee is a fairly ambitious title that succeeds in bringing the Oddworld to life. It wavers between moments of air-punching brilliance and a string of undemanding logic puzzles that can border on the repetitive. Overflowing with beautiful character design, personality and atmospherics, it'll enchant as many gamers as it'll turn off those who dismiss it as annoying, sub-Teletubby fluff for kidults.
Accessible, enjoyable and, while it doesn't scale the heavenly heights of Halo, this is as sturdy and entertaining a launch game as anyone could hope for.

ODDWORLD: STRANGER'S WRATH
A compelling, deeply likeable adventure. Always good, only occasionally great
Screenshots - Action/Shooter - Issue 39 (February 2005) - 8.3/10

(EA10902E)
OddStran.txt
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Stranger's Wrath is odd like a blind man's socks. Grounded in a fictional universe so wilfully bizarre it makes God's version look positively logical (Chris Moyles?) and based around the most spectacularly ridiculous storyline we've encountered outside the clammy realms of mid-budget pornography, this is deeply weird stuff. Or at least it is for the first couple of hours, and then something really unexpected happens...
Before we get onto that, a series of brief history lessons for the benefit of those Xbox students at the back who haven't been doing their homework. Tsk tsk. Lesson one: Xbox and Oddworld go way, way back. Like, waaaaaaay back to the birth of our beautiful machine, parent title Munch's Oddysee (Issue 01, 8.1) being arguably the most prominent title to have accompanied the launch of Xbox. Lesson two: Munch's Oddysee was released amid a flurry of insane hype and dictionary-checking, only to reveal itself to be a mild disappointment on the 'I-thought-that-coaster-was-a-biscuit' scale. Lesson three: developer Oddworld Inhabitants has spent the intervening years promising us that better was to come from their cast of colourful characters, and that next time around they'd find the perfect home for their imperfect creations.
All of which brings us back to the present day and the furious opening two hours of Stranger's Wrath. It begins in explosive style, courtesy of a cutscene so staggeringly beautiful it'll cause Pixar animators to take their own lives. And then the story kicks off, one of the rare videogame plotlines that dares to be about more than just murdered brothers and botched genetic experiments. Crikey.
It centres on Stranger, a gravel-throated bounty hunter of uncertain origin who roams the wild western plains of Oddworld in the manner of a young Clint Eastwood (had a young Clint Eastwood occasionally scampered around on all fours). Stranger's primary goal is to capture, dead or alive, the criminals troubling the uppermost reaches of the local sheriff's Most Wanted chart. Bring the crooks in alive and you'll earn the money and respect of the local townsfolk; bring them in dead and you'll just earn the money. Only not so much of it.
The similarities between Stranger and Clint end abruptly when the time comes for our hero to draw his weapon. No standard issue six-shooter for this Man With No (Sensible) Name. Instead, a custom-built insect-flinger capable of firing harmful wildlife in the direction of your enemy. The only slight drawback to this wonderfully powerful firearm is that you're forced to catch your own ammo, so you'll need to take a serious interest in the local wildlife buzzing about your person at all times.
Herein lies Stranger's Wrath's most potent gameplay gimmick: the type of ammo you use has a profound impact on the flavour of your playing experience. Use the Thud Slug, for example, a powerful, short-range weapon, and you've got a no-frills action blast; switch to the Chippunks, use them to distract your enemy, and suddenly you're in the middle of the most surreal stealth game ever. The genius here is that Stranger's Wrath is equally comfortable as both shoot 'em up and sneak 'em up.
Just as impressive is the seamless blend of first- and third-person action. You can switch perspectives at any stage, which becomes increasingly useful the more the shooty bits become integrated with the jumpy bits. So it is that Stranger's Wrath sees the FPS meeting the third-person platform title to the sound of wedding bells and happy laughter.
Unfortunately, our story doesn't end there. Indeed, it's at this point in our tale that the last thing you were expecting to happen finally happens - Stranger's Wrath becomes a little (whisper it) boring. Having started out so energetically, the honeymoon ends with the abruptness of a fart, the gameplay then sinking into a mire of predictability. The fat rolls and tracksuit bottoms aren't far behind.
The grim realisation thus dawns that Stranger's Wrath's core gameplay isn't nearly as inventive as the many gimmicks that circle it. Sure, it remains an enjoyable experience even during its many fallow periods, but the pedigree of the Oddworld brand and the standard of the artwork throughout lead you to anticipate an innovation orgy that never quite materialises. Eventually, it just runs out of ideas.
A typical hour of play runs something like this: head out to a new town; locate the Bounty Office; select your next victim from the menu provided; fight through 20 or so minutes of lightly taxing platforming and scrapping; confront your victim via a full-on boss battle; win; return to the Bounty Office; select your next victim from the menu provided; repeat until the credits roll.
At the root of Stranger's Wrath's problem is an identity crisis: in places it seems unable to decide whether it wants to be a truly free-roaming action-adventure title or a more traditional story-driven affair. To begin with it attempts to convince you that you can go anywhere and do anything, and then it changes its mind, pulls you back in line and forces you to get on with it. This is especially true during the actual missions themselves, the vast majority of which take place in linear, tunnel-like environments.
This in itself is no reason to discount the game. A blind leap into the future of games it may it not be, but it still makes for a cosy ride through its recent past. It's worth playing if for no other reason than to experience it purely on a visual level. The western setting has been brilliantly realised, from the hand-painted signs to the dandelion seeds blowing on the breeze, while the characters are memorable enough to deserve their own suburb in your brain, just across the cortex from Buzz Lightyear and Mr Incredible.
Indeed, those of you who stick with Stranger's Wrath in spite of its surprise-light gameplay will come to appreciate its many hidden charms. Like its parent title, what Stranger's Wrath lacks in terms of genre-defining innovations it almost makes up for in deft touches and neat technical tricks. Find yourself unable to remember where it is you're supposed to be going next, for example, and your character will turn and tell you himself, provided you don't touch the controls for a couple of seconds. This, we like.
Nevertheless, we'd be lying if we didn't admit that we were expecting a little more from Stranger's Wrath. As an audio-visual experience, it's almost unparalleled in terms of Xbox action-adventures, while only forgotten classic Beyond Good & Evil (Issue 26, 8.9) can claim to have matched its artistic flair and imposing atmosphere. The fact remains, however, that beneath its cowboy hat and shit-kicker boots, Stranger's Wrath is just another game. And that, for a developer that prides itself on its fierce imagination and commitment to envelope-pushing, is a damning final verdict indeed.
You owe it to your Xbox to give this a spin, just don't be too surprised when journey through the wild west turns out to be a little tamer than you at first expected. Strange, but unfortunately true.

OPERATION FLASHPOINT: ELITE
Realistic, gritty, super-hard war simulation that lacks the graphical polish it deserves
Tactical FPS - Issue 50 (XMas 2005) - 8.0/10

(CM09001W)
OpFlash.txt
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Few other squad-based shooters can match the sheer depth and complexity of Operation Flashpoint: Elite. Modelled closely on real combat, it spits in the face of the frenetic Hollywood bloodbath ethos adopted by so many of its counterparts, instead preferring to embrace the gritty realities of war.
It's the mid-1980s, and with the Cold War still freezing everyone's balls off, you and your AI-controlled team-mates find yourselves battling the Rooskies after they unexpectedly invade a collection of Eastern European islands. After a brief and somewhat inadequate training section, you're shipped off to the front line, where the realism really kicks in. Each of Operation Flashpoint: Elite's gargantuan, freeform levels must be used strategically in order to gain an advantage over your foes, meaning that one minute you'll be cutting through forests to outflank the enemy, the next hiding behind trees and bushes to avoid detection, or ensconcing yourself in elevated positions as you prepare an ambush.
Operation Flashpoint: Elite is no slouch in the hardware department, either. There are scores of realistically modelled weapons for you to blow the enemy away with (you can even pick up and use the enemy's hardware) and mastering how to shoot accurately will take time and practice, especially gunning down far-off enemies.
This is a tactical, visceral, real-world simulation of warfare, where fatigue, terrain and tactics can make the difference between killing and being killed, where battles range from daring raids to brutal skirmishes involving armoured divisions and attack choppers. The game's freeform missions (set routes are provided for each waypoint should you prefer) demand thought and precision, with each objective approachable from any angle, proving that in war, planning and strategy are every bit as important as an accurate shot.
Sadly though, Operation Flashpoint is far from perfect. Sound is grossly underused, while your team-mates are so proficient (especially on lower difficulty settings) that you often feel as though they wouldn't miss you if you skipped off and took a nap beneath a nearby tree. Then there are the cut-scenes, which feel more like a cheap afterthought than the tension-building cinematic moments they should have been.
Despite these faults, Operation Flashpoint: Elite is still one of the most engrossing, realistic and downright challenging squad-based shooters on the Xbox, and if you've ever wanted to know what real war is like - but don't fancy running the risk of having your intestines shout out - it's by far your best, and safest, bet.

OTOGI - MYTH OF DEMONS
Slick and great-looking. Bold characters and special effects aplenty
Hack 'n' slash - Issue 21 (October 2003) - 8.0/10

(FS00203E)
Otogi.txt
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Strange name, good game. If you're a regular reader, you'll already be familiar with Otogi from the playable demo on last month's disc. And if you managed to drag yourself away from the gun-toting carnage of Island Thunder you'll know that this slightly obscure Japanese action title is certainly worthy of your attention.
It's been a long time since a game with a simple objective of destroying everything in your path has been presented in such an original and engaging fashion. You play a character called Raikoh whose aim is to revive the great seal, which has been the protector of Man for a millennium. This is achieved by seeking out four essences which, when fully restored, means mankind will return to hand-holding harmony and no doubt want to teach the world to sing.
The fun (and plenty of it) is served in three hearty portions - character control, combat and environment interaction. Raikoh has the moves of a gymnast, the sword-wielding skills of Highlander and more hocus pocus than the Magic Circle. Aerial combat is a speciality. By repeatedly tapping the jump button you'll often be fighting like a Crouching Tiger stunt double against a whole array of imaginatively designed demons. Fighting is generally as fluid as movement, with basic moves that can be easily strung into big-digit combos - including subtle manoeuvres that aren't immediately obvious, like timing a strike to repel a projectile attack.
And all of this great action is wrapped up in some truly gorgeous levels that are soaked to the skin in a moody, spooky oriental atmosphere. The game world benefits from rich detail with huge amounts of interactive scenery - meaning if you can strike it you can pretty much destroy it. Bridges will crumble, dwellings will be demolished - often from the inside - and, as the game progresses, the addition of magic unleashes some heavy-duty special effects.
Style over substance? Not really - the hack and slash nature means that repetition will inevitably rear its ugly head and the camera can get stuck occasionally. But Otogi doesn't pretend to be anything other than a polished action title - and a highly playable one with thoughtful presentation. Don't let the lack of a mega-bucks licence or a billboard marketing campaign stop you from enjoying one of the genuine surprises of the year.

OTOGI 2: IMMORTAL WARRIORS
Plays and looks far superior to its pioneering predecessor. An absolutely stunning, deceptively deep actioner
Adventure - Issue 39 (February 2005) - 8.6/10

(FS00403E)
Otogi2.txt
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Ever had that great feeling where you open up your wallet to find a completely forgotten £20 note tucked away in there? We got the same pleasant surprise when we played last year's Otogi - Myth of Demons (Issue 21, 8.0), a real sleeper hit that went woefully unnoticed by many gamers. Sega has done the righteous thing and released the sequel (which has gone done a storm in Japan) over here, and this mystical masterpiece has even more to offer than its predecessor.
Core gameplay remains exactly the same as the original, which is great news for Otogi fans. Demons have once again infested mythical China, and players are tasked with eradicating the problem. But forget the script, this is really just an excuse for some truly exhilarating hacking, slashing and all round destructive madness. This Morning's makeover team would be proud of the visual advancements of this sequel, as the environments look absolutely stunning, and gorgeous lighting effects create a beautiful, ethereal atmosphere. A new physics engine makes slicing your way through the scenery an absolute joy, and great particle effects make for some spectacular smashing.
Otogi 2 really goes to town on the destruction front, with tons of destructible scenery in every environment. Combat is simple and intuitive, and although limited to two buttons, it's possible to pull off massive, hugely satisfying combos. We knocked up a finger-burning total of 1043 on one level, but didn't mind the pain one bit thanks to the truly spectacular nature of the action. The lock-on function returns, though is only of use when unleashing one of your spectacular magic attacks.
Five new playable characters partner returning hero Raikoh in his quest. With their unique strengths and attributes, each is individually suited to particular stages. A fleet of ghoul ships attacking the mouth of a river must be dealt with swiftly, and although it may be tempting to use the brute force of Kintoki, the tight time limit means the weaker, yet more nimble Sadamitsu is of greater use. With warriors only available for one mission per stage, strategy plays an even greater role than before.
This typifies Otogi 2's migration towards a heavier emphasis on RPG elements, which is only a good thing. After each stage your performance is graded on the number of enemies and objects destroyed, maximum combos and time completed. Upgrade points are awarded, and your characters levelled up. New magic, weapons and accessories can be purchased in the all-encompassing shop, and specifically equipped before each mission. This adds considerable depth to such an action-heavy beat 'em up, and yet never detracts from the true nature of the game.
We really haven't got much to gripe about with Otogi 2. The camera can be a bit of an issue - it's painfully slow to fully rotate and occasionally gets stuck. Also, due to the sheer number of enemies players face, the action can get repetitive and suffer from the odd bit of slowdown. However, considering the sheer scale of mayhem and destruction going on at any one time, we can easily overlook this. Such a humble gem of a game deserves recognition on the scale of more publicised actioners on release, and any self respecting beat 'em up fan definitely needs this in their life.

OUTLAW GOLF
Light-hearted, but only three courses. Humour quickly wears off
Sports - Issue 11 (XMas 2002) - 6.6/10

(TM00601E)
Outlaw.txt
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Outlaw Golf is much like Everybody's Golf, only slightly more dodgy. But if that means nothing to you, how about saying it's a flashier version of Tiger Woods PGA Tour 2003 (Issue 11, 8.5), only not as good?
You have to wonder who they're targeting with Outlaw Golf. It clearly doesn't try to be a golf sim - despite having all the features, shot and camera controls of a more serious attempt - but in setting itself up as a "wacky" take on the sport, it's only going to appeal to people who want a game of golf, but nothing too serious. Like who? If you're into golf, you'll want a game that plays like golf. If not, you'll play something else, surely?
That said, the game is decent looking, has loads of modes (some quite a laugh) and several other plus points. The camera's good, with pre-selectable viewpoints or a free camera. The players are intended to be amusingly outrageous and mostly succeed, and there are some purty shot effects when you hit a good 'un.
But the bad points outweigh the good. TDK describes the game as appealing to "the Happy Gilmore/Caddy Shack/Hooters audience" and that may well be the case. But after the first instance of beating your caddy senseless in order to improve your Composure rating, the reality of the message sinks in. Beat someone up to release tension? Hmm, not a fantastic idea.
The sparse environments suffer from deeply unimaginative course design, making the long game a breeze and the short game frustrating. You'll cane the ball down the fairways and then come up short - or rather long - nearer the green. The short game is infuriating, thanks to that errant percentage meter and greens that appear to be made out of Wham-O Superball material.
There are ten golfers, three courses and eight modes. Wait! Three courses? That's a poor count for your 40 quid and they're not even real. Canadian comedian Steve Carell provides the commentary which, while funny the first few times, quickly gets tiresome. The Composure feature - where you supposedly play worse the more duffer shots you hit - doesn't really work. The effect on your golfer isn't terribly noticeable and a single, poorly placed but not disastrous shot can reduce it to zero from "in the zone" full.
Sadly, too, the control combo of stick swing and percentage meter is not a happy marriage. Tiger Woods has dispensed with the shot meter altogether, forcing players to really pay attention to the backswing. OG retains the percentage method and, we feel, suffers as a result.
Despite oodles of atmosphere, the net effect is an uninvolving game of golf just a couple of rounds in. You never feel like you're really playing the course and, once the novelty nonsense wears off, it all falls a bit flat.

OUTLAW GOLF 2
Accomplished arcade sports. Fun, but limited courses, gameplay and characters limit gameplay
Sports - Issue 38 (January 2005) - 7.0/10

(TT02302E)
OutGolf2.txt
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Golf and trailer trash. As unlikely a combination as peanut butter and jam, but Outlaw Golf 2 fuses the two with reckless abandon. The first OG (not Vanilla Ice, although his alter ego Ice Trey does feature here) was a reasonably fun arcade golf sim that featured the ability to beat up your caddy. The sequel brings with it with a John Daly-sized quota of enjoyable characters and game modes. Ten pairs of swingers (we'd like to say of the fairway kind, but we're not quite so sure) are available, each with different attributes. The number of courses has been upped from three to eight, and although the new additions are typically wacky, they quickly become tiresome.
Players can build up their stats in one of the brilliant mini-games. Head to the driving range and chalk up some serious length, or chip balls into buckets to add points to your distance, accuracy and composure abilities. These are fun but nothing compared to the more zany mini-games on offer. Lob exploding golf balls at a herd of cows, for example, or jump your custom cart through hoops and, in wickedly fun GTA style, run down as many spectators as you can within a time limit.
This leftfield take on the sport continues in the main game. Aside from all the regular (read: boring) modes like Stroke and Matchplay are the more interesting Casino and Vegas modes (betting against competitors) and Pick Up Sticks, where players get the chance to steal clubs from an opponent's bag. So far, so Tiger Woods 2005 (Issue 34, 8.7). But this is where one of OG2's many inconsistencies arises. At the end of the day it's golf. Arcadey golf, granted, but golf all the same. The Tiger series heads Xbox's leaderboard by a million miles, and OG2's reliance on a power meter for your swing feels accessible but positively outdated. Putting spin on your ball is nigh-on impossible, resulting in some infuriating results when trying to chip or drive onto a green that's bouncier than Jordan on the latest D-lister doing the rounds. You can hand pick clubs, adding depth to the game, but what's the point when it's coupled with a very simple golfing engine?
Your Composure meter will fluctuate between In The Zone and In The Gutter. If you're feeling blue, use one of the tokens you've earned from sinking a Birdie or playing well. Tap Y and select a timed Cart Challenge or Beatings. The latter, one of the more fun parts of the first game (Issue 11, 6.6), has been simplified, and it's now a mere case of pushing a five-button sequence at the appropriate time, with disappointingly bland, pre-scripted results.
The inclusion of Xbox Live will go some way to broadening OG2's appeal, though like a confused, shaven-headed, cross-dressing bovver boy, this title struggles to find a real identity. Fun for a few hours, but only multiplayer will really give OG2 the length it thinks it deserves.

OUTLAW VOLLEYBALL
Months of play on Xbox Live, and plenty to get through in single-player
Sports - Issue 21 (October 2003) - 8.0/10 - Xbox Live features ****

(SS00701E)
OutlawV.txt
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Everyone likes to do it their own way when it comes to beach volleyball. On one side of the court is DOAXBV (Issue 14, 8.0), the blue-eyed babe who plays fair and enjoys caring and sharing. At the opposite end is Outlaw Volleyball, a sexy vixen who plays, and talks, dirty.
Both games are a perving paradise but that's where the similarities end. Outlaw's gameplay is more sophisticated, with a power bar and crosshair system for aiming your spikes. You can play a variety of shots including spikes, dinks and volleys to whack the ball out of reach. It's also possible to execute turbo spikes if you've got enough power in reserve. That's all down to how well your players are performing and how much momentum they have.
Gameplay-wise, everything is fast and fluid. Most importantly for a multiplayer game, it's also extremely easy to pick up and play. Four players can compete on one console or over Xbox Live in a number of different match types. Our favourite speciality match is Hot Potato, where the ball is set to explode after a time limit expires. Get caught in the explosion and you lose the point - it's a devilishly fun little game.
The opponents' AI and a lengthy tournament mode will satisfy lone players. If anything, the single-player game is a bit too long and it takes ages to unlock new characters. There should at least have been more than four players unlocked at the start. But ultimately, whether you like Outlaw Volleyball will depend on whether you're into the raunchy humour and kinky characters. The in-game commentary is genuinely funny at times, but it does become slightly repetitious. Although it's a bit of a freak show, the players also have bags of charisma and plenty of cheesy one-liners to boot.
The players and stadiums are all extremely detailed, but they lack the graphical splendour that made DOAXBV such a mouth-watering experience. But who are they kidding? That title was never really about the volleyball. Outlaw, on the other hand, is an excellent representation of the sport with first-rate playability. Plug in a couple of extra controllers or log in to Xbox Live and prepare for big laughs and big flapping boobies. Just remember to shake the sand out of your shoes afterwards.

OUTRUN 2
Top presentation and brilliant controls. Fast and furious racer that'll please both old and new fans
Driving - Issue 34 (October 2004) - 8.5/10

(SE05401E)
Outrun2.txt
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Sega is very much into revitalising classic franchises, with Headhunter: Redemption hot on the heels of the massive Sonic Heroes (Issue 27, 7.7). OutRun has a well deserved place in every single gamer's heart (well, those over 25 at least), and OutRun 2 delivers in every way that other retro throwbacks can only wish their primitive little pixellated personas could.
Once your 10p pieces are safely in the slot and the characteristic Sega "ching" reverberates around the room, the mental motoring memories come flooding back. Except now we don't need to wade through a carpet of cigarette butts to grip a sweat-soaked steering wheel to experience these outlandish OutRunning adventures.
Everything is just as arcade aficionados will remember... everything, apart from the spanking new sumptuous visuals. Pop on your shades because you'll be blinded by the light of the wicked sun glare, but when it looks this good, we don't mind one bit. Winding tracks bob and weave their way through the absolutely gorgeous landscapes, seamlessly flicking between beachside paradises and dusty deserts.
Another quality carried over from the arcade version is the immense sense of speed conveyed to players. Often criminally overlooked in racing games, OutRun 2 gets the thrill of tearing along at nearly 200mph, as far as we could imagine, absolutely spot on. You'll need nerves of steel and a stomach to match to safely navigate a congested highway (especially during the nail-biting Convoy game modes).
Car handling is refreshingly simple; with just two controls (accelerate and brake, L and R triggers), the game parks itself squarely in the pure arcade gameplay garage. But this simplicity works in OutRun 2's favour, and paves the way for a truly exhilarating experience. If the breakneck pace doesn't get you soiling your leather upholstery, then the massive drifting manoeuvres will certainly have you leaving skidmarks all over the place.
But enough of the aesthetics and top-notch handling; we can all see OutRun 2 looks sweeter than a sugar-coated schoolgirl running riot in a candy store. What really matters is what's under the pulsating red bonnet of pretty gameplay. Well, at first glance, there's not a great deal to be honest. Present and correct is the original Arcade mode, where players simply tear through several different environments attempting to reach the next check-point before the ever-diminishing timer expires.
Most women we know are happy with the prospect of a bag of chips after being ragged round a city centre in a souped-up Nova (we're classy like that, see), yet the lovely lasses of OutRun 2 demand a bit more than your average Essex girl. Impressing your lady friend is a big part of the game, and these chicks like nothing more than living life on the edge. The way to a girl's heart is apparently through more hearts, totals of which are amassed by successfully completing each of the 101 challenges on offer, unlocking further tracks, cars and mission cards.
But hang on a minute... doesn't all that sound a bit similar? Well, actually, yes it does. Although every challenge is different, they can all get rather repetitive. And if the single-player Arcade mode is relatively easy to clock, then what else has OutRun 2 got going for it? Thankfully, the fantastic multiplayer modes. Up to four players can take part in Party mode, taking turns to beat each other at various challenges. All well and good, but what really lights our sparkplugs are the brilliant System Link and Xbox Live modes. Up to eight players can tussle it out online on all the tracks from the single-player game in LiveRun, or players can attempt to beat downloaded Ghost Cars in Trial for Live. And at breathtaking speeds like these, this really is a heart-stopping hilarity.
It's always a risky business trying to breathe new life into classic franchises, but luckily Sega has come up trumps with OutRun 2. Although not as deep as other driving titles out there, the flawless presentation and an overriding immense sense of fun revs this retro racer right up there with the best of them. So forget your technical cornering and braking in a straight line. This is an amazing drive showing how racing games used to be made. You won't go wrong with OutRun 2 - especially in multiplayer and over Xbox Live.

OUTRUN 2006: COAST 2 COAST
The ultimate OutRun edition - gorgeous, fast and totally off its head
Racing - Issue 54 (April 2006) - 9.0/10

(SE13601W)
outrun2006.txt
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When it comes to pulling off ridiculous high-speed power-slides around the most insane courses imaginable, nothing comes close to the thrill of OutRun. The king of arcade racers is back, with even more spectacular tracks and outrageous challenges - and we love it even more.
There's enough OutRun in here to make fans wet their pants in excitement. Coast 2 Coast takes everything in OutRun2 (Issue 34, 8.5) and OutRun2SP (the arcade version), combining SP's improved handling with more forgiving collisions, and chucking in heaps of new cars and challenges. The resulting package is one gigantic bundle of utter racing joy. Obviously the standard checkpoint-based OutRun race is back, where you go up against the clock to reach the end of the course, with a choice of routes at each checkpoint. Only now you have the option to race through the courses from either OutRun2 or OutRun2SP. Multiplayer has also made a return, and although there's still no split-screen option, the System Link and Xbox Live races still kick ass, with eight-players on the course causing utter carnage.
But playing OutRun by yourself is just as much fun as it is in multiplayer, and the Coast 2 Coast mode is where you'll find all the single-player thrills you'll ever need. It's similar to the Challenge mode in OutRun2, only beefed up with heaps more stuff. All-new Flagman races have you competing against other Ferraris in insane races to the finish, or completing specific challenges like drifting or overtaking traffic to earn a set number of hearts. If you've tackled the challenges in OutRun2 you'll know what to expect.
Also similar to OutRun2's Challenge mode is a new feature that has you trying to win the heart of a girl. Only this girl doesn't want a bunch of flowers and a slap-up meal. She likes fat power-slides, crashes, high speeds and loads of even weirder stuff. It's another perfect excuse for Sega to set you hundreds of insane but hugely entertaining challenges. As you race along the course, she shouts out your task, and you'll have a set amount of time to fulfil her demands. All the old challenges are there, like knocking over cones, overtaking a convoy of trucks or driving on a brightly coloured lane, but there are also a bunch of totally new ones.
"Dribble the beach ball!" she'll shout, and moments later you'll see a giant ball in the road that you have to shunt to the goal ahead. If she yells "Hit the cars!" you have to do some Burnout-style traffic mashing and batter through every car in your path. Then she tells you to "avoid the meteors!" and seconds later enormous rocks start falling from the sky, crashing into the road ahead. 'BLOODY HELL,' you'll think, as you swerve your motor desperately to avoid the giant space rocks. One mission even has you dodging the tractor beams of dozens of UFOs hovering over the track, in an attempt to "avoid abduction".
That's what's so cool about OutRun - it sticks its middle finger up at the 'norm'. Everything, from the challenges to the courses and the handling, is fun and original. Even the transitions from one environment to another are bonkers - one minute the sun's beaming down as you cruise past a flowery meadow (with the series' famous Magical Sound Shower tune blaring from the stereo, of course), the next you'll pass a checkpoint where mountains suddenly pop out of the ground, the sky clouds over and it starts snowing. Sixty seconds later you'll be burning past pyramids in a desert, or you might find yourself surrounded by inner-city skyscrapers, or blistering past a space station under a starry night sky. And every last environment looks absolutely stunning. This is without a doubt one of the most gorgeously colourful games ever.
Coast 2 Coast's only downfall is that it's essentially just an update of OutRun2, and owners of that game might find it a bit samey. But if you consider that it includes all 15 tracks from the arcade game - which are new to Xbox - improved handling, more flash cars and kick-ass music, as well as some completely new challenges, this is one hell of an update. And Sega has even thrown in a perfect port of the arcade game (in the form of the OutRunSP2 mode) just for good measure, so surely it's well worth the purchase.
OutRun 2006: Coast 2 Coast is the videogame definition of fun. It makes absolutely no effort to be 'realistic' or 'serious', and that's what makes it so good. Forget racing lines, braking points, car damage and all that stuff. You slam the pedal to the metal and only ease up momentarily to dab the brake and get your car sliding ridiculously round tight bends. Your driver and his demented girlfriend punch the air in utter excitement, and that exactly how this game makes you feel, too.
So OutRun2 didn't sell too well. Never mind - we'll forgive you, just as long as you get your butt to the shops and grab this now. Because if you know anything about good games, you'll love it as much as we do.

OVER THE HEDGE
The pest-control stealth game where you control the pests
Action - Issue 58 (August 2006) - 6.8/10

(AV08802E)
overthehedge.txt
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The new wave of digital animation isn't all that different from the traditional films Disney were making 50 years ago. Whether it's Shrek, Toy Story, Ice Age or The Jungle Book, over the years these movies have all had one big thing in common - they were all savvy enough to appeal to both adults and children. But the game of this summer blockbuster is aimed directly at actual kids, rather than the 'child inside us all'.
We've always found it strange that the many videogame tie-ins churned out didn't even attempt to offer anything to the older gamer when the films themselves so often did. Of course, the biggest audience is going to be kids under 15, but there's always room for gameplay that's a bit more rewarding and humour everyone will appreciate.
Being funny is definitely one of Over the Hedge's stronger points. The script and voice-acting are surprisingly sharp. It follows the tale of a group of suburban animals who go out on nightly food raids, like a gang of bad-smelling Sam Fishers who haven't shaved for months.
This involves jumping over laser beams, dodging searchlights and tip-toeing carefully past motion sensors. Okay, it's hardly original, but it's not the kind of thing you'd expect to see in this type of licensed game either.
Another way in which Over the Hedge disobeys the traditional rule of animated movie tie-ins is that it's more of a beat 'em up than a platformer. The game plays almost identically to Gauntlet: Seven Sorrows - it uses the same vaguely isometric viewpoint, there are loads of monster generators to destroy, and you have to find quest items to open up new parts of the level.
The gameplay is very basic and becomes repetitive fairly quickly. But to Over the Hedge's credit, at least there are a few mini-game sequences that revitalise your interest every now and again. There are also heaps of unlockable items hidden throughout the levels, and some of them, like the original comics and storyboards, are well worth putting in some extra effort for.
Combat is the biggest - and unfortunately, the most repetitive - part of the game. There are a couple of good ideas hiding among the generic gameplay, though. The characters use golf clubs (a homage to the original newspaper comics where they were sports fanatics) to whack balls in their enemies' faces. The controls for this are pretty engaging, allowing you to aim a crosshair using the Right stick. Alternatively, it's possible to use the club as a bludgeon and just clobber your way through hundreds of mind-controlled rats.
There's a charge attack and a basic combo too, but that's about it. All the enemies can be defeated in the same way, meaning that you never really have to think about it, nor feel challenged in any way. It's really unlikely that you'll ever die either. Every defeated foe drops health, and most of the destructible scenery items contain yet more energy-giving goodness. Because there's very little sense of risk, there's nothing stopping you just steaming into a pack of enemies and winning easily.
Even if you somehow manage to lose, you can just switch over to the other character and take control of them instead. It's possible to jump between characters at any time, although there's really very little point. Aside from having them execute a team move where they jump on each other's shoulders, we're not even sure why you even need two characters in this uninventive single-player mode. Thankfully, the AI's decent enough - there were only a couple of occasions when the character we weren't controlling got stuck.
All of the four playable pests have identical abilities too, so there isn't any real point switching between them anyway. It would have been nice to see some puzzles that only certain characters could get past. The only slight difference is that their conversations vary depending on which two you take out on a mission. This adds a little replay value if you really want to hear every line of dialogue in the game (it is pretty funny).
And that's despite the majority of the movie's cast not even appearing at all. It seems a little tight that they couldn't get Bruce Willis or William 'Bran Flakes' Shatner to show up and record a bit of dialogue. In spite of this, the voice actors do some pretty convincing impersonations. On the plus side, there's a ton of new dialogue that isn't in the film, avoiding the feeling that you've heard it all before. The same goes for the cut-scenes - which are completely new and not taken from the actual movie. While they don't look anywhere near as good, at least there's a slightly different story to get your pointy feral teeth into.
Cut-scenes aside, though, there isn't much of a plot - the game's just a non-linear collection of random missions. After the first few levels you return to a woodlands hub level, where you can choose between the various mini-games you've unlocked. It's also possible to replay stages you've already completed - which is a good thing because you probably won't achieve all the secondary objectives in one go. These bonus objectives are arguably the best part of Over the Hedge, because they're the only element that proves slightly challenging. Many of them focus on not being spotted or setting off a trap, forcing you to actually play along with the game's otherwise redundant stealth features.
But the stuff you unlock? Our hearts always sink when we see mini-games in an animated movie adaptation. It's horribly predictable - and DreamWorks already has a bad rap sheet for Shrek Super Slam and A Shark's Tale. Some developers have yet to realise that mini-games don't add value if they're lamer than a badger in a bear trap. The 'obligatory' distractions in Over the Hedge include a frustrating golf course and a bumper car race with golf carts. You won't play them more than once, so they're pretty worthless.
Graphically, the game isn't as much of a looker as it should be. But we've seen far worse. The character animation isn't too bad, with each of the four playable critters having a distinct way of moving and fighting. While the levels all look pretty similar, they're fairly pretty and capture the normality of suburbia quite observantly. But there isn't a great deal of detail and almost no effects that jump out and grab your attention.
Over the Hedge isn't anywhere near perfect, but it's still reasonably entertaining and not quite bad enough to be dismissed as a 'cash-in' (aren't most games made for cash?). In any case, it's certainly not a cynical ploy to rip kids off - we wouldn't have any qualms about giving this to a little brother or sister to keep them quiet for a couple of days. For older gamers, though, there isn't much of a challenge here, and the gameplay is far from being rewarding.

PAC-MAN WORLD 3
The Pac is back, crowbarred into another Sonic-lite adventure. He's olden, but in this case certainly not golden
Platformer - Issue 53 (March 2006) - 4.8/10

(NM02302E)
pacmanw3.txt
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Incredibly, it's Pac-Man's 25th birthday this year. Twenty-five years old! Amazing, isn't it, not least because 25 in videogame years is equal to about 256 in human years - and he hasn't aged a bit, either. Not a single grey hair or digital wrinkle to speak off - although he does seem to have somehow evolved legs, eyes and a nice pair of red wellies somewhere along the way since 1981. Then again, when you're a smooth yellow ball-thing with feet poking out from where your dangly bits are supposed to be, it's pretty difficult to spot any degree of aging.
What has aged, however, is just about every idea and concept on show in this, the third platform-hopping game in the painfully so-so Pac-Man World series (the previous two titles being so nondescript that they didn't even make an appearance on Xbox). For a birthday celebration, Pac-Man World 3 is as lame as a three-legged donkey with arthritis in one leg and a bad case of flesh-eating bacteria disease in the other two. And possibly even worse than that.
Here's why: it's Pac-Man's 25th birthday party (did you see what they did there?) and Pac-Man, Ms. Pac-Man and Pac-Man Jr. are all settling down for a nice cup of tea and a slice of cake when - who'd have guessed it! - Pac-Man is kidnapped and whisked away to an alternate dimension to help some friendly ghosts fight off an invasion of super-nasty evil ghosts. And stuff. If it sounds a bit rubbish explained that way, just imagine how bad it must be when explained via entire minutes of fully animated cut-scenes.
From then on, it's platforming business as usual. This is no-nonsense, middle-of-the-road jumping and item-collecting goodness. Which is actually us being a bit sarcastic, because when we say 'goodness' we actually mean 'predictableness'. A shame, because given how starved the Xbox is of really decent platform games, you might be tempted to pick up Pac-Man World 3 just for a bit of old-school hopping-about fun - and you probably could, providing your quality expectations are exceptionally low.
It's not that there's anything wrong or broken with Pac-Man World 3 particularly, it's just that there's more flair and imagination running through your average cement mixer. Take the opening level for instance - an industrial sewer-set riot of platforming clich‚s: bottom-bounce the switch to open that door; jump across the poisonous green goo to collect the power-up; smash those boxes to find the health. Will someone please shoot us in the head before we're forced to find yet another cleverly hidden bonus fruit?
Of course, it could be argued that Pac-Man World 3 has been designed with a younger, slightly less demanding audience in mind, and you'd be right, but even little Johnny deserves better than this lesson in mediocrity. Watching a funny yellow round man make a fool of himself in the cut-scenes might make your average six-year-old laugh, but the tired and jaded gameplay certainly won't.

PANZER DRAGOON ORTA
Cutting-edge looks and classic blasting. Gorgeous
Action/Shooter - Issue 15 (April 2003) - 8.8/10

(IG04301E)
Panzer.txt
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We like Smilebit. Of all the people to tinker with an Xbox development kit, Smilebit made one of the best-looking games ever - Jet Set Radio Future (Issue 02, 8.9). Gun Valkyrie (Issue 03, 7.6) offered an incredibly intense shoot-'em-up for the few players that managed to fight past its difficulty curve. And Panzer Dragoon Orta? Well, Smilebit's third Xbox-exclusive has got the best of both worlds - quite some achievement.
The first thing that hits you about PDO is the visuals. It doesn't take too many levels to realise that this has got to be one of the most amazing visual showcases of computer graphics ever put together for a video game. Technically, it's brilliant, making for a super-smooth, glitch-free blast, but it's the design of the Panzer Dragoon Orta world that's so transfixing.
The three forms of the dragon itself are intricate, and just plain cool to look at - check out the oily, glistening wing texture of the Base Wing form, and the way that sunlight is dampened when it passes through it. The projectile death that pours forth from the beast is just as impressive, with plasmas of every colour and design curling about as they lock onto targets.
Visual effects during the levels are amazing too. The waterfalls that pour over you during episode two are stunning, as is the sandstorm later on in the game, as is... well, we don't want to give too much away. Let's just say there are some incredible sights here, just in the usual course of playing the game, let alone the bosses - which are, of course, the traditional preserve for posh graphics.
Come to think of it, tradition is an important word when it comes to Panzer Dragoon Orta. For a start, it's the third shoot-'em-up in the series (but the fourth overall - Panzer Dragoon Saga was an RPG on the Sega Saturn, and is now worth loads of cash, should you happen to have a copy gathering dust in your cupboard). Happily, it carries on the heritage brilliantly: the Panzer series has always inspired a cult following of hardcore fans, thanks largely to its unique setting, and this update will please those enthusiasts no end. But even if it's the first time you've heard of the game, we think you're going to enjoy what's on offer.
The other significance of tradition is that PDO is very much a shoot-'em-up in the classic mode. It's got some of the spangliest bells and whistles the genre has ever seen, but it's still a shoot-'em-up, and that means replaying sections until you get the hang of them, and some occasionally frustrating moments of extreme difficulty. But that's always been the shoot-'em-up way, and we won't let it beat us!
But more of those bells and whistles. Besides the graphics, PDO has a few nuances that lift the gameplay above the average blaster. Chief among these is the way your dragon morphs into three different forms, cycled through with the Y button. We've detailed the precise advantages and disadvantages of each form in the 'You've Changed' box above, but the great thing about them all is that they're each appropriate for different situations. At times, you're forced to whirl through them quickly in order to take out everything that's thrown at you. Pull it off properly through the trickier bits and you'll feel like a gaming god.
If dozens of enemies and three different dragon forms doesn't sound like enough to be getting on with, there's one more addition to keep you on your talons. You can move the camera around the dragon to fire behind you and to either side, so you constantly need to be on the watch for enemies attacking from each and every direction. There's a radar to help you do this, but it means that the game gets even more hectic as you frantically swing the camera around to track whirling attack patterns with your lasers. No easy task when many enemies are faster than a Beckham-bound footy boot.
If it's a fast-paced, beautiful shoot-'em-up you're after, then you're not going to find a game that does it better than PDO. There are a few worries - some of the boss battles drag on for too long, and it can be teeth-grindingly difficult to play - but there's just so much cool stuff here for blaster fans. Replayability is assured by the 'Pandora's Box', which offers loads of unlockable goodies as certain criteria are met, and - this being a shooter and all - there's always a higher score to go for.
Panzer Dragoon Orta really shows what the Xbox is capable of, and is the type of intricate, fun blaster you rarely see these days. The atmosphere is unique among video games. Like a granny on rollerblades, this is one fusion of old and new that's well worth having a good look at.

PANZER ELITE ACTION
Rumble around blowing the crap out of stuff in this average tank-based shooter
Action - Issue 55 (May 2006) - 6.1/10

(JW00901E)
panzerelite.txt
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It's okay to shoot Nazis in games, because they're not nice. So it was a novelty to find ourselves in the boots of one of them in this tank-based WWII wargame, which has you fighting on the dark side, driving around in a giant metal box with a gun on the front blasting holes in virtual representations of your grandad. Who cares for morals - we never liked grandad much anyway, so we were looking forward to this.
You'd expect a tank game to be chaotic and full of destruction. Unfortunately, every aspect of Panzer Elite Action comes across as soulless and bland. The gun on your tank seems surprisingly weedy - firing it isn't as satisfying as it should be, and the yellow flash of the explosions lacks impact. Most buildings can be smashed and crushed, but again, the boyishly exciting prospect of this is let down by a disappointing single frame of animation that makes structures instantly turn into a pile of rubble the moment your tank grazes them.
Being strapped into a ten-ton armoured vehicle means you just don't take any care in what you're doing. There's no strafing, ducking, taking cover or any of the things that require any skill to succeed in shooters - your tank's just too slow for the usual tactics to apply. The only way to avoid dying is to kill the enemy before they kill you.
Slow is the operative word - the first few of the 18 missions are bland-looking open fields with hardly any enemies. Things pick up a bit in later levels, war-torn urban environments with more soldiers and tanks to blast, and planes flying overhead to add that typical wartime atmosphere. But the missions aren't particularly original, being little more than waypoint-following trigger-finger workouts. Follow the arrow, shoot some stuff, follow the arrow again, shoot more stuff.
That's if you can get to grips with the cannon on your tank, which moves far slower than your actual crosshairs. Your gun's hardly ever pointing in the same direction you're looking, forcing you to stop and take careful aim every time. Realistic, maybe, but it destroys what little pace there is in this lumbering title. Live and System Link games can be more fun, with up to 16 human-controlled tanks all trying to blast each other to bits. But with such large, slow-moving targets, it's more of a clumsy scuffle than a tactical test of skill.
Panzer Elite is reasonably playable. But that's all it is - acceptable, but never excellent. It's the only tank-based game on Xbox, and with a dose of the intense mayhem of, say, Call of Duty 2: Big Red One (Issue 50, 9.0), it could have been ace. As it stands, the 'action' here is anything but elite.

PARIAH
Looks amazing, incredible physics engine, innovative weapons system, absorbing, tightly paced, but short
Screenshots - FPS - Issue 42 (May 2005) - 8.9/10

(GV00101W)
Pariah.txt
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We've always hated going to the doctors. Whether it was for a minor childhood ailment that at the time seemed like we were at death's door, or more recently to the 'personal health' unit of the hospital where the nurse asks you lots of embarrassing questions. And no, thanks, we don't want a lollipop to make it all better. Pariah, the latest shooter from Unreal creator Digital Extremes however, puts a decidedly more enjoyable spin on medical matters.
We could harp on about how FPSs are ten a penny on Xbox at the moment, and how a game has to be pretty special to stand out from the crowd. But Pariah is genuinely different from other Xbox shooters, playing and looking more like a PC title than a console one. We couldn't help but think of, dare we whisper it, Half-Life 2 whilst playing it. 'Blasphemers' the PC crowd may cry, yet here we are, enjoying a stunning-looking blaster that features astounding physics, right in the here and now. And this developer has done its body-flinging best to give Valve a run for its money.
Right from the opening cutscene, Pariah's excellent script draws us into a murky futuristic world of mankind-ending viruses and conspiracy theories. Needless to say, the absorbing plot features more twists than a dancing worm high on ecstasy, so we don't want to spoil the surprises. All you need to know is that you - Dr Mason - wake up, dazed and confused from a crash in hostile lands with a killer virus on the loose. And from the get go, it all goes absolutely bloody mental. Because it's an archetypal doomsday scenario, you won't be surprised to find out flower-collecting kids skipping through sun-drenched meadows are absent from this game world. Instead, desolate wastelands are punctuated with intricately designed, impressively epic industrial complexes. Intelligent level design ensures there's always an elevated position on hand to take a breather and put your sniper rifle to use, whilst the developer has provided just the right amount of cover to ensure a fine balance between tactical gameplay and frenetic all-out blasting.
But it's not all Mad Max meets Blade Runner. The speeding train level, and the episode where you battle an attacking command ship before boarding it, are refreshingly different and will really get your bloodlust flowing. The indoor settings boast great-looking textures and nice lighting, though this attention to detail is somewhat lost in the bigger, blander expansive levels.
The plus side of these environments are the vehicles. Although fun, they're something of a wasted opportunity. Vehicular combat is limited, as is the overall use of the vehicles themselves - it seems they're only present to get from A to B that little bit quicker. The Bogie, for example, is similar to Halo's Warthog to drive. However, Pariah's people carrier is nowhere near as user-friendly to drive as MC's ride, and handles nowhere near as well. It's a laugh to hop behind the beefy rocket launcher and let friendly AI tear around in the jeep (as long as you can stomach the sometimes erratic camera). Yet with you behind the wheel, the Bogie frequently gets stuck on even the smallest of rocks. You'll scream in frustration as it flounders around like a giant turtle atop a poacher's spear. Not the best example of an All-Terrain Vehicle.
Countless games tout the virtues of the Havok engine, though few put it into practice as well as Pariah. It's this fantastic, real-life physics engine that is literally the driving force behind the game's appeal. There's a huge amount of interaction with the environment throughout the game, including a wealth of destructible scenery to demolish. Explosive barrels are an age-old clichŽ in first-person shooters, yet the stunning physics add a further dimension to this. A wave of enemies advancing worryingly fast up that slope? No problem. Simply give those barrels a couple of shots to tip them down the incline, then either let the bouncing bombs crush your hapless foes or give them an extra blast to detonate in precisely the right place. Enemies also have the same idea; it's truly terrifying to try to push up a staircase with toxic barrels raining down on you. The resulting explosions hammer home the genius of Pariah's ragdoll physics, as enemies are catapulted high into the sky before raining down around you. Indeed, blast a foe point blank in front of a railing and they'll slump backwards, contorting themselves over said railings before tumbling into oblivion. Brilliant.
Pariah's engaging enemy AI also compounds this. The Just A Flesh Wound difficulty setting isn't too taxing, though whack their toughness up to Heroic Measures or Flatlined and they're fearless adversaries with the cunning of an Oxbridge-educated fox stealing chickens from the MI6 coop. Or double-hard bastards who'll take a mag-full of ammo before going down. Either way, it's not good news for you. Enemies frequently hide behind littered pillars and barrels, all of which can be obliterated to reveal the hiding heathens before dispatching them.
Pariah is one of the rare breed of shooters that features some genuinely jaw-dropping moments, and players will frequently stumble across truly epic setpieces. It's not unusual to round a corner to find swarms of enemies rocking up in combat vehicles, lobbing grenades and plasma orbs in your direction, or emerge from a tunnel to find rival factions tearing chunks out of each other. Similar to the Covenant/Brutes/Flood spats of Halo 2 (Issue 36, 10.0), players can either sit back and let the scrapping parties slowly wipe each other out, or get involved and add to the mayhem.
The tiniest bit of slowdown is occasionally evident, taking the sheen off these incredibly polished moments, though we'll play the understanding boyfriend and forgive Karina and co just this once. After all, she's put out a whole lot throughout the rest of the game for us, eh?
And so onto the weapons that make all this possible. Pariah's arsenal is a bit more inventive than your average shooter, and at its core is an ingenious upgrade system. Each weapon has its own merits and advantages, and none are ever superfluous; we found ourselves using a beefed-up Bulldog (the first weapon you'll encounter in the opening scene) right up until the final level. Upgrades make a genuine difference to each weapon - you'll both feel and see the marked difference, and the ability to pick and choose which weapon to upgrade adds a healthy dose of variety to the infected blaster.
The weapons menu is super-quick and intuitive to use, and players can instantly switch guns or assign upgrades even in the middle of a firefight. You can tap the Left trigger at any time to whip out your crunching Bonesaw as a melee weapon, though we found ourselves hardly ever using this, such was the ferocity of our ranged weapons and the absolute abundance of ammo replenishment.
But enough of the single-player campaign. Monogamy is not something Pariah practises and the game features much more than a token, tacked-on multiplayer. A lot of sweat and tears have gone into this side of the title, and the rewards are there to be reaped. Although only five game modes are present in all (Deathmatch, Team Deathmatch, Capture the Flag, Siege and Front Line Assault), the inclusion of super-fly AI bots ensures every match is an engaging pitched battle.
The latter game mode in particular is a real riot, as players engage in a continuous tug of war over a map, trying to gain footholds in bases over the other. A great feature is the ability to swap out your Weapon selection (an assorted two per player) at any point in the game. Powerless to stop the marauding opposition from storming your base? No problem, simply swap your sniper rifle for a hefty rocket launcher and the next time you spawn you will, quite literally, be the king of the hill. That is, until the brilliantly astute AI and your with conspiring mates start flanking you and you have to rethink your tactics...
There's not a huge amount of maps on offer, though they do include your generic close-quarters corridors versus open base-based plains. Nope, what really rocked our world was the innovative and impressive map-making feature. Incredible in detail, players are presented with more options than a mid-'90s dotcom investor. Once again, Pariah's easy and intuitive controls make this an absolute cinch. Creating a map of this complexity and taking it online against Friends is a huge leap forward in the world of Xbox Live and should be absolutely incredible. It even manages to put the excellent map-maker of TimeSplitters: Future Perfect (Issue 40, 8.2) to shame.
So what's not to love about this lonesome blaster? Well the lack of an instant save feature may irk some gamers out there, and often it's a punishing, repetitive slog from the previous checkpoint should you inadvertently bite the bullet midway through a level.
That said, the game is disappointingly short; we were more than a tad dismayed to finally get our greedy mitts on the fabled (and absolutely terrifying) Titan's Fist weapon, only to use it for a final, short level. We can't help wonder, either, at Mason's curious ability to take a rocket squarely in the face, yet die if he falls off of anything over four-feet high. The big wuss.
But factor in all its innovations, and Pariah is a game that's greater than the sum of its parts. The single-player campaign, though over too quickly, is immensely enjoyable, and the relentless action never becomes monotonous thanks to the brilliant array of weapons. Multiplayer is a riot, and a massively deep mapmaker to get to grips with compensates for the apparent lack of game options and environments. Stir these together, and we've got the perfect remedy for FPS fever that not even a spoonful of sugar could help taste any sweeter.

PETER JACKSON'S KING KONG
Beat your chest with joy! Part first-person shooter, part monkey wrestling, this is the true king of the jungle...
Action/FPS - Issue 49 (December 2005) - 8.7/10

(US07602W)
Kong.txt
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Ladies and gentlemen, welcome to Peter Jackson's King Kong. An out-and-out rollercoaster ride in film and - more specifically in this case - game form. A piece of masterfully executed entertainment, designed to spin you round, flip you over and leave your broken, bruised and physically exhausted body drenched in a thick, steamy sheen of fun sweat. A non-stop action blast that forces you to run for your life from Prehistoric monsters, fight cannibals armed with nothing more advanced than sharpened animal bones and beat your hairy chest as the largest simian ever to walk the Earth. And yes, if you haven't guessed already, we rather enjoyed it.
Needless to say, in the interest of safety we ask that you sit down, fasten your seat belts and ensure you keep your arms and legs inside the car at all times. Things are about to get very hairy indeed...
Okay, seriously, who better to take us on such a ride than Peter Lord of the Rings Jackson, a man best known for creating some of the most jaw-dropping cinematic experiences on record? Never has the rollercoaster analogy been more appropriate. King Kong is a game that buffets you from one adrenaline rush to the next, a virtual freefall of fun that'll have the tears streaming from your eyes as you hurtle forwards, powerless to do anything but sit there and shriek. Like the old carnival shout goes, "Open your knees and feel the breeze: scream if you wanna go faster!"
The plot, for those of you completely unfamiliar with the whole King Kong shebang, is pure monster movie fluff. It's the 1930s, and filmmaker Carl Denham needs a big-screen hit badly. In desperation he and his scriptwriter Jack Driscoll, along with leading lady Ann Darrow, charter a ship to mysterious Skull Island in the hope that the previously unexplored island will prove a fitting location for his next big picture. Unfortunately, Skull Island turns out to be a rain-lashed jungle populated by giant insects, dinosaurs, a freakish tribe of natives and, of course, one oversized gorilla with a serious attitude problem. Cue the immaculately choreographed kidnap of scream-happy Ann by the locals as a sacrifice to giant ape Kong, leaving you, as hero Jack, to rush across the jungle and rescue her from her big hairy captor.
So it's an action game, then, and a first-person one at that. But it isn't just a first-person shooter. As much as it might appear that way, most of your time spent as Jack is spent running from the lethal monsters that populate Skull Island. It's like the bushtucker trial from hell. That, and simply being astounded by the brilliant atmosphere and set-pieces of the game. Like the first time you see Kong for instance, his huge form appearing from the mist to scoop the bound and chained Ann away from you. Or watching Carl get swept up by giant flying reptiles (followed by a desperate scramble to rescue him). Not forgetting the awesome sequence that has Jack desperately fighting off a pack of predators while dodging the giant moving legs of a passing herd of brontosauruses.
Find one of the incredibly scarce ammo dumps spotted about the island, though, and you get to let rip with an assortment of period rifles and machine guns. And when the ammo runs out - and it will, frequently - there are plenty of native spears lying around. And fire, and therein lies one of King Kong's nicest touches. It's not just about shooting monsters in the head: you have to be more thoughtful than that, luring them away with bait, or setting fire to bush-clogged escape routes. And the further it goes, the more convoluted it gets, with some levels forcing you through several steps just to shift a flame from one end of a valley to another.
The other reason King Kong isn't really a first-person shooter is that every few levels or so you'll briefly switch control from Jack to Kong himself, and that's when things get interesting. Played out from a third-person view, being Kong means having the awesome destructive power you'd expect of a mythical giant monkey. What was lethal or impassable to Jack becomes child's play for Kong. Huge canyons can be jumped in a single bound, giant boulders chucked about with ease and fearsome T-Rex's can be mangled and broken with hairy fists of steel. It's like being a God among monsters and it's this raw sense of power alone that makes King Kong worth playing.
What's most amazing though is the sense of involvement King Kong gives. Here is a game that sucks you into its world like nothing else. This isn't just a game 'aping' it's big screen influence: for all intents and purposes Peter Jackson's King Kong on Xbox IS Skull Island, a virtual world full of danger and excitement. From the stormy waves surrounding its shores to the peak of Kong's mountain at its centre, every square inch of Skull Island is laid bare - and it's all thanks to one tiny, if blindingly obvious, trick. By completely ditching the on-screen interface, King Kong starts to resemble a film far more than it does a game. And not just any film, but one that you're the star of.
It's so brilliant that we can't help wondering why this hasn't happened more before. Want to know how much ammo you've got left? Simply hit a button and Jack tells you. "Three magazines on back up!" he'll say, or often - more worryingly - "Damn! I'm dry!" Likewise, there's no health bar of any kind, just a simple visual sign to help you keep track of things: if you're hit and take damage the screen goes red, things slow down and the music takes on a strange choral motif. Get hit again while like this and you die, but if you manage to survive long enough, things will go back to normal. And that's it. Simple, but effective.
It's amazing how such a little thing can help draw you into the game, but King Kong's lack of head-up display is its masterstroke. Even mission objectives are spared any kind of boring on-screen text. Instead, like Half-Life 2, everything is portrayed through cut-scenes you actually take part in. Either it's obviously clear what needs doing (hold off the giant T-Rex to give your friends enough time to move the gate baring your escape), or your companions will shout instructions to you, generally while trying to fight off an aerial barrage of vicious pterodactyls, or wading through neck-high swamp filled with vicious mutant crocodile-things.
If there's anything to complain about, it's that King Kong is unbelievably linear - so linear as to feel like it's played out almost entirely on rails. Every level carefully guides you from one set-piece to the next along a predetermined path; there's no free-roaming exploration or multiple routes to take here. Then again, given how plot- and narrative-driven the whole game is, it's only to be expected. Besides, King Kong is a rollercoaster, remember, and once you're strapped into its dizzying freefall from one heart-thumping chase scene to the next that's it. There's no getting out of this rail car mid-ride.
While the constant stream of monsters and fire-transporting puzzles during the first-person sequences helps to distract from the linearity, the same can't be said for Kong himself. What at first seems a genuine thrill, punching velociraptors and running along mountainsides (sequences that have obviously been adapted straight from Ubisoft's Prince of Persia games), soon reveals itself to be a basic fight engine with limited moves, and a running and jumping section that's so linear it amounts to little more than holding up and tapping jump. Picking up tree trunks to crush weedy natives is undeniably fun, but once you've played one chapter as Kong, you've pretty much played them all.
Nor is King Kong a particularly long game, its 40-odd chapters amounting to a mere six or seven hours of gameplay in total, especially when what's on offer is so compelling that you simply have to keep playing to see what happens next. Admittedly, the chance to replay completed chapters for points to unlock bonus extras helps, but it never really compares to the thrill of exploring Skull Island first time round.
But that's us moaning just for the sake of it. It's our job. Sorry. What we really should be emphasising is just how many amazing things there are here. Like the constant driving rain that gives Skull Island its creepily brilliant atmosphere. Or the incredibly lifelike monsters. Or the awesome music, speech and sound effects. Or the fact that King Kong perfectly captures the likeness of its famous stars (Mmm, Naomi Watts...). Even the ending, which admittedly feels something of a letdown given the fact we all know what happens to Kong when he climbs the Empire State Building (don't we?), can't tarnish our Kong-sized enthusiasm for this fantastic game.
Xbox owners have a lot to thank Peter Jackson for. It's clear that if it wasn't for him, or his personal enthusiasm for games in general, King Kong wouldn't have been nearly the professional or polished product it is. Instead of the weak, rushed, generic pap that's usually slopped out from the movie-to-console games bucket, Peter Jackson's King Kong not only looks and sounds exactly like the film on which it's based, but expands upon the big-screen version in all the ways a decent console game should. Never has celluloid transferred so well to Xbox since The Chronicles of Riddick (Issue 33, 9.0) blew everyone away. Okay, so King Kong's short, principally on-rails and the ending doesn't quite live up to the gut-wrenching excitement of the middle, but isn't that always the case with the greatest rollercoaster rides?
Put simply, King Kong is going to the biggest thing this Christmas since Jesus invented presents. Better still, it's every bit entertaining as its hairy star is huge. Whether you're watching the movie or playing the game, our advice to you is the same: sit down, buckle up and hold tight - you're about to go on one hell of a ride.

PHANTASY STAR ONLINE EP. I & II
This should be the most addictive online game ever
MMORPG - Issue 17 (June 2003) - 0.0/10 - Xbox Live features *****

(MS07403E)
Phantasy.txt
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Since Sega's ill-fated Dreamcast was the console equivalent of the boy who always got picked last for football, the chances are you never played Phantasy Star Online. If that's the case, then allow us to fill you in on what you missed.
The game's plot revolves around mankind's search for a new home planet - having made a bit of a mess of Earth, we need a new place. Planet Ragol sounds a likely bet, but the first ship to settle there loses contact with Earth.
Cue investigation. What's going on with Ragol? What happened to the ship? It's up to you, and thousands of online players, to find out. You meet up on a ship above the planet's surface, mill about chatting to lots of other players, and form groups of up to four to go down to the planet's surface and fight monsters.
So, PSO's all about kicking monster ass - although not all the monsters have an ass. But there's more to it than that. As your character defeats enemies, he/she gains experience points, which gradually raises their level. The higher your character's level, the more damage they can do, the better the weapons and items they can use, and they can penetrate ever further into the more dangerous parts of Ragol.
There's one other thing you need to know about PSO. More than any other game we've played, it's all about the community, man - and not just because of all the chatting that goes on. The whole game is set up to foster the kind of cuddly family warmth you normally only find in an Andrex advert... but without all the smell, or puppies. If you die in battle, you rely on your team-mates to revive you with the appropriate item - they save you and you save them. Plus, you can trade items with each other: you may have a certain item you can't use but a friend can, and so on.
Basically, PSO is designed to maximise the feeling of participating in a game world with other real, breathing players, and that hasn't changed with this Xbox version.
If anything, it'll be even more apparent now, since you might well hear them breathing this time around, thanks to the speech functions afforded by Xbox Live. And you won't need to fiddle with a keyboard while you're fighting away.
The Xbox version also benefits from heaps of new stuff, crammed onto the DVD by those determined Sonic Team fellas. You get both the Dreamcast versions, plus an entirely new adventure to play through, and tons of new character types, weapons, items and scenery, enemies... a proper shedload of things, basically. If you're new to the game, then rest assured: all this could keep you going for months on end.
One thing that hasn't changed much (well, at all) in the transition to Xbox is the way the game actually plays. The combat has a curiously stilted air that feels like proper action gameplay dressed in an almost turn-based, traditional RPG jacket. When you hit an enemy with an attack, a number appears indicating the hit points that attack achieved. As your character levels up, these hit points get bigger, emphasising the sense that you're developing in the world.
The combat may lack the slick arcade feel you might suspect is there from the screenshots, but it's only an issue with prolonged play of the offline game, when it feels rather repetitive.
Play it online, though (and with the always-on nature of broadband, there's no excuse not to), and suddenly it will all click into place. The camaraderie suits the action perfectly, and the RPG dynamic makes a lot of sense when there's four of you trying to kill enemies, heal each other and use items in a chaotic battlefield. With a few likeminded souls, it's an incredibly fun, satisfying experience, and building a character up with an ever more impressive range of attacks and spells is a unique, bewitching experience. There's nothing else like it on Xbox, and if you've got Xbox Live you'd be mad not to give it a try.
However, you'll notice that we haven't given it a score just yet - and that's because we haven't had the chance to properly get into the game on Xbox Live. As veterans of the Dreamcast original though, we're 99.9 per cent sure that this is going to be brilliant, nine out of ten stuff. Playing offline multiplayer confirms that the great dynamic is in place - trading items and slaying monsters is fun even with a split screen. But the real magic of PSO only clicks into place when you take it online and sample the community. That's when building your character becomes more addictive than cigarettes on toast.
We'll be featuring more of Phantasy Star Online in our Play Live section as the game comes into its own online. So get down to Ragol, get chatting and trading, and see how this online RPG promises a whole new world of gaming...

PHANTOM CRASH
Extremely enjoyable. Frantic action backed up with an impressive career mode
Mech shooter - Issue 10 (December 2002) - 8.5/10

(PL00104E)
Phantom.txt
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Did you catch our interview with the development team of Phantom Crash on page 050 of Issue 09? If so, then you'll know what we mean when we ask you, Wirehead, to mount up your Scoobee and get ready to Rumble. If not, then listen up.
In 2025, the Japanese government, faced with choking air pollution and economic disaster, moves the entire populace of Tokyo into Neo Tokyo, a custom-built dome on the fringe of the city. 'Old Tokyo', the crumbling urban sprawl left behind, swiftly becomes a playground for a future sport known as Rumbling, where players (the Wireheads) battle one another in mobile attack vehicles (called Scoobees).
Enter you, in 2031 when Rumbling is the most popular form of entertainment. It's your job to pilot a fledgling Scoobee, and slowly blast out a name for yourself on the Rumbling scene. Sound good? Well, it is.
This is the stuff of Manga comics and Anime cartoons, two staple components of the Japanese pop culture diet. Phantom Crash bears many of the hallmarks of both forms, from the bemusing Blue Sky Brings Tears subtitle, to the intricate threads of plot and surreal conversations that take place before each match, to the soundtrack, which offers nothing but cheesy metal, bop-a-long jazz and airy synth music. But as a whole, the game offers far more than just Japanese quirkiness; much more in fact.
You see, Phantom Crash is actually Gran Turismo for big robots. Your main goal is to establish yourself as the ultimate Wirehead, achieve leaderboard stardom and maybe even find romance along the way. Every in-game day, you can take part in one of three events. And it's through this choice that you realise just how much Phantom Crash has to offer.
Do you want to enter a ranking event against a league of Wireheads from a particular league? Or do you want to take an extreme risk and dive in with the big boys (if you can afford the entry fee) in order to fly up the rankings? Or just pootle open in an all-comers event, where you can rack up some casual cash?
There are no rigid stages; you can leave the battlegrounds whenever you like, but if you stay there's no telling who'll suddenly turn up. There are always Scoobees active in each arena; when one is destroyed, another will join the fray.
Once you've offed a sufficient number of opponents, an area ranker may take interest in you, and decide to step in. Again, you've got a choice - stay and scrap it out, with victory bringing special items and kudos, or leave with your current profit and make a confident return after upgrading your mech? You're given a great amount of freedom to choose how quickly you'd like to progress.
There are only three Rumbling arenas, which is a little stingy, but there's plenty of room within them for developing your tactics. Each one has multiple stories, meaning you can use your boost to perch atop a crumbled tower and snipe from up on high. You can camp, if that's your thing, and destroy power-ups to prevent the opposition snaffling them.
Or you could use your optical camouflage - invisibility by any other name - to carry out some hit-'n'-run melee attacks. Or you can just steam right in, strafing and letting rip with everything you've got. The action itself, though, can be a little messy.
On the whole, it plays out tremendously well, and you can use all your weapon slots in unison to pull off some dazzling attacks. But if you get caught in the crossfire of several Scoobees, there's little you can do but make a run for it and regroup.
Also, certain diagonal movements feel clunky. Strafing left to right and boosting back and forth is fine, but trying to manoeuvre your mech in a smooth circular curve can be quite awkward at times.
There's not a lot you can do about that, but as far as the rest of this orignal game goes, it's not just your career path that's highly customisable. Every aspect of the mechs can be altered, upgraded or re-sprayed to suit your own tastes.
Your Scoobee quickly becomes a treasured pet, albeit one that's death-on-wheels. You quickly become attached to it, sucking you deeper into the colourful, upbeat world of Phantom Crash.
Tender loving care has been lavished on the details, so that every little facet of your experience, from the music (but, strangely, not allowing you to use tunes on the hard disk) to the weight, colour and toughness of your machine gun arm, contributes toward the overall feeling of quality.
Even your on-board AI chips have personality. They are represented by household pets, and divvy out fairly pointless advice as the match progresses (my AI chip is currently a level 24 Border Collie called Twix). Keeping tabs on the chatter between the other Scoobee pilots, both among themselves or with their animal avatars, is just plain fun.
So, are you curious yet? This is the kind of game traditionally enjoyed by a niche audience - and the fanboys are going to love this one - but don't let it pass you by. It's deceptively deep, and offers a career mode the likes of which can only be matched by the most detailed driving simulations out there.
There's lots of fast-paced action, colourful entertainment and it offers you more choices than a street full of Italian sandwich bars. Phantom Crash looks and sounds great, plays well, is packed with style and brims with a sense of bright, breezy fun. Get into it and grin.

PILOT DOWN: BEHIND ENEMY LINES
Three years in development didn't stop the quality being rationed in this severely disappointing WWII shooter
Screenshots - Stealth - Issue 46 (September 2005) - 3.0/10

(OX00201E)
Pilot.txt
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Pilot Down does one thing right. Just the one mind, and it's not even very spectacular. Before each level, the underlying storyline is played out in the style of a classic WWII graphic novel, with the intelligent use of split screen and some atmospheric sound effects. Hell, for a second we were right back there in short trousers and grey socks, flicking through our little books and reading about how good old blighty beat Fritz and his mates. If only the other 99 per cent of the game were as imaginative and stylish, we'd have a decent actioner on our hands. As it turns out, this limp effort is shot down straight after takeoff.
The rest of this risible title involves sneaking around painfully bland and generic (the developer calls them "desolate", and they're not kidding) towns, industrial complexes and outdoor environments, in a confused mish-mash of action and stealthy gameplay. The visuals are appallingly poor - calling it PS1-esque would be flattering. Each environment is regimentedly on rails, so any sense of adventure or atmosphere is completely lost, and mission objectives are nothing more than the standard evade, reach and collect rigmarole.
Seeing as this game is dependent on stealth, and you're continually reminded that avoiding enemy patrols is better than confronting them, it's puzzling why there's no discernible way of knowing exactly when you're in an enemy's field of vision. It's perfectly feasible to cross an opponent's path a few metres in front of them, yet as long as you're in the magical 'crouch and everything will be alright' position, they won't see you. The AI is also laughable. It's not uncommon to shoot down a guard in full view of their comrades, only for them to turn their back on the apparent source of gunfire, and wait for you to sneak up and perform a stealth kill on them.
You have a gradually-depleting Endurance meter, which can be replenished by eating food or lighting a fire. Yet again, enemies will think nothing of a fire mysteriously springing up in a conveniently discarded oil drum, and you can stand in full view of the idiots while filling up your health bar. Combat is crude and rudimentary - using pistols and rifles is clumsy and inaccurate, but if you're armed and want to carry out a stealth kill, you can't un-equip a weapon, but instead must drop it, then go and retrieve it afterwards. Rubbish.
At the end of each mission you're awarded points depending on the successful completion of objectives, the number of stealth kills you make, and so on. Some degree of character customisation is available through the different upgrades, though such is the vague and uninteresting nature of the title, it's all academic in the end.
Being on the run in occupied Europe should be fun, yet when even the elderly The Great Escape (Issue 20, 7.6) does it better, we're left wondering what the point of this game really is.

PIRATES OF THE CARIBBEAN
Lush RPG with a swashbuckling story that thrills but also frustrates
RPG - Issue 21 (October 2003) - 7.0/10

(BS00402E)
Pirates.txt
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Johnny Depp and Orlando Bloom do wonders dispelling the traditional view of pirates as ugly, groggy bastards with scurvy-ridden ankles and hooks for hands in Disney's current summer movie blockbuster. But while the Xbox video game hasn't received quite that level of hip beautification, it's still a polished RPG, full of life and virtual freedom.
But let's warn you now; after the 500th failed attempt to storm a ship, your appreciation of these finer aspects may be clouded. Those with attention spans shorter than it takes an 'Ooh Aarr me buckos" clich? to be wheeled out in a pirate-related video game review, disembark now. Thankfully, we at OXM are a persistent lot and those who share this quality might find some of the treasures the box promises.
POTC is a trade-based RPG centred on the Archipelago Islands in the 18th century. You must play as one Nathaniel Hawk, an anachronistically goateed man who soon gets entangled in wider political relationships and dodgy supernatural goings on. Spaniards, British and French all vie for your allegiance and attack your ship should you be seen to be playing for the other side.
Being an 18th-century pirate took a kind of patience we're not used to. Besides the fact your hulking ship took months to sail between islands you also had to pore over sea charts, monitor trade and smuggling prices, keep a beady patched eye on international relations, all the while in constant danger of having the ship kicked out of you by another pirate.
Developer Akella has built a world in which you can enjoy all these features. If you want to navigate the sea charts in real time and run endlessly between trade posts, back and forth to amass more money for ships and supplies, you can. But, problematically, we live in the 21st century, time is precious, so you won't.
That's why the developers have included a warp system. You need never learn the layout of any town, never speak to inane, wandering NPCs and never look at a compass. Just moor your ship and teleport to the tavern for recruiting, then the shop for trading, then the shipyard for repairs and finally the manor house for plot.
Hell, you can even warp right next to the pirate ship you're attacking during the sea fights. The upshot is much of the beautiful world the team's created need not have even been there. Frequently you'll be looking at loading screens more than luscious sea vistas. Why take the long route when you can teleport and make money at a much faster rate? Capitalism has a lot to answer for.
Dialogue is short and sweet with characterisation low on the agenda, so it takes a conscious decision to stick with the game in the hope that the other myriad elements will grab you. Which, in part, they do. The main action in your first hours will focus not on advancing the plot but on trying to earn some money.
This is done in a number of ways. Firstly there's a bustling trade going on between the islands, and a quick look at the current trade charts will soon show you that buying low from one island and selling high, legally or contraband, to another will quickly reap rewards. If you can't be bothered with the stock market then just get strong and storm other ships looting and killing your way to wealth.
But there are elementary gameplay problems: the camera is at best unwieldy and the tough difficulty ensures saving regularly becomes annoyingly second nature. The game is harsh to the novice player and, even with sailing aids and a crew to back you, you'll die easily, frequently necessitating the dreaded restarts. Many players just won't bother.
However, the game is fit to burst with features boasting plentiful side stories and even competent dungeon-crawling elements. It sometimes feels rushed and the teleport cheating, while understandable, often undermines the feeling of world coherency. Nonetheless, fans of the genre and subject matter just might get hooked.

PIRATES: THE LEGEND OF BLACK KAT
Everything in this ropey game feels lazy and uninspired
Action adventure - Issue 4 (June 2002) - 4.0/10

(EA02102E)
PiratesLBK.txt
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Pirates casts you as Black Kat, a distinctively Caucasian pirate captain. There are two parts to her game - land-based swashbuckling, and boat battles on the ocean. Unfortunately, both sections are only slightly more fun than contracting scurvy. The land fighting is unsophisticated stuff, because repeatedly jabbing the A button to slash at your foes gets boring very quickly.
The sea battles are similarly over-simplistic with stodgy turning circles and rum targeting bringing to mind Blood Wake (Issue 02, 4.5).
At times, the graphics manage to look quite decent, with some nice water effects. But overall the visuals are bland, with none of the detail we've come to expect from Xbox games.
Everything in this game feels lazy and uninspired. And they're not feelings you want to pay £40 for, really, are they?

PITFALL: THE LOST EXPEDITION
Involving puzzles, but awful over-sensitive camera and terrible dialogue
Platformer - Issue 28 (April 2004) - 6.4/10

(AV02402E)
Pitfall.txt
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Way back when next-gen graphics meant more than three colours on screen at any one time, Pitfall made its debut, and it could be said that the platformers we know today were born out of the running/swinging/ jumping model it created. Things were different then. Pitfall Harry, in his halcyon heyday of blocky bliss, was cool. Blocky animation used to be acceptable, but the poorly rendered cutscenes that introduce the latest instalment of the Pitfall series in this day and age are definitely not.
A plane crash in Peru leaves our intrepid explorer tasked with rescuing the remainder of the passengers, saving a local tribe and thwarting arch-enemy Jonathon St Claire, through a series of puzzle-solving and item-utilising levels.
The core gameplay of The Lost Expedition remains true to the Pitfall precedent - running, jumping, swinging on vines, jumping some more, bashing enemies and finally a bit more jumping. There's no real variation throughout the game, the only distraction is courtesy of an exciting ice climb and an amusing 60 seconds where Harry becomes a monkey, but why not more of this?
Along his travels, Harry encounters an assortment of different characters, though their supposedly humorous conversations miss the mark by a considerable distance. However, these benevolent beings more often than not reward you with a new skill or item, which then allows you to play through all the inaccessible areas of regions you've already worked through. There's a good balance between replayability and repetition, but although the map displays multiple paths branching off each level, the pre-determined order in which you collect items means this is still a pretty linear experience.
The well-animated Harry is confined by rudimentary platforming moves at the start of the game, and although larger later levels mean Harry gets a bit more courageous in his exploits, unfortunately the thought put into the sumptuous scenery hasn't been conveyed into intelligent and expansive level design. The graphics (bright and garish as they are) aren't too bad, and the torchlight effect in underground caverns looks especially atmospheric.
Pity, then, that the dodgy camera ruins the game. Controlled via the triggers (why not the far simpler Right thumbstick?), the camera will often get stuck or be overly sensitive to move around, and when hasty precision jumping is called for, this becomes infuriating. In a time when much better nostalgic updates of classic platformers are available (Prince of Persia: The Sands of Time, Issue 25, 9.0), Pitfall: The Lost Expedition sits in a leap-fest limbo; too stale to really excite older fans of the original, and too bland to really introduce new gamers to the series, leaving Harry just (pit)falling short.

PLAYBOY THE MANSION
Great premise. A giggle for the first hour, but goes down in our estimations faster than a Bunny eager for a cover
Screenshots - World builder - Issue 40 (March 2005) - 6.0/10

(AH00202E)
Playboy.txt
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At the risk of sounding like sexist pigs, we were very excited at the thought of Playboy The Mansion. What other game lets you control the world's most iconic, well, playboy, and entice naked girls to writhe on a bed before copping off with them by the pool? And this isn't the throwaway, consequence-free sex of GTA: Vice City; this is meticulously planned, time-intensive nookie. The Daily Mail must be having a field day.
But the aim of the game isn't to simply plough your way through a seemingly endless supply of willing Playmates. Building up and running your publishing empire takes precedence, though this does obviously come with assorted perks. Mission objectives are handily displayed prompting players what to do, though they're buried somewhere deep within the complex menu system.
Hef is a busy boy, and as such the four main components of his life (mag, mansion, people and his personal details) are accessed via the D-pad. Each category leads to numerous branching menus, but a clunky interface makes accomplishing even a simple task a chore. The key to building an empire is first building contacts, so throw one of the Hef's legendary parties and invite every celeb you know. Schmooze your guests by talking to them along Friendship, Business or Personal lines. Players decide on a tack to take, and Hef tries to strengthen ties in all three, though conversation is limited to an indecipherable mumble. Talking to women is ridiculously easy; befriend a girl with a joke to earn her trust, and then flirt like mad and she'll be putty. Work the business angle, offer her a contract and strike a deal, and she'll be stripping for peanuts in no time. It's a shame the rest of the characters don't offer much variation; conversations end up following the same monotonous path, despite apparent individual character preferences.
Once you've got a longer contact list than Christine Keeler, it's time to put filth in the mag. Hire photographers and writers and you can commission the content. Photoshoots are mildly entertaining - you can decide the location and what (if anything) the model wears. The better the pics, the more the mag will sell. Similarly, the better-known celebs that feature in the mag, the better its quality, which increases your fame and bank balance. More money means more staff and more lavish accessories for the house and on your arm.
But the party has to end sometime. The game's an odd hybrid between god and management sim - think a 'XXX' version of The Sims. Unique gameplay means it's fun to industriously build up your empire, but this novelty wears off after a disappointingly short time. Playing Playboy is much how we'd imagine hooking up with the latest airheaded Playmate of the Month to be: loads of fun at first but ultimately a vacant and boring experience.

POOL SHARK 2
Great sim from the masters of the game. Lacks WCS2004's polish but entertains with wacky characters/settings
Sports - Issue 36 (December 2004) - 8.4/10

(ZD00101E)
PShark2.txt
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Contrary to what I thought as a young boy, a pool shark is not a type of fish that lurks in leisure centres. Instead, it's the kind of person who drifts between seedy bars and can't quite decide what's more important - the winning or the money.
Whereas World Championship Snooker 2004 (Issue 31, 8.8) was all about conquering tournaments, Blade Interactive's follow-up concentrates on conning other pool sharks out of their ill-gotten gains.
Matches start with paltry bets of around $50 - $80. Fortunately, an experienced hustler can double or even triple the wager mid-game. It's a stirring idea but one that falls a little flat in single-player mode. There's no real incentive to play deliberately badly to trick your opponent. Just play normally and your opponent will inevitably up the stakes themselves. Hustling should also have been worked into the game with more visual conviction. There's no interaction between the great-looking characters, just a basic 'hustle' option in the pause menu.
There's no trifling when it comes to Xbox Live though. When playing online, hustling another player is hugely satisfying because you get to keep their (virtual) cash if you win. Nine different game types are included, from 8-Ball and 9-Ball to the more unusual 3-Ball and Rotation Pool. Our two favourites are 10 Pin Pool, a game cleverly based on tenpin bowling, and Showboat Pool, where only trick shots count towards the final score.
If you've played Blade's World Championship Snooker or World Championship Pool series, you'll know what to expect from the gameplay. Pool Shark 2 uses the same brilliantly intuitive cueing system. Potting or missing depends on setting the power meter, cue contact point and cueing angle precisely. Crucially, the physics engine is so rigorous that there simply is no better pool simulation out there today.
Graphically, it's also very well defined. Quality motion capture makes the cueing believable and the 11 locations look very crisp. These fictional settings are also packed with funny incidental details, like the writhing pole dancers in Philly Joe's club.
Understandably, there aren't any world-famous pool sharks (we're not talking professionals here), so Blade has created 20 comical, suitably seedy drink-house desperados. In appearance, they're full of fun and in the same vein as the Outlaw Golf/Volleyball series. Unfortunately, their voiceovers are more Paul Daniels than Paul Newman, and lack real attitude and, well, 'va-va-voom'. The absence of commentary (especially when attempting the ten trick shots) is also sorely noticeable.
Pool Shark 2 is a diamond in the rough. It's a hugely authentic and engaging pool sim with a few presentational issues, most notably the voiceovers. A laudable variety of modes, characters and settings make it sufficiently different from Blade's other titles and well worth it for fans of the sport.

POWERDROME
Faster than a speeding bullet travelling on a supersonic rocket
Racing - Issue 29 (May 2004) - 8.0/10 - Xbox Live features ****

(BS01102E)
Powerdrome.txt
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We're not short of a racing game or ten on Xbox but, when it comes to lightning-fast futuristic racing, the pickings have been slim to say the least. In fact, apart from Quantum Redshift (Issue 09, 8.0) there's been nothing else at all to match those insane and ludicrous speeds. The travesty that was Pulse Racer (Issue 15, 1.9) doesn't even nearly count.
But Xbox is well and truly back on the multi-miles-per-hour map with Powerdrome. Not bad considering it was touch and go for a while whether the game would be released at all! But a finished version landed on our desks just in time for this issue's deadline. And after just a couple of laps around the first track, we knew we were on to something special.
This is the fastest game we've ever played! And it's as controllable as it is furiously fast! At speeds of well over 1000mph with the screen shaking like an alcoholic, it's well within anyone's reach to have a blast. The moment you hit the gas on the grid and your craft hovers up into position, you immediately know you're in for one hell of a ride. The closest experience would be to strap yourself headfirst onto a tomahawk missile with a joystick in your hands and launch down the Cresta Run.
Overall the game is straightforward. Completing races (and the odd objective that comes with the odd race) unlocks the next set and so on. It'll take a few attempts to learn each track's layout so you can take the hairpin bends at top speed. But once you're there, it's like you're using the Force. You've already begun turning before there's any sign of a bend coming up. Remember, you are going faster than the speed of light here.
On Xbox Live though, it's a different story. One thing we've lacked is an online futuristic racer, but that's about to change. Up to 12 players can fight the G-forces together across all the tracks from the single-player game. Multiplayer modes include System Link sessions too. Powerdrome has set the new standard for futuristic racers. Nothing goes faster or makes you want to throw up as much - definitely not one for popping in your Xbox after a hard night down the pub.

PREDATOR: CONCRETE JUNGLE
Loads of fun for a few hours, then the repetitive action and frustrating camera set in. Violent, gory, blue language... not for kids!
Screenshots - Action - Issue 42 (May 2005) - 6.1/10

(VU04801W)
Predator.txt
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Transporting the action from cheese-laden, homoerotic jungle romp to urban thriller, the Predator 2 film opened up a whole new world of prey-stalking possibilities for the crab-faced killer. Concrete Jungle takes this city setting and runs (or rather leaps) with it as a setting for the alien's second Xbox adventure.
A stunning FMV opener (after the obligatory, enlightening Training level) explains why the elite hunters are back on our pitiful planet. A botched hunt 100 years ago left behind some of the Alien's weapons, and as a result humanity has rapidly evolved using this technology, leaving the butter-fingered butcher to return to Earth once again and make these hunting grounds sacred. It's a shame this cinematic quality doesn't reflect the game proper, as the rest of the cutscenes look decidedly shoddy and rough in comparison.
And so off we set, slaughtering anything that moves. Well, not quite anything, as only honourable kills count (those with weapons, and therefore able to fight back), but since this applies to 95 per cent of the game's inhabitants there's really no need to worry. Targeting foes in third-person mode is fairly simple (Left trigger), yet a camera that's crazier than Howling Mad Murdoch himself makes frantic melee combat difficult. It's somewhat frustrating to be scrapping away with a bad guy down a narrow alley, only for the camera to violently, and at random, swing around and get stuck in a wall, costing you buckets of green blood in return. This puts a real dampener (read massive bloody downpour) on what could have been a very enjoyable gorefest.
But that's not to say Concrete Jungle is all mindless slaughtering, because the game actually boasts some really great touches. Flick on your invisible camouflage, and your suit crackles into life just like in the film - get wet and it'll malfunction for a while, rendering you visible for all to see. Funny face also has three different vision modes; Thermal, Neuro and Tech. Although the first two allow you to identify enemies and also see their state of mind, the latter is the only one you'll really use - as in, virtually all the time; our angry alien is always on the lookout for power sources, spotted through this mode, to replenish his ever-dwindling energy meter. Switching between vision modes elicits the familiar, hauntingly distorted electrical sounds, and once you hear the Predator speak using your ace vocal mimicry gadget, you'll get chills down your spine like an Eskimo streaker.
Yet again, the game runs into confusion. You're expected to use your impressively large bag of extra-terrestrial tricks to carry out certain stealth missions. However, due to invisibility rapidly draining your energy meter, you'll ultimately get spotted. In fact, you'll ultimately get spotted anyway, by cannon fodder using the same technology as you. A few leaps later and you're out of trouble, yet there's no repercussion for your carelessness - just charge back in there and do the same thing again. This clumsy execution prevents what could've been a great feature of the game, that ultimately descends into the same generic run/kill/jump mentality.
Concrete Jungle is one of those classic 'if only' titles. A great licence (we'll forget about the recent black sheep), full of neat touches, but ultimately flawed. Faithful to the films in terms of character, the game is a victim of its own ambition - too clumsy to be a stealth 'em up, and too generic and monotonous to be a credible actioner. Shame. Now, where's that thermonuclear device...?

PRINCE OF PERSIA: THE SANDS OF TIME
The Prince is the new King of platformers. Truly outstanding
Adventure - Issue 26 (February 2004) - 9.0/10

(US02902E)
Prince.txt
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Let's be honest. Whether you're a die-hard games vet of many years or a first-time console owner with no prior gaming knowledge, everybody has, to some extent, at least heard of the Prince of Persia series. The first game was launched way back in 1989, and it reinvented the side-scrolling platformer into something that required a little bit more thought and skill. Thus the adventure game was born. The title set a benchmark for the future of gaming, in terms of both game content and stunning on-screen visuals. By animating over video footage, players were enthralled by a realistic character actually running, leaping, and skidding to a halt. Much like the titular Sands Of Time enable us to in the game, we'll now fast forward 15 years to the latest instalment in the series, where again the game sets out to further push gaming innovation.
First impressions bode very well. The back-story is teasingly introduced through lush-looking cutscenes, and this sets a precedent for the rest of the game. Told from the Prince's point of view, the story unfolds in dramatic, cinematic episodes interspersed between levels. Events play out in an ethereal, almost dream-like state, and this is brilliantly mirrored by the in-game graphics. The music is more captivating than a snake charmer's flute, with the scale of the battles on a par with Lawrence of Arabia.
The story begins with our Prince aiding his father (the King, obviously) in his quest to conquer the lands of, well, Persia. After a successful raid on the city of a wealthy Sultan, assisted by a mysterious Vizier within the city walls, the Prince is assigned to locate the Maharajah's treasure, only to have the walls collapse behind him as he enters the palace. And so begins our hero's quest to locate a mysterious dagger, the centrepiece of the treasure trove, and escape from the entombing palace.
The first thing you'll notice upon entering the palace is the size of the levels. Each room is truly immense, with huge dimensions often numbering hundreds of feet long and high, with each individual setting or group of connecting rooms acting as an individual set of puzzles or tasks. These range from the relatively simple (get to the other side of the room using a multitude of ledges) to the more taxing. The huge amount of space is put to great use, and the fab level design means you get to experience every inch of it. You're led by the hand through early levels, thanks to the hints that pop up as and when you need them. If any hardcore gamers out there scoff at this, they should think again. The huge variety of moves at your disposal and sheer scale and complexity of each level mean this is initially vital. The pointers eventually peter out, but so subtly the player doesn't really realise they're being forced to think laterally, to solve puzzles, until afterwards. This really is an intelligent way to introduce new ideas into the game without spoiling the learning curve.
The character animation is astounding, with our hero's movement smooth and remarkably lifelike. The Prince's gymnastic ability is one of the pivotal features of the gameplay, enabling him to access areas unreachable by any other human being. These are elegant and graceful, and look fluid enough to almost seem accomplishable in real life, like the way the Prince scampers along walls in a Matrix, Trinity-esque way to cross large gaps.
Combat, too, benefits from this fantastic movement. The Prince's fighting moves are based around his athletic prowess, and are easily pulled off with simple one- and two-button combos. Rebound off walls, roll out of danger or, impressively, perform an outlandish, and very theatrical, bullet time vault over the Prince's opponents. Has this guy got a thing for Trinity or what?
As well as looking cool, this gives you the chance to get out of a sticky situation and attack enemies from behind in a very effective way. But beware, because the opposition's AI is surprisingly good and they get wise pretty quickly if you frequently repeat attacks and moves. Although this means the actual action of fighting remains relatively rudimentary, the technique is pretty complex. Block their attacks with the handy guard move, then time a counter attack between their blows.
And so the story continues. After you find the dagger, the King is given an hourglass which, we discover, contains the titular Sands Of Time. The Vizier encourages the Prince and King to unlock the hourglass using the dagger, but they're unaware of the power that will be unleashed. The King, caught in the blast, is instantly turned to sand, while all others are turned into vicious undead beasts (think the skeletons from Jason and The Argonauts, only well animated), all keen to get their rotting hands on your dagger. And here, now the Sands are released, is where the gameplay is significantly enhanced. Because you possess the sacred knife, you are able to control the sands themselves, and the repercussions of this are many and wide-ranging.
Firstly, you now have at your disposal the ability to rewind short periods of time. The dagger has several 'sand tanks' which can be filled either by dispatching an enemy and drawing out the sand from within them, or finding it scattered throughout the levels. The dagger can hold three tanks, which can be upgraded to five by collecting 16 quantities of sand in a row. If you make a mistake whilst traversing a wall for instance, or fatally come up short on that leap over a pit of spikes, then a hold of the Left trigger results in the last few seconds of the Prince's life being rewound faster than you can say C-raaaig David. Because each use consumes one tank, you theoretically have three, four or five chances per level to get past a problem. This really does enhance the gameplay, made all the more impressive by the fact the Xbox hard drive continuously records the game as you play through, facilitating an instant playback at any given time. Believe us, Blinx never looked this good.
The time manipulation again comes into play during combat. Tapping the Y button will stab any nearby opponent and leave them frozen, unguarded to your attacks. The Left trigger slows everything down as the screen takes on a dream-like haze, although this isn't of that much use, because you too are proportionally slowed down, so attacks are just as tricky. Once you have five full sand tanks however, both triggers will freeze everything on screen, letting you dice the bad guys at your leisure. Although this may sound like an easy cop-out of basic swordplay, the intelligent AI and the multiple enemies mean this is no easy feat, plus one use of the multi-freeze drains your entire reserve of sand. For the more impatient types among you, the Power of Haste allows the Prince to move and attack at double-speed as well, yet thankfully the speeded-up fights look more Blade and less Benny Hill.
Now you are attuned to the ways of time, level exploration becomes easier. At each save point are glowing beams of light and sand that, when passed through, give a brief glimpse of the future; the future that is, of you successfully completing the level ahead. Drenched in stylish sepia, these teasingly short series of split-second images effectively show you what is required to get past the upcoming traps. They're invaluable for making rapid progress and, although the player may know what to do, the execution is an entirely different matter. You could bypass these visions and work things out for yourself, but the later visions are vital.
To get an alternative P.O.V for our P.O.P, two additional cameras are available. The first-person perspective can pick out every detail of the room, whilst a second camera gives a general overview of the room. However, these both suffer from one major drawback; the camera is operated via the Right thumbstick, but due to the positioning of the buttons on the controller, it's very awkward to keep the button depressed whilst looking around the room. It's instinctive for the player to look around with the Left thumbstick, but this only reverts back to the normal view, causing several frustrated attempts at looking around and it can become tiresome.
In addition to the future flashes, the game's scenery and environment really help the player to make substantial progress. Clues of what to do next are in the game, when a sometimes slightly restrictive camera won't let you see exactly where to go or what to do next. If you're eyeing up that pole in the distance to swing onto, think again, because the part of the bar that is sticking out perpendicularly is there for a reason. It may well turn out than you need to head in that direction to safety, although, once again, awkward camera angles don't really help.
The story continues, with the mysterious and beautiful Farah (who also survived the sandy explosion) rapidly becoming the object of the Prince's affection. The great voiceover helps this immensely and the dialogue is intelligent and well scripted, without even the merest whiff of stilton about it. After pursuing her through several levels, you quickly team up, and work together to get through many more puzzles. The dialogue keeps things snappy, and successfully conveys the way the Prince is torn between love and mistrust.
So what's wrong with Prince of Persia: The Sands of Time? Surely a platformer can't be that interesting? Well, not that much really, and actually, it can. Sure, the camera can cause a bit of a problem sometimes, but all third-person actioners (with maybe the exception of Splinter Cell - Issue 10, 9.0) suffer the same fate to varying degrees. The combat can be a bit frustrating, like when you're trying to fight multiple enemies, and draw out sand from the fallen ones, only to be left completely open to attack as you do. This all pales in significance, however, when you start to appreciate both the huge scale and sheer beauty of the game. The levels are massive, and there are 42 (count 'em) of them. The graphics, from the hazily lit, gorgeous-looking environments to the fantastic character movement, are some of the best we've seen on Xbox, and really do enhance the experience of playing the game. The puzzle-solving side of things is taxing without being annoyingly hard, and varied enough to not become tedious.
If you're after intriguing and innovative gameplay complemented by gorgeous graphics, or you just have some fond memories of the earlier games, then you'll not do any better than this. The Prince can now take his rightful seat as the new King of platformers. Truly outstanding.

PRINCE OF PERSIA: WARRIOR WITHIN
Plays the same as 'Sands', but with grittier visuals and enhanced combat. Ass-kicking adventuring at its best
Adventure - Issue 37 (XMas 2004) - 9.0/10

(US05901W)
POPWarrior.txt
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Age can do funny things to a man. As the years tick by, waists become rounder, hair gets thinner, trousers inevitably get higher and sex drive, well that goes completely out the window. Not so for the titular Prince. Fresh from saving the land from an evil Vizar in the fantastic Prince of Persia: The Sands of Time (Issue 26, 9.0), the elapsed years have turned boy into man and matured the franchise from absorbing platformer to astounding action-adventure. Which is a very good thing.
Much has been made about the fact that this royal outing has taken a darker tone than the original, but blood-drenched loading screens and heavy metal? Now we're really scared. The game again kicks off with a gorgeous opener. Moody visuals, slick production, a tight script and rocking action - welcome to the ever increasing blurring of videogames and Hollywood blockbusters.
Warrior Within's twisting script is also fittingly dramatic, though players may be lost if they haven't already played the original Sands of Time. The Prince, by using the Sands in the original game, has incurred the wrath of Dahaka, Guardian of Time. This demonic deity has decreed the Prince must face his original fate and die, and will stop at nothing to see his grisly end is met. The Prince himself has other ideas, and sets back in time to destroy the problematic Sands. Paradoxes aside, having a respected scriptwriter on board means players are subtly drawn into the multilayered plot, and before you realise it, you're genuinely concerned for the Prince's welfare. Ahhh.
However, background knowledge isn't the only advantage players of the original will boast. The opening level (a visceral assault on the Prince's ship, with explosions and falling timber all around you) throws players right into the thick of it. And we mean right away. It's kill or be killed as you must quickly adapt and master the simple two- and three-button combos the Prince now has at his disposal. Trouncing the Sands of Time with a single blow, Warrior Within beats its way into the fray, boasting considerably deep combat. Again, vaulting over opponents both looks spectacular and is a valuable way of catching particularly tough enemies on the counter. Fighting is brutal and fast-paced, but intuitive controls (direct attacks with the L Thumbstick) mean you'll soon be slicing and dicing your way through hordes of Dahaka's minions in a way Dogtanian could only dream of. The gore valve has been opened as well, as now decapitations, enemies getting split in two and bucketfuls of blood are commonplace. Grapples, throws and tons of ace special moves are on offer, and the Prince can mix it up like Rocky meeting Ryu. Yet rather than being present for mere novelty value, this really adds to the grittiness of the title. Pulling off a stylish finishing combo after a particularly tough battle is immensely satisfying.
It'd be fair to say the Prince has changed somewhat in the time elapsed between the two titles; he's now meaner, moodier, and sporting a brash American twang instead of the slightly fey English accent of Sands of Time. Which we for one don't like. In another major addition to the series, the Prince can get his groove on with one or two weapons at any one time. Secondary weapons can be thrown for ranged attacks (complete with Ÿber-cool follow cam), or wielded for double damage and additional combo possibilities.
If the Prince himself returns tougher than his last incarnation, then Warrior Within plays along accordingly, and believe us, this is hard. Like a tattooed, toothless, truncheon-wielding West Ham fan - bastard hard. Initially, the superb tutorial leads players through by the hand, prompting what to do. But then just like before, these handy hints will fade away in a way so subtle players don't even realise they're gradually being forced to think for themselves. However, after this initial easy ride, the learning curve becomes exponentially steeper. This is great for veterans of Sands of Time who may relish a tougher challenge, though not so good for newcomers who may become disheartened. Take, for example, your first encounter with a leather-clad Shahdee. It's a substantial challenge, and at only a few minutes in, is slightly out of character with the nature of the series.
We're pleased to say however, that for all its mood swings and new-found darkness, the core Prince of Persia gameplay values remain. This title still has puzzle solving at its now-blackened heart, and expands on the fantastically conniving conundrums posed in the original game. Players will often stumble into a wondrous, cavernous room, and intuitively know they must reach the door on the other side. An apparently simple task, but thanks to the brilliant intricacy of the level design, consisting of numerous ledges, moving platforms and swing poles, players end up exploring every single inch of the environment. Because the developer doesn't want all its hard work to go to waste, you know.
It pays to be inquisitive too; often the only way to progress is to explore every possible route 360 degrees around you. Drop down from the ledge you're standing on or run up the seemingly innocuous wall next to you - all will ultimately pay dividends. The other advantage to being nosier than Pinocchio is the chance to discover the wealth of hidden areas. The ethereal fountains areas that boosted your strength in Sands of Time are substituted for wall-mounted devices that give up the goods once the Prince inserts his mysterious medallion. However, these areas are both significantly harder to find and a lot tougher to reach - navigate all the tricky traps and you'll be handsomely rewarded. Immensely satisfying.
Losing your way is never a problem either; the subtle pacing of useable scenery means players will intuitively, almost subconsciously, know the correct path to take. This is invaluable during the pursuit stages. Occasionally the Dahaka will show up, roar a bit, beat his chest a bit and then slaughter you without a second's hesitation. If you let him catch you that is - once the screen takes on that sepia tinge, you know it's time to make like a tree and get the hell out of there. The camera poses its only real problem here; switching perspectives at inopportune moments, (thus affecting the Prince's direction in relation to the thumbstick) is infuriating, particularly during heart in the mouth, blind leap of faith moments. The heat really is on here - put a single foot wrong and you'll be Dahaka's dinner in no time. Seriously nerve-jangling.
What makes all of this possible, and the driving force behind the entire game, is the Prince's graceful and spectacular gymnastic ability. Once again he runs, dashes along walls and vaults round poles in a beautifully fluid fashion. Although none of us would ever contemplate leaping from rope to rope hundreds of feet above the floor, the astounding animation once again convinces us that everything the Prince does is still theoretically possible. He's been working out since Sands of Time too. Along with being buffer, he also boasts some great new moves. One notable improvement is the new navigation of spike traps. As opposed to carefully tiptoeing across the hidden hazards in the perforated floor, the Prince must keep moving and rolling across the trap. This keeps gameplay zipping along at a much more enjoyable pace, and eliminates the previous stop/start nature of timed switch puzzles in the first game.
Due to his constant flicking back and forth through time, the Prince retreads his steps a fair few times throughout the game. Far from laziness on the developer's part, the ravages of time significantly alter both the aesthetics and architecture of each level. This is a brilliant touch - players will often enter a familiar area, only to face a whole new set of puzzles and challenges as they try to navigate their way across it. Xbox Live swings in with a welcome appearance, offering some fun challenges, though disappointingly there's no player versus player combat options.
Warrior Within began development before Sands of Time was completed, and it definitely shows, playing exactly the same as its predecessor but on a somewhat larger scale. The enhanced combat never once detracts from the true nature of the game, and thankfully it stays true to its puzzler roots. You could say the new dark and gritty atmosphere isn't as enchanting as the sumptuous visual quality of Sands of Time, but what it lacks in the beauty stakes it more than makes up for in pure visceral excitement. A top sequel, Warrior Within swings and vaults its way to the top of the platforming tree and settles comfortably on its throne. An essential adventure title.

PRINCE OF PERSIA THE TWO THRONES
The best possible send-off for the series, and easily the best Prince of Persia game to date
Action/Platformer - Issue 50 (XMas 2005) - 9.1/10

(US08801W)
POP2Thrones.txt
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That pesky butterfly effect keeps rippling outwards for the poor Prince. Having unleashed the Sands of Time, laying his kingdom to waste, and then journeying to the Island of Time to put things right, the Prince expects that finally, he can return back home to the Babylon he knew before the Sands reached out and corrupted the world. Only we know that's just not going to happen, don't we?
At the end of Warrior Within, when the Prince returned his kingdom to the way it was before he unwittingly unleashed the Sands, he thought he had altered everything. Well, he had, except for the small question of his fate. He returned the world to how it once was, which meant that all the dark powers in the world who had sought to wield the Sands of Time were now very much alive, and still hungering for them.
The wheel had come full circle, and as the final part of the Prince of Persia trilogy sets off, we find ourselves not so much back to the beginning, but at an alternate beginning, where the Vizier still walks the Earth, and where, in the Prince's absence, he's been able to make the Sands of Time his own. Now, in this final struggle, the Prince must put an end to the Vizier once and for all, and bring peace back to his native Babylon. But it's not going to be easy, especially because he's been infected with the Sands himself, but more on that in a bit...
By returning to the beginning of the Prince's story, and having him retain all the strength and power he developed during the second game, the third and final chapter is a perfect blend of the best of both games. The combat is there from Warrior Within and runs like a dark vein throughout, while the Sands of Time are back too, offering more time-meddling puzzling and head-scratching. This is the best of both worlds, and then some. New to The Two Thrones are the Prince's vastly improved killer moves. If the keywords for the previous games were 'puzzles' and 'combat' respectively, this time it's most definitely 'stealth'.
Because Babylon is occupied by a mysterious army, the Prince is effectively hunted at every turn and must use caution just as much as a sharp blade. Before getting into a ferocious swordfight with half a dozen or more enemies, there is always an option for stealth that presents itself. By looking around the environment there are always ropes or ledges you can hang from in order to spring a surprise attack. By doing so, and by keeping quiet, you can, if you time it correctly, wipe out entire legions of enemy warriors without alerting their comrades in arms to your presence.
A stealth kill can only be carried out successfully if you strike when your dagger flashes blue. Time it right and you make the kill, but get it wrong and you'll have to fight your way out with nothing but a few tanks of time-reversing sand and acrobatics to save your skin. Neither option, be it stealth or full-frontal attack, is easy, but the choice to do either adds real depth to much of the game. Naturally, the harder the enemy the more times you have to perfectly time your strikes with the flashing of the blade, but pull off a stealth kill on a 30-stone, scimitar-wielding, fire-breathing cow-man and it's deeply satisfying. However, despite the new combat options, nothing quite makes The Two Thrones rock quite as much as The Dark Prince, a flame-haired lunatic with a penchant for choking people with his barbed-wire whip.
The Dark Prince is the badass alter-ego of the regular Prince, a character born of the Sands of Time, and one who is slowly eating up the Prince's personality by randomly turning up throughout the game and inhabiting his body. His arm, infused with a spiked chain known as the daggertail, is a stunning weapon, part whip, part portable guillotine. He can swing from distances too far for the Prince to reach, and lower the daggertail silently down over an enemy's head like a noose before yanking it upwards with a wet wrenching noise. You can imagine the mess that makes.
The new Prince's abilities and the daggertail, have enabled the developers to construct bigger, more tricky environments that push this final instalment to the very limit. Gone is the claustrophobic feel of Warrior Within, replaced by a grander, more deadly Sands of Time-style environment, one that unfurls every step of the way with increasingly spectacular gameplay.
All the moves from the earlier games remain, but in addition to these you can now jump diagonally, or swing vast, incredible distances with the daggertail. By learning how to use this weapon effectively, you can perform graceful, but staggeringly deadly moves with it. If you see an enemy on a balcony far below, rather than slowly making your way down via a series of ledges and poles, you can perform a single manoeuvre and have his head on the floor before his body knows it's missing. First you run along a wall, then tear down a long tapestry with the daggertail. Then, as you rip through the fabric you dive across a chasm, swing on a pole, then bounce off a wall and latch the daggertail round his neck, ripping his head clean off. If, as is often the case at the beginning, you screw up, you can either reverse time and try again or just whip him into submission. If he calls for help (which every enemy now does, so beware) the daggertail can keep throngs of them at bay at once, lashing anyone who comes near with infected razor edges. Between Farah, Kaileena and the Dark Prince, as a secondary character old flame-head wins hands down every time.
But, for all the Dark Prince's strengths, he is still very much a creature of sand, which means if he doesn't keep feeding on the stuff, he'll eventually just collapse and die. Being a slave to time adds a further new element to The Two Thrones, for while the Dark Prince has no trouble slicing through enemies, the clock is his deadliest foe. He has to constantly move fast to stay alive, whereas the true Prince can take things more deliberately and thoughtfully. By combining these two very distinct styles of gameplay, there is never a moment, not a single second in the game where you're left wanting for something to keep you entertained. And as if to make doubly sure, there is a rich, dastardly plot woven throughout to keep you guessing. Nothing is what it seems, and as the Prince slowly realises this, it gradually becomes clear just how well planned the whole trilogy actually is.
Throughout the game, as the Prince moves from the slums below the city, through to the upper realms of the hanging gardens and royal courts, you'll occasionally be thrown into situations that require more than an ability to swing around like a turban-wearing monkey. New chariot race modes have been introduced, and while these are used sparingly, they make a great break from all the fighting with your enemies and flirting with Farah. They're fairly simple and involve little more than steering wild horses through the narrow streets of Babylon, but the races are a great mechanic for moving the action between locations in the game, and they illustrate how big this final episode actually is. There's no retreading old ground like in Warrior Within or exploring for secret rooms and treasures - this is an out-and-out hunt, a final push by the Prince to mend all the past wrongs.
As Babylon expands you're often torn between objectives. The Dark Prince yabbers on inside your head about seeking revenge (he can be quite funny when he's not eviscerating people), while the good Prince sees his subjects in danger and wants to rescue them. This often involves a complex set of puzzle-solving, and all credit must be given to the team for once again producing the kind of devious conundrums that sets the Prince of Persia series apart from its closest rivals. One puzzle, set in a giant masonry workshop, sees the Prince trying to manoeuvre a colossal statue through the interior of the workshop and out the other end. It's like pushing a 50-ton climbing frame through a maze, and is incredible stuff. You will pull your hair out at the roots, we almost guarantee it. But, sadly, other things also have the same effect...
A lot of the niggles of the first two games have been addressed in The Two Thrones. The tone is right, the feel is superb, the camera is faultless and the gameplay has been taken up another notch, yet we still have a few quibbles. Some checkpoints are infuriating. At some points you are expected to navigate through a labyrinth of traps only to face a pack of bastard-hard demon dogs at the other end. The battle may take three, four, or even five goes before you've learned how to defeat the fiery mutts, but every time you're sent back to the beginning of the puzzle section that precedes it, and forced to do it all again. We found ourselves literally screaming in frustration. A game should only make you repeat that which you can't beat, not ten minutes of tasks you could do blindfolded that you've already done a hundred times over.
Another thing is the random distances the Princes can both jump. For the sake of getting a Prince from A to B, sometimes liberties are taken in the distances they can or cannot jump. What may have been a deadly distance earlier in the game becomes jumpable. We spent an age, with no time-reversing Sand, wondering how to get to the only visible ledge. Turns out that because it's the only way to go, the Prince can somehow manage it.
Technically, this is the best of the three games in the series. Besides the new game mechanics, superb story and a great secondary character in the Dark Prince, everything under the bonnet purrs beautifully. The eye can sometimes see right to the horizon, observing the burning buildings in Babylon, while other less obvious but nonetheless impressive touches, such as red embers rising in the breeze, give The Two Thrones a classy feel. The voice-acting is fantastic (the Prince is still American though) and the environment design, while lacking the whirring buzz-saws and spring-loaded traps of the previous games, is just as fiendish to navigate. As we say, because of the new character abilities, levels can become open-expanses of traps.
For a series that has consistently proven itself at least three steps ahead of the competition, it was a daring move to give stealth a pop, but The Two Thrones handles it so well, and lends it such a fresh perspective it'll feel like you've never played a stealth game before. In fact, everything in The Two Thrones is crafted with such brilliance that you'll almost mourn the fact that it's the last of the trilogy.
It's a cracking, clever, and crafty title, packed with surprises and brimming with invention, and a game that makes sure that, once you've completed it, you'll want to go right back to The Sands of Time and play it all over again, if only to spot all those clues that were there all along right from the start. We've said enough - go buy it already!

PRISONER OF WAR
Ambitious, intelligent strategy game marred by camera problems
Tactical action - Issue 6 (August 2002) - 7.2/10

(CM00801E)
Prisoner.txt
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Right, where's my pistol? No gun, eh? Not even a machete? Oh, okay. I'll just use my fists, shall I? Pound the perps to pulp? No? Eh? Can't I even jump on heads and make them vanish into a puff of cloud and collectible power-up? No? And where's my buxom love interest? Chicks love it when you ride into the sunset. No hardbody sidekick, either? How the hell am I going to escape?
Are you sure this is a video game?
No apocalyptic explosions, no bloodlust, no combos, no kill counts. Prisoner Of War is about making good your escape from several Nazi detention camps through the use of stealth, planning and daring. It uses a taut, believable setting to provide its thrills and tension. Hitchcock would be proud.
Despite taking obvious cues and ideas from such classic escape movies as The Great Escape, The Wooden Horse and Stalag 17, playing POW is actually most like The Shawshank Redemption. If you've not seen that movie yet, cover your eyes and skip to the start of the next paragraph. You gone? Good. Then we'll proceed with the spoilers.
You know that bit at the end when the guards discover just how Tim Robbins had managed to make his escape? How, with nothing but a tiny rock hammer and a spoon, he spent each and every day chipping away at his cell wall, diligently forging an escape route over a period of years? That's what playing POW is like. Patiently, with care and forethought, you have to chip away at the game until you beat it.
When you arrive at the first prison camp, after your spy plane is shot down, you're introduced to the Escape Committee and given your first objectives. There are four objectives on each of the five levels spread across three prisons (The Holding Camp, Stalag Luft, and Castle Colditz).
Twenty objectives doesn't sound like much, but the effort needed to complete them is hefty; each objective requires you to plan your route and actions immaculately, in order to form a rock-solid plan of action. When you're asked to retrieve to a crowbar from the store of the Holding Camp, for example, you can't just stroll on over and pilfer the thing.
You spend breakfast chatting to your fellow campmates just to find out where the store is, and how well it's guarded. You need to find the right time, in between morning and evening roll call, to break from the pack of prisoners and scope out the place.
Then, with a gutful of trepidation and a precise map of the camp stored in your head, you need to get in and back out again under the cover of darkness without being busted. It takes preparation, deliberation and patience.
You'll try, you'll get caught, you'll be thrown in the cooler and then you'll know better next time. This is how progress is made in POW - a series of painstaking, gradual steps.
It's a bit like Shenmue but not as good. The camp is a compact world of its own, where everyone has routines, habits and prices. The sun rises and sets. Torrential rain comes and goes. Birds circle overhead, and rats scuttle near the bins. It's not a living, breathing world, but it is a very convincing illusion of one.
It's also a bit like Metal Gear Solid 2, but not as good. You've got a range of stealthy moves with which to weave your way in between the guard patrols, avoid detection and cause mischief.
There isn't a meter, as with Splinter Cell, to let you know just how noisy or obvious you're being. It comes down to your experience with the guards and the way things in the game work. It's in the latter that, unfortunately, POW becomes a bit patchy.
The guards appear, for the most part, intelligent and threatening. However, they are prone to bouts of extreme stupidity and inconsistency. When you see just how fallible they can be, it's tempting to drop your painstaking plans and make a dash for it, fingers crossed that the guard AI won't be able to keep up as you crawl under the nearest transport truck.
Sometimes, this approach will result in success. Sometimes, a guard will give up the chase the moment you disappear out of sight around a corner, muttering that "he must be going mad."
While there are issues with the AI, other little touches enhance the sense of realism.
If a guard asks you to move out of his way, he'll bung you in the cooler if you just stand there gawping. Flick some pebbles at a soldier, and he'll get rightly miffed before confining you to solitary. The AI is never unfair, just a bit bubble-headed; it never cheats, but it allows you to, if you can get away with it.
POW is also a bit like PC action-RPG Deus Ex, but not as good. There's an open-ended, freestyle approach to objectives in that you're told where to go and what to steal, but it's up to you how you then plough on and do it.
During your first stint in Stalag Luft, you've got to get to the makeshift escape tunnel, located in one of the huts in the Vehicle Compound. Smear your pasty white face in boot polish and keep to the shadows? Dress up as one of the guards, and goose-step right in, hiding your crowbar in the bushes whenever someone comes too close for comfort? Or just run for it, hoping that the scrappy wits of your pursuers won't keep up? Any of these methods could - and do - work.
There's a fair amount of stubble on the interface, making it far less smooth to play than it should be. Control can be sluggish and collision with objects can be clumsy. Trying to creep deftly around furniture in a small room is, at times, awkward.
Plus, the camera is problematic, switching perspective as you move between rooms and altering the direction you're moving in. Time and position are crucial in POW - one second or one foot out of place can mean disaster - so these niggles can cost you dearly.
But while the game is flawed, it still provides a claustrophobic, edgy dose of strategy gaming. When everything comes together, and you pull off your best-laid plans with success, the achievement feels very satisfying.
It's a title that requires a lot of attention and staying power from the player, and it needs him or her to overlook the glitches that threaten to spoil what is a solid attempt at creating an enjoyable playground of stealth and exploration.
POW is an entertaining slow-burner of a game, rather than the dashing, daring prison break epic that most of us were hoping for.

PRO BEACH SOCCER
Fresh idea, but looks poor and the passing system is flawed
Sports - Issue 16 (May 2003) - 3.5/10

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Football purists will undoubtedly laugh into their supporters' scarves at the prospect of a beach soccer game. But those that can cast their minds back to the Nike ad that showed Becks, Ronaldo and co doing their stuff on the beaches of Rio can understand how it could perhaps make a viable game.
The opportunity to mess with the ball physics (you're playing on sand) and take the beautiful game out of its traditional surroundings and frame it in a more scenic environment could prove quite a draw. Well in theory that works - but sadly Pro Beach Soccer is a game that should have stayed on the subs bench.
For a start, it hardly plays like football. A match is split into three periods of 12 minutes, there are only five players per side, the pitch is smaller than Max's back garden, there are three types of card you can be shown (one puts you
in the sin bin for a set time limit), an average game will see more than ten goals and you get unlimited substitutions. This isn't a criticism in itself (it's beach soccer after all) but even when you discount the change in rules you're still left with a game involving goals, ten pairs of feet and a ball. And that's where Pro Beach Soccer falls apart quicker than a Tottenham title bid.
It's not just that it looks poor - the half-time bikini-clad girls are the DOAX babes' ugly sisters. And its not just that it handles badly - the player response is sluggish and if you get hassled off the ball your character will just stand there wondering what happened. It's just so incredibly monotonous because you can shoot from anywhere, making the game more end-to-end than a table-tennis grudge match on fast-forward.
When PBS is at its best you can occasionally string several volleys together, but the AI hinders your progress because it doesn't often recognise who you want to pass the ball to. There is a more advanced basketball-style passing system in place (where you hold one button to open the mode and then press whatever face button corresponds with your player to pass it). But using the method continually compromises any feeling of fluid play that the game can muster and in any sports game you want to feel like you're in control.

PRO CAST SPORTS FISHING
A perfectly competent gamey except it's really hard to catch a fish!
Sports - Issue 20 (September 2003) - 2.0/10

(CC01103E)
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For many people, fishing is just an excuse to get intoxicated by a riverbank on a sunny day. Serious fishing takes commitment - getting all the kit, a licence, a good spot and then being prepared to sit there and stare at a landscape that rarely changes. The cold, the wet, neither will scare off a man of the water. It's you against the elements, you versus the fish.
I've never caught a fish in my life - but I reeled in plenty whilst playing Sega Bass Fishing on the long-defunct Dreamcast. The surprisingly entertaining gameplay helped me understand the enjoyment of trying to bag a whopper.
So when the first Xbox fishing game arrived we were ready to don a floppy hat, fill up a Thermos and wait for the fun to begin. We waited, and we waited and yup, we waited. But the fun never came. And that's because it's damn near impossible to get so much as a bite on the end of your line with this game.
We're serious. Pro Cast makes fishing look so difficult you'd have more luck trying to tickle them from the water. It's not that we can't find the fish - they're everywhere, it's just that they'll often just tentatively approach the bait and smell it like a couple of dogs sniffing each other's bums. They'll even chase after the bait, and once a year they may even bite, but can you catch 'em? Nope. We've tried about ten different types of lures, we've gone from one corner of a lake to another and we've tried to cast our rods in every way imaginable - but still no joy. Loads of us have played this game and all we end up doing is cursing the bloody fish for never wanting to play. We even called up Capcom to make sure the game wasn't broken. They said it wasn't; we think it pretty much is.
PCSF represents the most frustrating type of game to review because it has all the potential to be a perfectly competent fishing game. You've got tournaments and the chance to upgrade all your stuff - and we understand that if you buy different types of bait you stand a better chance of getting a bite, but it sure didn't work for us.
It's completely OTT on the difficulty level when a room full of games journalists can't catch one lousy tiddler. Make like a fish and leave this bait well alone.

PRO EVOLUTION SOCCER 4
Sure to win hordes of new fans on Xbox, this is the most authentic footy experience available
Sports - Issue 35 (November 2004) - 9.4/10

(KN03401E)
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Take a long, deep breath. Go on. Smell anything? Freshly cut grass? Deep Heat rub? How about the stale odour of sweaty socks? Memories of school changing rooms and Games teachers who followed you into the shower take us right back to the days we actually played football. Some of us might not have played since, but that's when our lifelong obsession with the beautiful game began.
Developers have long tried to capture the holy grail of footy titles - accurate gameplay, and Konami's long-running PES series (formerly known as ISS Soccer on SNES and Mega Drive back in the '90s) has been a firm home fixture on Sony consoles for the last few seasons. However, the local lad done good is about to explode onto the transfer market once more. Yes, Pro Evo is moving on to bigger and better things, signing on the dotted line and making its Xbox and Xbox Live debut.
Realistic player animation has long been the key to an authentic footy experience, and luckily Pro Evo delivers like a perfectly weighted cross-field ball straight to the feet of bang-on accuracy. We could harp on about intro sequences of various games all day long, but like a shockingly good pre-game show, PES4's opener is something to behold. Rendered players running, moving, shooting and heading, all in an unbelievably realistic manner? Yes please! More than just preceding eye candy, this really sets the tone for an incredible footy experience. In-game, every pixellated little prima donna moves exactly like they would in real life, incorporating all the physicality of running, shooting, heading and tackling. Tons of great additional little touches elevate PES4 far above the jostling competition too. Just check out the way two players competing for the ball try to shoulder each other away, and failing that, pull each other's shirts until one goes down.
Getting to grips with these new skills, even for PES pros, is made easier than ever with the great new training modes. Free training allows you to take your team around a pitch without worrying about any competition, whilst Situational training allows you to hone dribbling, passing, shooting and moving off the ball. Even if you consider yourself a dab hand at the previous PES titles, it's well worth putting it in pre-season with this mode to gain the upper hand on unsuspecting mates.
And that's part of the beauty of PES4 - the game can be played as casually or as deeply as you like. First-time players can quickly master the rudimentary basics of dribbling, passing and shooting, thanks to the intuitive controls coupled with a well-measured learning curve - and translate them into fast and flowing gameplay. Spend some extra time with PES4 however, and a whole stadium's worth of deep and complex tricks, shimmies, stopovers and variations on your regular shot are at your fingertips.
If close rival FIFA Football 2005 is the pretty boy David Beckham of the genre, then PES4 boasts somewhat uglier, yet infinitely better, Rooney-esque playability. The facial features of players in PES look nowhere near as detailed as in FIFA, and the overall rough and ready look of the game can't compete with the delicate finesse of EA's title. Not all European players are licensed (the German and Dutch players boast comical doppelgŠngers), and English Premiership clubs once again are substituted for geographical guises. The front end menu is trademark Konami; simple, ungainly text with minimal presentation.
However, if you're a keen aficionado of football titles, accurate gameplay wins hands down over metrosexual mannerisms any day of the week. And win it does, because Konami has managed to produce the most realistic and authentic football simulation ever to grace our television terraces. Because of the true to life nature of the game, you've no choice but to really think about playing just as you would a real game of football. Playing one-twos, and constantly giving your team-mates a viable angle, is just as important as creative movement off the ball and tracking back with attacking strikers.
Astounding ball physics help this no end - and the way players react to awkward bounces is breathtakingly accurate. Wayward touches, along with wince-inducing shot deflections, really affect the flow of the game for the better. And on the subject of a steady flow, passing has evolved into a finely balanced mix of highly accurate short balls and looser, ambitious longer balls. Shooting is still initially easy to get to grips with for simple placed shots, yet chips, long drives and free kicks will take an age to completely master.
Your AI team-mates are surprisingly on the ball too. Displaying a massive range of movement, they'll frequently make intelligent runs off the ball, either into space or to draw defenders across goal. They're not too shabby at tackling either; switch from controlling a player near the ball to cover that forward making a surging run into the box, and those near the ball will still brilliantly track back and try to challenge the attacker.
Admittedly gameplay is more weighted towards attacking play than previous titles (again, like FIFA Football 2005 ), with through-balls, always a bit of a gamble in PES3, now almost guaranteed to split defences and reach the feet of strikers bearing down on defences. Tackling is tricky to master, but the choice of either rash, sliding tackles or intuitive pressing techniques are fantastically realistic. Players sprint uncharacteristically fast as well, but again this emphasises the more arcadey, high-scoring nature of the game.
Aside from numerous single-player leagues and tournaments, PES4 roars off the bench and smashes home its confirmation as the leading strike force of multiplayer sports titles. We've never had so much fun jostling around with three other sweaty men, and the enjoyment factor is amplified exponentially when three mates join in for some hotly contested action. Elevating this above the norm however, is the fantastic inclusion of Xbox Live. It's taken EA several seasons, but Konami has launched an all-out online attack, and PES4 pounces on this teasing through ball of playable possibilities and hammers home a sure-fire winner. Gameplay should remain as smooth and silky as the offline modes, meaning Sky Plus is left back in the changing rooms as PES4 comes right back to deliver the most scintillating form of interactive soccer entertainment around.
Chances are if you're a fan of football titles, you'll have played the Pro Evo series at some stage. Let's face it, it was the only acceptable reason to still own a PlayStation 2. But now Xbox's new signing has made such a convincing home appearance, that Pro Evolution Soccer 4 has finally found its perfect strike partner. Lace up your boots for the most immersive, accurate, and moreover fun footy title ever made. Liquid football.

PRO EVOLUTION SOCCER 5
Back of the net! PES 5 proves that Pro Evolution is still the greatest sports game ever
Sports - Issue 49 (December 2005) - 9.5/10

(KN04802E)
PES5.txt
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Here at Official Xbox Magazine we consider ourselves to be somewhat Pro Evolution Soccer 4 (Issue 35, 9.4) proficient. Having played it in day in, day out for a year now, we're confident we've seen everything the game has to offer.
But nothing could have prepared us for what Konami has done with Pro Evolution Soccer 5. This isn't just some kind of lazy, half-arsed annual update we're talking about here; this is a full-on, virtual rewrite. People are going to be shocked when they pick up PES5 for the first time - and not necessarily in a good way, either.
Gone is PES4's emphasis on surging forward runs down the wings, to be replaced by a game that forces you to work the ball carefully through the midfield first. Close control has been pegged back to far more realistic levels, meaning that taking Ronaldinho on one of his mazy runs through packed penalty areas is simply no longer possible. PES5 is a much slower game than its predecessor, certainly, but one that encourages a far greater degree of tactical awareness as a result.
It's a game that's going to split people into two camps, though. On the one side, you'll have the more measured, defensive players - the people who'll love this new focus on slow build-up play. But on the other, more PES4-style attack-minded side - you're likely to find a fair few mutterings of dissent, and on first impressions it's easy to sympathise. Try playing Pro Evo 5 like last year's game, with the finger continually clamped down on the Run button, and you'll end up losing control of the ball or fouling the opposition for even the most seemingly innocuous of challenges (refs won't stand for any kind of outstretched foot this year).
Even established Pro Evolution veterans will find themselves back at square one for many of 5's new features. This is certainly a much tougher game than any of us might have been expecting.
But trust us, whichever camp you fall into, any doubts you may have will be swiftly booted behind the net the moment you put some extended play in. And therein lies Pro Evolution 5's genius: nothing feels more like real football than Konami's sporting masterpiece. Still. We're not even going to bother comparing it with FIFA 06 (issue 48, 8.5) any more; the two are so different now it's not even fair to put them next to each other. EA's effort is a try-hard, fun, but ultimately limited arcade game: PES5 isn't just a football simulation, it really IS football.
It looks great, it feels great, the animation's great - everything about it is just great. It's slick, smooth, responsive and continually challenging. It's an absolute dream of a game. We'll still be finding new animations, gameplay quirks and strategies a year from now. Heck, we'll probably only know half of what Pro Evo 5 has to offer by the time 6 comes knocking. And better still, Konami has taken criticisms about last year's Live game to heart and produced a far better online component that - finally - allows four people to play at once.
To be fair, PES5 still suffers from some of the same criticisms that get levelled at the franchise every year (lack of licensed teams; stray passes; the utter frustration of losing to someone you KNOW you're better than), but with most of Europe's top clubs now licensed - including Arsenal and Chelsea - they're becoming less and less apparent. Some people may moan about Pro Evolution 5's step towards a more midfield-orientated game, but that doesn't change the fact that this is still the best football title on Xbox by a good country mile.

PRO TENNIS WTA TOUR
Unresponsive controls. Unrealistic action. Chronic lack of options
Sports - Issue 7 (September 2002) - 1.9/10

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ProTennis.txt
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We like ladies. They're very nice, they smell of flowers and some are really good at tennis too.
It's these latter sporting Aphrodites that Konami is attempting to portray in Pro Tennis WTA Tour. Of the four words that make up the title, three of them are spot on. There's tennis, there's a tour mode and lots of real-life WTA ladies to choose from, including the lovely Martina Hingis and current Wimbledon champ Serena Williams.
But Pro, as in professional, is stretching it a bit. 'Professional' suggests a level of excellence, or at the very least. competency. But sadly, the tennis in PTWT is closer to the uncoordinated bat and ball games that six-year-old children play with their mums in the park than the closely fought battles of real life pro tennis.
There are more problems in this game than there are in Clare Rayner's letterbox. The controls, for a start, are incredibly unresponsive. The players' movements consist of pre-ordained animations that can't be interrupted, which makes the action feel stilted in the extreme.
Pressing the shot button in attempt to smash often leads to your character standing totally still under the ball for ages while the game waits for the ball to be in the right place for the smash animation to start.
The action is completely unrepresentative of real tennis. Characters are unable to hit a shot that even remotely resembles the blistering topspin forehands real tennis players can hit. Instead, every shot sees the ball float up like a hang-glider caught on a thermal, before falling and bouncing up to a convenient waist height.
Because of the shuttlecock-like flight of the ball, rallies are slow, tedious and drawn out, as the two players gently return the ball to each other. Nor is it possible to place shots with cunning. You can only hit straight, with just a tiny amount of left or right possible.
There are lots of minor faults, too. Serving requires one button press, so no subtlety of control is available, the dust effects are overused, and the music comes from late-night Teletext.
The other Xbox tennis contender, Slam Tennis, (Issue 06, 7.2) may not quite be up to the standards of Virtua Tennis, but it's a far, far more enjoyable experience than this dismal effort.

PROJECT GOTHAM RACING
An epic racer blending accuracy with entertainment
Driving - Issue 1 (March 2002) - 8.9/10

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Project.txt
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This is the 21st century, you know. Racing games no longer have only two cars, three tracks and painfully rubbish music. Nowadays we want more - much more. Bizarre Creations' Project Gotham Racing is an indicator of just how much more demanding we are than our primitive two-car, three-track 20th century ancestors ever were.
Twenty-nine shiny sports cars from top manufacturers like BMW, Aston Martin, Honda, Mitsubishi, Ferrari and Porsche. Over 200 circuits set on the accurately mapped-out streets of four major cities. A massive mix of music by top recording artists.
Hundreds of races and challenges. Rewards for flashy driving. Brake discs that glow red-hot. TV-style replays. Customised crash helmets. Personalised number plates. Visible car damage. Actual engine recordings. Four-player mode. The new Mini Cooper. More, more, more!
Project Gotham Racing has the lot and, far more importantly, it's got a heart of solid video gaming gold beating away at its core. And you, being one of the 21st century's most demanding gamers, want it.
Even though Project Gotham Racing has more than 200 circuits set in real city streets, loads of flashy cars, amazing graphics and all the rest, the thing that makes it a stand-out racing game is the way it feels to play. It's not because the cars handle exactly like the real things, though - it's because it feels like a cross between a serious simulator and a nuts-out arcade racer, with all the best bits of each type of game put together for maximum fun.
This means you can really throw the cars around and, with a little practice, keep complete control of them even when they're being pushed right to the limit. Even better is the way the whole game is designed around this limit-pushing, with the Kudos scoring system rewarding you for every last bit of extreme driving. It stops Project Gotham feeling like every other driving game, where you just get to the finish line as quickly as possible and move on to the next track. Many of the stages here will take hours of intense play to get anywhere near beating the gold medal targets.
You'll need to find the car that best suits the challenge and your driving style, plus all the places where you can pick up extra little bits of Kudos to make high-scoring combos. For some, this may be too much effort to attempt, but for everyone else it creates an enormously challenging and satisfying experience.
The scoring system itself is one of the main factors in making Project Gotham so much fun to play. It may sound silly, but works a lot like TV quiz-tacular The Weakest Link. You may pull off an amazing power-slide worth 50 Kudos points, but you don't actually earn the points until you 'bank' them by staying mistake-free for a couple of seconds.
If during these few seconds you manage to do another Kudos-earning trick, your point score keeps going up, giving you another few seconds to do another trick. And another. And another. All the time you're linking scores together like this you risk losing the whole lot with just one little mistake - no time to blink, no time to wonder why your heart's pounding so damn quickly. It's compelling, thrilling stuff.
Obsession can easily set in with certain challenges. You might be able to see how you could earn the required amount of Kudos, but actually doing it is another matter. Most of the tricky gold medal targets leave no room for even the smallest of mistakes. Doing a perfect two-and-a-half laps and then clipping a wall with your back end will almost certainly result in a scream of frustration, a 'restart race' and a 'yes'. This can easily go on all day and all night, through gritted teeth and tear-filled eyes because you absolutely, 100 per cent know that you can beat that blasted score. And there are hundreds of these challenges to get through.
There are three main game modes. Quick Race is 16 straight races against five other cars, with third place or better needed to progress to the next race. Arcade Race sees you weaving around cones on a further 16 stages to build up Kudos, and Kudos Challenge involves doing all kinds of skill-displaying things. For ages.
The latter is a massive series of more than 100 separate challenges. You work your way through 12 chapters, competing in races and one-on-one battles, going for best laps, highest average speeds, top Kudos scores, and whatever else the game chooses to throw at you. You can even make the challenges more difficult for yourself in return for more Kudos.
This means that there's always something to do in Project Gotham; there's always a challenge to do that you haven't completed to the very best of your ability. Every last bit of Kudos earned in any mode is added to your total, so there's forever a reason to play, even if it's just winning an early race again for fun.
Bonus features are unlocked constantly as you play, too. After a set number of hours played, miles driven and Kudos earned, you're given extra cars, circuits and game modes. All of these combine to make Project Gotham a game that's always worth playing.
The graphics are generally great, though there are bits that look better than others. The cars are fantastic, with real reflections of the cities gleaming on their bodywork - an effect that's never been so realistic in a video game. Just look at the screenshots to see how detailed everything is, right down to the accurate badges, the drivers reaching for the handbrake - even the wing mirrors working properly.
Most areas of the cities look great, too, with every last building in exactly the right place. Some of them look a bit flat at times - like big cardboard boxes with photos stuck on the sides - but the effect of having a whole, realistic-looking city stretching out before you is extremely impressive. Great special effects such as sunlight reflecting off the tarmac and brake lights turning red streaks of falling rain add to the look in a beautifully subtle way.
Sound is another area where Gotham excels (even though the cars don't have honkable horns). Engines roar, Big Ben chimes, gravel clatters in your wheel arches, and real radio DJs introduce a massive selection of licensed tunes - even your own, if you have some on the Xbox hard-drive.
But, the lavish attention to detail and enormous amount of game packed onto the disc aren't what make Project Gotham Racing so special. It's the way you'll build a special bond with the handling of your favourite car, and then push it - and yourself - to the absolute limit. Kudos all round!

PROJECT GOTHAM RACING 2
Gorgeous and ace to play. The definitive driving experience
Driving - Issue 23 (December 2003) - 9.3/10 - Xbox Live features *****

(MS07502E)
Project2.txt
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Everybody likes to drive fast cars. Deep down, there's a Michael Schumacher in all of us, fighting to rev their way out. But although it may be the most prestigious, F1 isn't exactly the most exciting form of motor racing. No way baby, it's all about the streets.
Aside from the obvious Max Power petrolheads in lowered Renault 5s, give anybody a clear stretch of road and like bored housewives on their way back from the school run, they'll get delusions of grandeur that they're the next Penelope Pitstop. But we're not advocating tearing round your local town centre at ridiculous speeds, because salvation is found in the form of PGR2, blasting onto Xbox with the hearty roar of a V8.
As every lad in a souped-up XR2 knows, when it comes to driving it's all about being stylish (ahem). This was where the original PGR (Issue 01, 8.9) brought innovation to the racing genre; that driving with flair and style was just as important as fast lap times. This feature has been given something of a polish in PGR2, in fact something akin to a vat full of Turtlewax all over the bonnet. The whole game pretty much revolves around earning Kudos points, through a variety of stylish driving moves, like powersliding round corners, drafting (slipstreaming), good racing lines and completing a clean section of track. Link several moves together for a nice Kudos combo, but keep your eyes on the road because causing damage to your car, either from other vehicles or the surroundings, wipes these combos out.
They say patience is a virtue, but for all you unvirtuous types there's an Instant Action option that allows you to jump straight into an arcade-style race for a quick speed fix. However, look under the bonnet of this beauty and you'll find a huge and fulfilling career mode driving her along. Take your pick from Kudos World Series, Arcade Racing or Time Attack. The former two all help you build up Kudos points, while the latter is just for pride.
The World Series contains 14 different classes of car, ranging from Sports Compaq (Minis, Focuses), SUVs (BMW X5s) up to good ol' American muscle cars and the fabled Ultimate series (Enzo Ferraris and the like). A string of challenges must be completed in each class before advancing on to the next, and a handy option is that the player decides the difficulty of each challenge. Varying amounts of Kudos points, related to the difficulty setting are awarded on completion of the task, then these in turn are exchanged for tokens which allow you to buy more cars. Phew.
Now that's all the technical stuff out the way, so how does the game actually play? Well, bloody brilliantly to be honest. It's always hard for programmers to get the right combination of speed, handling and realism, but we're pleased to say Bizarre has got things bang on the money. Each model of car has distinctly different handling abilities, and it's surprisingly realistic for an 'arcade' racer. How would you know, I hear you cry? Well, from personal experience of Mini Coopers, VW Beetles, TVRs and Z4s this reviewer can attest to the realism, and whilst he's yet to rag a Ferrari round a circuit, he'd put money on it feeling something like the way PGR2 portrays. Any doubts about speed are put too rest too, as when you're going balls out at 140mph, believe you me, it really feels like it.
In the vain society that we live in, looks are everything, and PGR2 comes off as the handsome and popular kid at school who always got the cute girl. The cars are amazingly detailed and realistic, and there are 105 to unlock. Take a trip to the garage to see which models are presently unlocked, and just like an arranged marriage, feast your eyes for the first time upon the veiled beauties within that have just become available. Real-time lighting is used to great effect, both in the reflections off the cars' bodywork and the shadows they cast in the setting sun.
The environments, too, look gorgeous. Take in 11 different cities around the world, all accurately and photorealistically recreated. Each has its own unique atmosphere and style, and you'll spend more time looking at the scenery than the road. Not good when approaching a hairpin at over 100mph, or taking a shunt from an over-aggressive AI driver.
So single-player mode seemingly has everything a budding racer needs, but multiplayer makes the considerable racing upshift from second to fifth without even breaking a sweat. As well as split-screen action for four players, eight mates can now enjoy a bit of full-screen action via System Link, a welcome addition. Full Live compatibility is also available, with up to eight players simultaneously racing, as well as leaderboards and downloadable 'ghosts' to race against and improve your single-player ratings.
It's a tough old market out there, where racing games are two for a penny on Xbox (not literally, that would be ridiculous), but Project Gotham Racing 2 returns as the leader of the pack (broom broom), storming over the finish line whilst other racers stall at the grid. Outstanding.

PROJECT: SNOWBLIND
Manages to establish itself as the next best thing to you-know-what without ever looking like a serious rival
Screenshots - FPS - Issue 40 (March 2005) - 8.4/10

(ES02502E)
Snowblind.txt
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Project Snowblind, so the story goes, started out life as member of the Deus Ex family, only to be ripped from its mother's bosom at an obscenely young age, then tossed into the street, mewing and puking, to fend for itself. Project: Snowblind finally having reached puberty, it now bears little or no resemblance to its parent title, the action-heavy meat-headedness a sharp contrast to ma's more considered role-playing-based blend of highbrow stealth action.
Project: Snowblind's storyline, a gumbo of sub-Channel 5 space cobblers, is the second major difference between the two. Where Deus Ex titles pride themselves on their engaging plots, Project: Snowblind's narrative comes over like a Universal Soldier film that Dolph Lundgren refused to make.
It runs something like this: Nathan Frost (you) awakens from surgical procedure to discover that the government has fitted him with $500m of high-tech nanotechnology. He's then rolled into combat by his superiors like a human bowling ball, his intended target being an evil-minded general with one eye on (wait for it) global domination. Thankfully, the plot knows its place in all this and refrains from ever impinging on the action. Our only serious complaint is that the cutscenes, though artfully directed, are a touch on the clunky side. In places you'll swear your Xbox has been transformed into a PlayStation 2 emulator. Spit.
Thankfully the game itself is far prettier than the cutscenes. Or at least it is in places. Project: Snowblind's environments span the full breadth of the imagination spectrum, from cardigan-grey corridors to a brilliantly oppressive prison block, complete with a bizarro indoor forest. If nothing else, Project: Snowblind's location schizophrenia serves as the perfect incentive to play on: you never know what's waiting for you around the next corner... quite literally.
The other significant factor in persuading you to see Project: Snowblind through to its suitably overblown conclusion is the aforementioned nanotechnology, which is beautifully integrated into the gameplay. $500m apparently goes a long way as far as military hardware goes, your equipment allowing four distinct advantages over your enemy. And the best part is, you actually need to use all of this stuff if you're going to get by. It's up to you exactly which ability you use and where - pencil-armed weedlings will prefer to activate the cloaking device and crawl through missions unseen, while gun-happy fat-necks will flip the Bullet Time switch and take part in elaborately staged death-ballets - just be aware than you'll always need to use something.
It's the sheer scale of the battles that makes nanotechnology such an essential piece of your arsenal. Project: Snowblind deals almost exclusively in large-scale shoot-outs, the number of combatants frequently reaching way, way, way into double figures. Occasionally you'll be squired into battle by half a dozen or so allied troops; more often than not you'll be left all on your Jack Jones, the shotgun in your paw your only companion.
All of which leads us by the sawn-off barrel to our second minor gripe: that on certain levels there isn't enough ammunition to go around. We've lost count of the number of times we've had to put our current objective on hold while we sniffed around, head down, looking for more bullets. Granted, it isn't a major problem, it just strikes us as something of an oversight that a game with the mentality of Schwarzenegger's rottweiler should contain fewer bullets than your average Cornish pasty.
At this juncture it's worth pointing out that when Project: Snowblind isn't impressing you with its fancy lighting effects or futuristic weapons, it's actually a very old-fashioned title indeed. In terms of mission objectives, it very rarely ventures out of pull-switch-find-door territory, while the inclusion of an on-screen radar that helpfully points out your next waypoint only serves to lessen the level of engagement required. The tragic thing is that when the game does try to do something different, like during the spectacular prison-break mission, it achieves the near-impossible by casting a small shadow over Halo 2 (Issue 36, 10.0). Sadly, no sooner have the stakes been raised than the following mission, a typically run-of-the-mill affair, has lowered them again.
That Project: Snowblind remains a near-essential purchase for card-carrying action fans in spite of this innovation shortfall is a testament to just how strong it is in other areas. The artificial intelligence is impressive throughout, while the single-player campaign, which hardens faster than a pervert sculpted from quick-drying cement, represents a very serious challenge indeed. The standard caveat applies - only go here once you've fully exhausted Halo 2 - but so long as you go into it fully aware that it's unlikely to change your life beyond the next weekend, Project: Snowblind will gently rock your world.

PROJECT ZERO
A fresh take on survival horror. Extremely creepy and atmospheric
Survival horror - Issue 15 (April 2003) - 8.0/10

(MS08901E)
ProjectZ.txt
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Creating a truly scary video game (rather than just random uglies appearing with a loud bang, say) is harder than it seems. Without the benefits of a screen the size of a barn and a THX-certified surround sound system enjoyed by horror film makers, game developers have to be more imaginative to acheive similar levels of emotion and anticipation in their audiences.
Many games still rely on uninspired shock tactics and over-the-top monsters. Not so Project Zero, Tecmo's innovative new third-person survival horror adventure. Like Silent Hill 2 (Issue 08, 8.4), Project Zero swathes its monsters in permanent darkness, revealing things gradually and pushing you slowly into a state of sweaty-palmed anxiety.
Mafuyu Hinasaki is a young man who visits the mysterious Himuro mansion at the start of the game. He's searching for novelist Junsei Takamine, who disappeared while researching the deceased residents and their adherence to cult rituals. As a prologue to the main game, Mafuyu's investigation teases you with glimpses of the derelict mansion and the evil spectres that haunt it.
Most of the creepy tale is revealed in flashback. During these sequences, the camera has a grainy black and white, handheld look, perhaps in a nod to the Japanese horror flick, Ring. The moment your curiosity is aroused, supernatural forces abduct Mafuyu leaving his sister Miku to complete the demon-busting legwork. A typical Tecmo heroine, Miku is all schoolgirl looks and short skirts. We imagine she'd be off playing beach volleyball if she weren't capturing ghosts. The graphics are of the same standard as the Dead or Alive games; pin-sharp and gorgeously designed. Himuro mansion is especially startling - it's steeped in Japanese tradition and littered with Buddhist religious artefacts, all of which can be examined to reveal health and power-ups.
The mansion is also tormented by ghostly sounds that echo through the decrepit halls and really set the mood. You can hear the chanting of long-dead Shinto monks and the plucking of mysterious Koto strings. They're all an unnerving omen that something evil is lurking around the next corner.
Miku's only defence against the mansion's terrors is an antique camera inherited from her late mother. Charged with mystical energy, the camera has the ability to trap ghosts on film. The more accurate and artistic you are when taking snaps, the quicker you'll be able to exorcise those spirits. It's not as simple as it sounds, though, because the ghosts have entirely different attack patterns. Some fly through walls to attack you, while others grab your feet from below ground, and they all fade in and out of view. To execute really damaging attacks, you have to shoot at close range or wait for the precise moment when they attack. It's a risky business because if you don't click at the right time, you'll take an energy-draining fright.
Not all of the ghosts are malicious; there are about a hundred bonus ghosts to discover in the game, some of which actually help you. Like Silent Hill 2, the only indication of their presence is a faint crackle of static, meaning that you'll need to keep your wits about you. For every ghost captured, your camera builds up mystical energy, allowing you to boost its capabilities. A wider camera shutter and a faster charging ability are just two of the enhancements on offer.
It's a novel approach to combat and makes a much-needed change from pumping monsters full of lead. You can even examine the photos you've taken and save them to the Xbox hard disk. And although the ghosts have set attack patterns, they're never predictable.
Since it's set in a single big house, there is some element of collecting keys and opening secret passages to new areas. Mercifully, however, Project Zero doesn't make you wander back and forth too far as the Himuro mansion is compact and well designed. After each night of the adventure, slightly more of the mansion becomes unlocked, giving you the opportunity to explore more disturbing areas.
One minor complaint is that Miku could have been a lot more polished, as you'll often find yourself getting stuck on the edges of scenery. On the other hand, there are no loading times as you advance from room to room. It's also an advantage that there isn't too much dialogue, as Miku and the other characters' voices are very annoying, but rarely heard with the exception of the opening and ending sequences. We think that the ghosts' wailing could have been much scarier - they're very camp and sound a bit like Carry On... star Kenneth Williams. A high-pitched screeching may have got the nerves jangling more.
Some may question the length of the game: at around seven hours, it may be considered a little short. But the host of unlockable extras and difficulty settings compensate for this. If you want a fix of frights and nervous tension, this survival horror is for you.

PROJECT ZERO 2: CRIMSON BUTTERFLY 'DIRECTOR'S CUT'
In terms of well-crafted terror, Project Zero 2 is a polished horror masterpiece
Screenshots - Survival horror - Issue 39 (February 2005) - 8.0/10

(TC01003E)
ProZero2.txt
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We've never quite understood anyone scared by The Blair Witch Project. A trio of foul-mouthed students sobbing into camcorders while two amateur film-makers bang sticks outside their tent. Project Zero 2, on the other hand, is genuinely terrifying. It delivers on the lost-in-the-forest premise like its movie adversary, but uses classic manipulative directorial techniques to ensure it of truly unsettling qualities.
So what you essentially get is modern Asian horror cinema translated into a third-person adventure. Spectres drift past distant windows; evil banshees float eerily out of river mists; gnarled faces subliminally flash in flashbacks; and unholy interference crackles menacingly out of your battered old radio. The whole game is slower than a three-legged tortoise - even the sprint button results in a lethargic jog - but read as delicate pacing for pure, unrelenting effectiveness. It's just a horrible, claustrophobic experience from start to finish, all crammed into a generic, brooding tale of twin sisters trapped by malevolent spirits in a forest village of ritualistic slaughter.
If you played the original Project Zero (Issue 15, 8.0; also known as Fatal Frame overseas, as is this one), you'll be instantly familiar with the sequel's core mechanics. It's a survival horror slowed down to almost point-and-clink levels, where evil is defeated by taking its picture using a supernatural camera. Expert framing and dangerous close-ups inflict greater damage, and a wide-ish range of power-ups offer further options for stunning and slowing the ghosts.
To be fair, the rest of the game plods along in the manner of the Silent Hill/Resident Evil offerings, with a straight divide of puzzle-solving and exploration. However, it's the remarkably simple combat - if you can call it combat - that gives it its edge. Fumbling for your camera and trying to line up that perfect 'zero' shot while a groaning entity makes a gradual beeline for your throat is certainly more unnerving than beating a rabid canine mutant over the head with a golf club.
Still, don't expect the experience to be entirely fault-free. The dated flick-screen camera is frustratingly disorienting, and many of its puzzles are not as intelligent as encountered elsewhere. More significantly, the story doesn't live up to its early potential. Whereas the Silent Hill games evolve from dull thriller into twisty, ultra-disturbing, mind-f***s, Project Zero 2 begins great, and carries on being great, until you realise most of its trump cards have already been laid and the tale is barely 50 per cent told. Not that that will in any way stop you from playing it all the way to its wretched conclusion, mind.
As is with current cinema, Asia is the undoubted creative whirlpool when it comes to spawning thrilling videogame horror. If you enjoyed films like The Grudge, The Ring (the Japanese versions, that is) and The Eye, then this will give you goosebumps the size of tennis balls.

PSI-OPS: THE MINDGATE CONSPIRACY
Inventive powers offer hours of fun. Outstanding AI compensates for poor story
Action - Issue 33 (September 2004) - 8.6/10

(MW02202E)
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Nick Scryer is a bad, bad man and definitely not a team player. He's the kind of guy who puts in overtime and works extra-hard to become employee of the month, just so he can wipe his bum with the certificate.
Maybe the Mindgate Corporation had serious recruitment problems or didn't check his references when they hired him. Not only that, but they trained the double-crosser with six lethal psychic powers. Now with telekinesis, mind drain, mind control, remote viewing, pyrokinesis and aura view on his CV, Mr Scryer is taking down the company from the inside.
Plenty of games have included mind-bending abilities, most notably Star Wars Jedi Knight: Jedi Academy (Issue 24, 7.7) and Legacy of Kain: Defiance (Issue 24, 7.9). Psi-Ops however, levitates high above the crowd courtesy of some far superior real-time physics.
Splashing out on Havok's excellent physics engine was well worth it. This piece of code (also used in Deus Ex: Invisible War (Issue 26, 9.0) and Half-Life 2) means that every interactive object moves realistically. Push, drop or throw some scenery and anything it hits will also be affected.
When you throw telekinesis into the mix, the possibilities are endless. You can lift almost anything, from office furniture to guns to explosive barrels, and never have to worry about doing your back in. Not even enemies can resist a ride on the psychic express train to hell.
David Blaine never made levitation this easy. Just point the crosshair over an object and hold the Left trigger to raise it. You can then move it about slowly with the Right thumbstick or quickly throw it like a projectile weapon. The analogue control is so precise that it's even possible to build towers out of crates and then climb to the top for a better view. Telekinesis can also be used to grab weapons and items from inaccessible areas. Live grenades can also be returned promptly to the goons that threw them.
Another great trick is to levitate an object while you're standing on top of it. Zooming around the level on a flying vending machine (that's on fire) is just one of the treats in store. Almost everything you try in Psi-Ops, no matter how wacky, results in satisfaction rather than disappointment. It's a game that constantly rewards you for being inventive.
Only restrictive level design proves an obstacle to enjoying your new-found abilities. Generic corridors littered with explosive barrels are the staple of most levels, and the game only really excites during the climatic boss battles. We'd have preferred more sandbox-style areas (like the Training Room in the demo of Issue 33's disc).
Despite being linear, the levels do contain some engaging puzzles to spice things up. Many involve the use of mind control to manipulate an unfortunate civilian or foe. It's pleasing that as long as you're in possession, you can force them to do anything you want. This could be anything from unlocking a security door to jumping into an acid bath. As long as your psi-energy lasts (and there's no shortage of power-ups), you can do anything, even beat yourself up!
Playing stealthily is another option that spices up the game. Nick can creep, hug walls and stealth kill. Unsuspecting foes caught with mind drain have a major head-popping experience. Nasty. Maybe that's what happened to the writers of Psi-Ops' storyline. It's a conspiratorial yarn with a plot twist so predictable that even WWE scriptwriters would cringe.
While the same goes for the horribly generic boss characters, that just means you'll have more fun splatting them against walls. Boss battles are A-grade old-skool material - pure drama and plenty of thought required to beat them. Fighting Barrett is especially exciting because his telekinesis is strong enough to throw entire train carriages in your direction.
Exceptional AI means that fighting normal enemies is also very entertaining. They'll duck behind cover and then dash to new positions when you remove their protection with telekinesis. Likewise, they'll throw grenades to flush you out and kick obstacles out of the way to rip you a new one.
Despite being more intelligent than your average henchmen, the enemies are still no match for your devastating abilities. Psi-Ops' biggest asset is the feeling of empowerment you get, but the downside is that the eight missions don't take too long to get through (about ten hours). While it lasts though, Psi-Ops is spectacular fun and easily the most inventive third-person shooter to date.

PSYCHONAUTS
Platforming adventure set inside the mind itself! A beautifully warped, original experience
Adventure - Issue 50 (XMas 2005) - 8.5/10

(MJ01802E)
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From the makers of classic PC adventure Grim Fandango comes 2005's most unique Xbox game. At a summer camp for gifted children (one of whom has to wear a metal hat because he's forever making people's heads explode), you are Raz, a highly potent young psychic who has attracted the attention of some rather unsavoury characters because of his powers.
Through a combination of detective work and psychic abilities such as psionic fists and exploding balls of energy, Raz must solve the mystery that's descended on the camp. But it's the bits of the game which are actually set inside people's minds that truly dazzle. For instance, entering the mind of the ex-military camp leader lets you witness the horrors of war like you're on some psychotropic trip. Ghostly apparitions of old battles and dead comrades haunt his thoughts, and you'll have to help offload him of his emotional baggage - depicted as shivering suitcases desperate to be reunited with their luggage tags.
It's this play on brain-related themes that adds real colour and character to Psychonauts and makes it so much more than just another hub-based platformer. Power up on 'mental health' for example, and you'll be right as rain. Throughout the camp there are richly detailed characters to meet, all of whom are beautifully animated and voiced, and oodles of strange dreamscapes and worlds to explore, many of which are like playing through drug-induced nightmares.
Psychonauts is dazzlingly clever and way left of field - if you want a platformer where collecting 99 gems for an extra life actually means drilling through someone's psyche to their darkest secrets, you're in for a treat. Bizarre, but beautiful.

PULSE RACER
Some decent ideas, but fails to deliver on any level. Feeble
Driving - Issue 15 (April 2003) - 1.9/10

(JA00101A)
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It's frustrating when something doesn't go according to plan. A bright person failing to pass their exams, for example, or someone making a cake with really posh ingredients only for it to taste rank. Or like having some quite good ideas for a game, but the finished result turning out to be rubbish.
Unfortunately, this is the case with Pulse Racer. There are some decent, unusual ideas here, such as the way your driver has a pulse rate that must be managed to race well. Use the turbo too much and your driver's pulse goes through the roof, meaning they will have a bit of a funny turn. No need to reach for the defibrillator just yet, though - all that happens is the engine stalls, losing you several race positions in the process. Judicious use of the boost is therefore the order of the day.
In another twist, you can also bomb round hairpins at full pelt by harnessing energy beams that drag you around the bend without impacting on your speed. It's a bit like the grappling hook you could use with the Batmobile in the ancient Amiga Batman game. It's always good to see something a bit different cropping up in video games, isn't it?
Dig a little bit deeper into Pulse Racer's world and you'll find that a variety of power-ups and a track generator also add to the game. Both are nice touches. But nice touches aren't a substitute for good, meaty gameplay. And that's something that's completely absent from Pulse Racer. The handling model is utterly atrocious, never once managing to convince you you're driving a vehicle. Horace goes Skiing had a more subtle feel to it, for goodness' sake.
The visuals are criminally bad for an Xbox game, too. They do get better after the first few races, but after seeing what's on offer from the start, you won't want to progress. From the opening level, you'd swear the game's running on a Mega Drive - and there's even slowdown!
It's all very well having some nice ideas for a game, but they need to be well implemented to be of any use. As it is, the standard racing and driving in Pulse Racer is nowhere near good enough to compete on Xbox, and the more novel aspects of the title don't get a chance to thrive. Shame.

PUYO POP FEVER
A fun and frantic puzzler, bizarrely themed yet addictive, with an entertaining multiplayer mode
Puzzle - Issue 27 (March 2004) - 7.0/10

(SE03902E)
Puyo.txt
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Apart from a love for karaoke, gadgets and schoolgirls in miniskirts, our Japanese stereotype is incomplete without a penchant for wacky, Western world-baffling games that seem to take several incompatible genres and throw them into one manic melting pot.
Puyo Pop Fever is one such game. So, does it bear all the hallmarks of a Japanese puzzle game, like retina-scorching graphics? Check. Manga-style characters? Check. Infuriatingly plinky-pop soundtrack? Check. Most importantly, furiously addictive gameplay? Double check.
The customary derivative (and unnecessary) storyline involves our heroine Amitie as an apprentice sorceress trying to improve her magical skills, through the somewhat inexplicable method of playing Puyo Pop. A basic puzzle game at heart, PPF, like all great puzzlers, draws its inspiration from the simplest of premises.
E-number-coloured blobs of jelly fall in ones, twos and threes down the screen and, much like the classic Columns, players must move/rotate the blobs so four or more matching colours are linked either horizontally or vertically, creating a chain. Because they have a viscous nature, the blobs act like a liquid, and will drop into all the vacant spaces, eliminating any Tetris-like gaps. By positioning colours so that once one chain is formed, the jellies above will fall to form another chain underneath, a 'chain reaction' is formed, and this is where the real key of the gameplay is.
Large numbers of chain reactions will offset the amount of jellies cleared from your own screen and onto your opponent's. Taking the form of transparent bubbles, they confuse your foe and can't be incorporated into normal play, so must be cleared by forming chains above them. Once enough chains have been amassed, players enter the Fever stage. After the whirling, crazy disco screen has calmed down, Amitie is presented with several predetermined blob scenarios, and just one falling group of jellies to use per screen. Correct positioning will cause up to five chain reactions at once, depositing large amounts on your opponent. Make the most of the Fever stage and you can finish your adversary in a couple of goes, adding further incentive to amass chains throughout the game.
This innovation really adds to the gameplay experience, and means there is considerably more depth than the normal 'match the colours as quickly as possible to win'. A strategic element is introduced, and requires a good mix of forward planning, coupled with quick thinking because, naturally, the blobs fall faster and your opponents get a lot smarter in a well-measured difficulty curve as the game progresses.
Single-player, admittedly, isn't much cop, as Amitie battles against a CPU opponent round after round. But as a multiplayer party game, this is top notch. Even the most sceptical puzzler purist will find something to love here, and although the lack of Xbox Live playability does it no favours, it's still entertaining enough for a casual game or two.

QUANTUM REDSHIFT
Fast, hardcore racing fans will love it. Steep difficulty curve
Driving - Issue 9 (November 2002) - 8.0/10

(MS02103E)
Quantum.txt
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Fancy racing a craft at insanely fast speeds, around gorgeous courses, while taking out the opposition with some seriously heavy weaponry? Curly Monsters hope you do, because Quantum Redshift lets you do just that, to an unprecedented degree of quality.
It's as unbelievably fast, smooth and solid as you could imagine, and about as intense as a racer can be. It's almost as if the team behind it played lots of Wipeout, the slick and stylish PSone hit of 1995. But then they probably did, because they developed that too.
All the experience of making amazingly quick and glorious looking games has been put to good use here - Quantum Redshift boasts many, many moments of visual excellence that fly by at almost unimaginable speeds. Quantum Redshift only looks this good and plays so fast because it's on Xbox.
The first tournaments you face, Novice and Amateur, are not all that fast though - they're pretty much the leisurely cruises the names suggest. But things get much quicker and trickier when you hit Expert difficulty level. After that come Master and lastly Redshift, two ludicrously fast and tough modes.
For fans of future racing, the higher difficulty levels are the stuff of dreams. But the brutal challenge they provide could put other, less committed gamers off Quantum Redshift. They create a learning curve that isn't so much a curve as a gentle incline that suddenly leads into a towering granite cliff covered with spiky gorse bushes and brambles. With seagulls nesting at the top, evacuating their little birdy bowels on a regular basis.
Getting through the first few tournaments is lots of fun, but after them, you hit a wall that bars progress for some considerable time. And while we have no problem with a difficult game, this does veer towards the painful, frustrating and wrong kind of difficult.
The fast pace of the game at higher difficulties is enormously impressive, but you'll also find that your ship is regularly pounded by missiles, effectively stopping you from racing properly. Dodging them is haphazard.
You spend more time worrying about getting shield pick-ups than you do making it to first place. But it's a losing battle - if you have two shield power-ups, chances are the third or fourth missile will get you, leading to a frustrating engine stall while everyone sails past you, undoing all your hard racing of the previous lap.
Compounding this problem is the fact that your projectiles don't seem to inconvenience your opponents to anywhere near the same degree that theirs do you. It's a shame, because it means that the odds feel unfairly stacked against you. And it's annoying too, because unless you finish in first place, you'll be doomed to play and replay the same race for ages.
The only other gripe we have concerns the handling of the craft. It's a bit too light, making the vehicles feel like balsa wood toys rather than the ultra-powerful, jet-powered beasts they are.
Something the Wipeout series got right was the weighty feel of the ships, which made flying around the maze-like courses at high speed extremely satisfying. In Quantum Redshift, the ships don't hold their line so well, making the ultra-high speeds seem less real than would otherwise have been the case.
Niggles like that are a pity; without them, this could have been truly special. As it is, Quantum Redshift is still a very good, incredibly fast future racer, certainly better than Wipeout Fusion on PS2.
But those with a low frustration threshold should know this is an extremely tough game, designed for those who live life in the fastest lane.

R: RACING
Looks good and has some slick touches, but there's a lack of multiplayer options and poor handling
Driving - Issue 27 (March 2004) - 7.0/10

(NM00801E)
RRacing.txt
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Chances are you've come across at least one Ridge Racer title in your gaming life and any old-timers in the audience will have fond memories of the now-legendary series. R: Racing isn't the latest instalment in the series - it's completely separate - but core members of the Ridge Racer team did create it and the biggest change to the formula is the inclusion of the story mode, called Racing Life.
But before you start pulling your hair out and wondering why developers insist on adding a story to a racing game, this one's a lot easier to get along with than those seen in TOCA Race Driver (Issue 15, 8.5) and V-Rally 3 (Issue 16, 6.4). You play Rena, an ambulance driver who turns into a world-class leather-clad racing goddess with more cleavage than Jordan trapped in a crevasse. You get caught up in catty rivalry with another female racer but go on to become the hottest thing on the circuit over 16 different events, broken down into chapters.
Across the chapters you'll have to put the pedal to the metal in a variety of different race modes. You'll get to hammer high-powered touring cars round tracks like Suzuka, race rally cars up and down mountainsides, politely over-take rivals in classic models and go as fast as you can in a straight line with some drag action. It's a good mix of modes that helps keep things fresh. One minute you're going flat out for five laps in a championship race and the next you're flying down a mountain dodging onlookers.
Once you've finished the Racing Life mode, you can race for cash (to buy more cars and upgrades) in hundreds of different modes in the Event Challenge option. You'll breeze through Racing Life but Event Challenge will keep you going for weeks.
A quick glance at these glorious in-game screens, and you'll be in no doubt that R: Racing looks the business. The tracks, environments and car models look rock hard, even if they are a bit on the Gran Turismo/Sega GT side. Sadly, the actual racing and handling lets the game down. All the cars feel similar and they all handle like they're floating an inch off the track. But aside from that, it's business as usual for the latest Namco racer.

RACING EVOLUZIONE
Fails to deliver on the promise of running a race team, but enjoyable
Driving - Issue 14 (March 2003) - 7.3/10

(IG02103E)
Racing.txt
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Credit where it's due, Italy has contributed to world culture more than most. Their pizza and pasta goes down a treat, they can warble an operatic ditty with aplomb, and their Mafia's the scariest one there is. Even their scooter-mounted handbag thieves are that little bit quicker than their Spanish equivalents.
One area of culture our Italian friends haven't had much of an impact on yet is the world of video games (Mario doesn't count as he's technically Japanese). But Milestone is trying to sort that out with Racing Evoluzione - a game whose very title threatens to give the racing genre a wake-up call.
The main draw for single players is the Dream mode, which offers a frankly huge number of races to plough your way through. The idea is that you are the head of a racing team: you can design your own car, enter races, and develop new cars with the proceeds of races won. As you progress, races get harder but yield more rewards for your burgeoning team, the rise of which is documented in little scenes between events.
When I started my company, my only employee was an overly enthusiastic,
bum-licking mechanic; now, having worked my way up the leagues, Team Attaboy has a fit receptionist out front, trophies on the shelves... I don't seem to have the option to sack the grease monkey, though.
Thing is, all this talk of running your own company and designing your own car is a trifle misleading. What really happens when you design your car is that you're given the opportunity to give the go-ahead to one of a few blueprints, and the ever-servile mechanic goes and makes it for you. In other words, it's just a glorified car select screen - a bit disappointing, really.
Still, the Dream mode scenario does provide a nice framework to what might otherwise have been a fairly unremarkable racer. As your reputation grows, one-off races crop up from time to time - whether it be because a newspaper wants to compare the performance of a few choice cars, or because another manufacturer has ripped your car off and you want to prove the original is the best. Even so, don't go thinking Racing Evoluzione offers the same kind of single-player depth as something like Gran Turismo or Sega GT (Issue 10, 8.5). It doesn't.
Driving games are like salads, though; it's the quality of the ingredients that really counts, not the fancy French dressing. And Xbox owners have had a lot of great salads over the last year; you need to have some very good ingredients to convince them they need another.
Racing Evoluzione does offer some good racing, but it's more meat and potatoes than haute cuisine (Okay, enough of the food analogies - Ed). As a yardstick, the handling model feels rather like Project Gotham Racing (Issue 01, 8.9), but there's something lacking - you don't really get much sense of traction between the car and the road. It's not terrible, but doesn't make for a particularly distinctive, memorable experience. To compound matters, the sense of speed borders on the sedate at times, especially when compared to the likes of Burnout (Issue 04, 8.2). Both of these problems are less noticeable when using the in-car view, and the speed does eventually get better after more cars have been developed, but that takes ages.
Average handling and a relatively sluggish speed would bury most races, but that isn't the case here. Of course, it helps that the whole thing is so lovely to look at - for Racing Evoluzione offers some of the prettiest courses you'll ever drive through. Stunning waterfalls tumble down immaculate alpine passes, skyscrapers glisten in a dusky sunlight, and balloons are released into the air as you pass by a bank of spectators. There's loads of detail, and it generally looks lush throughout - top marks there.
But gorgeous scenery aside, it's actually the racing itself that keeps you playing. Even at the start, you've really got to be paying attention if you hope to win a race. It's quite refreshing to have a racer that demands so much concentration right from the beginning. You have to race hard to gain places, making it correspondingly satisfying to pass a couple of rivals on a well-taken corner.
The thing is, as you get used to the game, it becomes quite a bit easier to win - the difficulty level seems pitched fairly evenly for a long time, despite the fact you're moving up the leagues. This can make the experience feel a little flat, bland even - something that's made worse by the repetition of the track environments. Racing Evoluzione features loads of track variations, but not a huge amount of different scenery, and bit by bit it all starts to get rather samey despite the attractiveness of the roadside furniture.
Then there are tiny little niggles, that may or may not irritate, depending on your disposition. A rear-view mirror would have been handy, particularly from the in-car view; and why do you always start on the back of the grid, even if you won the previous stage?
Evoluzione feels a bit like a tenth album from a mega-successful band. It's slick, well-produced and polished, but there's something missing - the raw energy of a truly brilliant racer is replaced here by a feeling of a game simply going through the motions.

RALLISPORT CHALLENGE
Searingly fast. Never fails to get the adrenaline flowing
Driving - Issue 1 (March 2002) - 8.5/10

(MS01502E)
Rallisport.txt
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Picture in your mind, if you will, that the Xbox launch is in fact a huge group wedding. Maybe lots of friends have decided to pool costs and have a joint big day. It does happen. Anyway, there's a live band, four tiers on the cake, everything.
And at this 'wedding', the big launch games are brides - they've been ready for months, preening themselves for the biggest day of their lives. They're the stars, everyone's waiting for them - they're wallowing in the limelight. But it's every game's dream to look the part.
RalliSport Challenge, though, isn't like those brides. It's shy. It's still getting ready five minutes before the wedding. It's doing its lipstick as it runs down the aisle, dress tucked into expensive new pants, with half the congregation staring and tutting. But come the end of the ceremony, when the randy uncles are cracking on to the choirgirls, they'll all look at RalliSport Challenge and forget about the last-minuteness of it all. Everyone will remember the impact it made on that special day.
Yes, come March 14 RalliSport Challenge will be sneaking in unannounced alongside the likes of Halo and Project Gotham as part of the swollen Xbox launch list. And despite the lack of fanfare, it's one of the most impressive and fun games on the system so far.
With the game making its debut at the European launch of Xbox, it's not surprising that it's been overshadowed by the established stars of the US launch, with only a few screenshots indicating what was on the way - a highly detailed, graphically stupendous racing game. Such meticulously presented tracks and cars might have misled some into thinking the game is a po-faced rally sim, though, whereas really it's an arcade racer.
Accordingly, the staple ingredients of a great arcade game are to be found here. Graphically, it's superb - at times astonishing. The game begins with a set of gorgeous safari tracks, which surpass anything seen in rival rally games. Realistic, cracked mud shows off the high texture quality fast becoming a staple of Xbox games, while individual blades of tall grass are visible, and beautiful.
The cars look equally good, with details like flaming exhausts and smashing lights being used to good effect. And despite the abundance of detail, everything moves at an impressively fast, smooth rate - the in-car view in particular showcases the blisteringly fast pace.
The handling of the cars, too, is arcade-like, and it's here that the game may irritate some players. The cars feel a bit light and insubstantial, making it hard to judge tight, narrow corners at full pelt.
Happily though, this doesn't prove to be too much of a problem - it just means that the game plays more like the Sega Rally series than one of Colin McCrae's outings on PlayStation. That's not a problem for us, and anyone looking for a fast, fun racer will have no complaints. But the handling may disappoint those petrolheads on the lookout for an authentic rally experience.
Sega Rally is a good point of reference, in fact. Balancing your car through a long, graceful curve in RalliSport Challenge feels - very much like it did in that seminal Sega arcade game. When the tracks begin to narrow, and the turns get hairier, you'll find yourself crashing spectacularly time and time again. But crucially, you won't want to stop trying to master those tough courses, and nailing the problem turns, because it's so much fun to play.
Before long you'll experience the thrill of putting together an excellent time on a tricky course. And it really does feel thrilling - RalliSport Challenge is one of those games that never fails to get the adrenaline flowing. Which is a good job, because as you make your way to the upper levels of RalliSport mastery, the game gets very hard.
We're good at driving games, mind you, so when we say hard, we mean diamond-tipped, sealed-in-bullet-proof titanium hard. In Beginner mode, you can get away with the odd wipeout or two and still do well, without making things feel too easy. After that, prepare for one hell of a challenge. At least the Trades Description people won't need to be contacted...
Where RalliSport Challenge really excels is in its brilliant multiplayer mode. In two-player, it's just as fast and detailed as single-player; amazingly, the same goes for when three and four players get involved. It's easily the best multiplayer racer on Xbox, since Project Gotham is sluggish when more than two people play.
All that's on offer is a traditional, first-past-the-post split-screen race (on any track unlocked in the main game) but it's so well executed that we've found it difficult to stop playing whenever multiplayer mode is selected.
Ultimately, RalliSport Challenge is a bloody good arcade rally game. Caressing an absurdly powerful motor though a tricky bend on the limit of control is brilliant, and there's a large number of stunning courses on which to do it. An Elite game for sure.

RALLISPORT CHALLENGE 2
Edge-of-your-seat racer. Looks and plays great, with brilliant Xbox Live multiplayer
Driving - Issue 30 (June 2004) - 9.0/10 - Xbox Live features ****

(MS05701W)
Rallisport2.txt
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Chances are, if gamers drove in real life the way we do in most racing titles, we'd have all lost our licences a long time ago. And whilst reckless abandon may be frowned upon in the more serious racers such as TOCA Race Driver 2: TURS (Issue 29, 9.1), it's positively encouraged here in the beautiful RalliSport Challenge 2, as balls-out, devil-may-care driving is often the only way to make the next checkpoint.
Gameplay centres round five driving disciplines: Rally (straight point-to-point racing over a consistent surface and guided by a co-driver), Rallycross (like Rally but over different surfaces), Hillclimb (a gruelling, elevated race), Crossover (two cars simultaneously racing side by side, stadium style) and the self-explanatory Ice Racing, where it's a struggle just to keep your car in a straight line, let alone get round the track in a respectable time. Each type of racing calls for different driving techniques, and this is where the game's superb handling comes into play. The cars in the first RC had a tendency to feel lighter than an anorexic supermodel, and had steering that pivoted around an invisible pole running perpendicularly through the roof of the vehicle. The same steering sensation remains in this sequel, but the cars feel a lot meatier and grip the track significantly better.
Being an arcade racer, the car controls are simple, though a fair degree of skill is still required for negotiating each environment. The triggers act as accelerate and brake, and it's vital to use their handy pressure-sensitive capabilities to safely navigate each course. You'll need to use plenty of caution, early braking and counter-steering to safely slide round both those mediocre meanders and tight hairpins. There's a marked difference in your car's handling as you switch from one surface to the next, and yet again the developer gives us a fighting chance with the option to fine-tune each car accordingly. Change the type of tyre, suspension, steering and gear ratios before each race and you'll be laughing.
RC2 storms past other racers in the beauty stakes - everything looks incredible. If ever there was a game to show off to Xbox-doubting mates, this is definitely it. The lighting, from the retina-scorching midday hillsides to the beautifully hued mountainscapes at dusk and glare-inducing stadium spotlights, is unbelievably gorgeous. The amazing scenery is complemented by equally impressive draw distances, and gives the environments an immense scale.
Attention to detail is one thing, but RC2 takes the notion to the point of obsession. Look behind your throbbing beast and check out the plume of gravel and dirt kicked up from your wild wheels. RC2 isn't afraid to get its hands dirty (or any other appendages come to think of it), as throughout each race your ride gradually accumulates cosmetic blemishes in the form of mud, sand, dirt and any other loose debris scattered on the track.
Time isn't the only constraint in this rally game - the cars sustain considerable damage during a race. And we're not just talking a bit of T-Cut and minor paint job; your beauty can have windows smashed and lose spoilers, bonnets, doors and wheels. Along with severely reducing kudos, this damage also has a realistic detrimental effect on the car's performance. Reduced downforce, steering that pulls to one side and spluttering engines do not a race wineth, believe us.
The comprehensive single-player Career mode returns better than ever, and has been thoughtfully designed to involve all five rallying disciplines. Players must advance throughout Amateur, Pro, Champion and Super Rally championships, picking their way through a branching, Strike It Lucky-style board of different races. Completion of each section results in the next being unlocked, along with more tracks and tastier motors. Each section, however, contains a great mix of racing styles, and due to certain point totals required for the latter stages, players are forced to work through all types of racing. This is helped by the fantastic track design, where progressively subtle changes turn a medium difficulty course into a curse-inducing, yet still enjoyable, experience.
We all know that a decent driving title is the Mecca of multiplayer madness, and RC2 is one of the frontrunners in the tightly knit pack. Four players can play via System Link, and up to 16 over Xbox Live. The collision option may not be present, but lag-free, smooth racing over all the featured tracks certainly is, and should definitely see RC2 jostling for a Live podium position with Project Gotham Racing 2 (Issue 23, 9.3) and TOCA Race Driver 2.
If we've got one gripe with RC2, it's that it can be a tad too easy - which is bizarre for a game of this nature. Even average drivers should breeze through the Amateur and Pro career barely dropping a point, and the courses (and time limits) don't get significantly tougher until the final championship. That said, there are still tons of tracks and cars to unlock, and whilst not as technically demanding as Colin McRae Rally 04 (Issue 22, 9.1), this is intense arcade rallying at its best. As far as pure arcade racing goes, you'll not find a more visceral and exciting driving experience.

RALLY FUSION: RACE OF CHAMPIONS
A great racing game for people who aren't hardcore racing fans
Driving - Issue 10 (December 2002) - 8.0/10

(AV00901E)
Rally.txt
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Who would ever think that racing games could be compared to buses? But just like the double-deckers, you wait ages for one to arrive and then three turn up at once. In the same month that both Sega GT 2002 (Issue 10, 8.0) and Colin McRae Rally 3 (Issue 10, 8.9) roared into the office and did handbrake turns all over our desks, Rally Fusion: Race of Champions nips in just before we wave the chequered flag.
So, another straight laced rally sim that'll put the brakes on anyone who hasn't got an encyclopaedic knowledge of engine oil? Nope. This is an arcade rally racer that's both great to look at, easy to pick up and fun to play.
Rally Fusion is loosely based on the slightly obscure Michelin sponsored Race of Champions event, held annually in the Canary Islands. But that doesn't mean that all tracks are lined with palm trees, bars named after footballers and pink men in pastel shirts eating kebabs. Instead, you have a multitude of both courses and challenges along with a plethora of options to keep you plugging away at the game.
On an eye candy level, Rally Fusion is up there with the best of them. Attention to detail has been lavished on pretty much everything you see during the race. The tracks are varied, ranging from desert to arctic, with city and forest levels in between.
The cars themselves look the business and respond to the environment admirably. Light reflects from bodywork when the sun shines on it, and dirt splashes on the car if you race through muddy patches.
But reflections and mud splatters are the superficial ways in which the cars interact with the tracks. By far the most impressive aspect is just how much damage you can do to your vehicle. You can trash your motor, and indeed those of competitors, on a level almost with the Destruction Derby series of old.
Discarded bumpers and smashed windscreens are the tip of the iceberg. Listen to your co-driver scream in terror as you rip the doors off, wrench off the bonnet, smash big chunks of bodywork and turn a perfectly good tyre into a ball of rubber ribbons before grinding along on three wheels.
In reaction to the damage, the car responds suitably to the pain you inflict upon it. Waste a wheel and get ready to struggle to regain control, damage the gearbox and watch your rate of acceleration drop like a stone. These aspects encourage you to not turn the race into a bout of bumper cars, no matter how tempting that option may be.
But, unfortunately, the dodgem effect is one the game's inevitable drawbacks. In creating an arcade rally title, realism and indeed many elements of simulation are sacrificed. Cars can bounce off one another like snooker balls. You can also find yourself driving horizontally along fences and walls and the old chestnut of using an opponent to help you brake around corners (by slamming into him) is in effect here.
Even in the traditional time based rally mode, handling can also be questionable and often feels very light to control. Although you are faced with many variations of track and weather conditions, the driving sensation of navigating different terrain often feels quite similar and results in just a case of braking hard, throwing out the back end and hoofing it forward as quick as you can.
There is also a lack of depth that, regardless of its arcade intentions, does not disguise an area that could have been improved. The Race of Champions Challenge mode is probably the most extensive of the options available as it requires qualification through a series of stages and then progression through a multitude of challenges in order to unlock different classes of cars.
During each specific challenge, damage is carried over to the next stage, yet you are only presented with an extremely basic repair option where credits can be spent on fixing vital components with no scope for any kind of procurement or customisation of parts.
But criticisms aside, Rally Fusion: Race of Champions is a great racing game for people that may not necessarily think of themselves as hardcore racing fans. All the requisite components of a quality racer are present - break-neck speed, tight racing and spectacular crashes. And it's only because the game is so satisfying on an arcade level that many may look for more depth of gameplay to continue enjoying the experience.
In the same vein that Champ Man fans may consider the more accessible LMA Manager 2003 to be beneath them, rally purists may not be going to give much thought to this title. That's a shame because, in terms of pure racing fun, Rally Fusion: Race of Champions is a contender that doesn't deserve to be overshadowed by more established driving titles.

RAPALA PRO FISHING
Easy and accessible, though very repetitive. How exciting can 20 different types of lure be? Not very, is the answer
Screenshots - US Sports - Issue 45 (August 2005) - 5.4/10

(AV05801W)
Rapala.txt
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Ask anyone who's spent the night shivering on a riverbank in the name of enjoyment and they'll tell you it's not catching the fish that really matters, but the time spent doing it. Yeah, whatever. After a few hours spent reeling 'em in on Rapala Pro Fishing, it's all about the fish. Luckily for netting novices like us, the game makes bagging a trout, salmon or all manner of native American fish a piece of pish thanks to very arcadey gameplay.
Players simply select either Free Fishing mode (akin to a casual Sunday afternoon on the lake) or Tournament mode, where various sets of gear, rods and lures are unlocked. It would have been nice to actually know what we had to do during each cast-off to satisfy each of the criteria, but hey. To bag that bigmouth bass, simply select a lake to fish on, then zoom to a suitable location in your boat, though clumsy controls mean you'll be beaching on the bank a fair few times. As a rule, areas with vegetation are the most fruitful, though each lake is suitably large in scale to find your own patch.
Casting is a bit trickier, involving a careful right analogue/L trigger timed-release affair, but once mastered is eyes-closed easy. Simply reel in your lure or leave it drifting for a passing fish, wait for a bite, then yank in the slack and reel her in. Different lures will have an effect on your success (depending on the environment and type of fish you're catching), though as far as gameplay variation goes, that's it. The lakes and fish may vary, but this measured approach and relatively low skill level of the gameplay doesn't. Which is precisely where Rapala Pro Fishing flounders; it's fun while the novelty hasn't worn off, but very repetitive and dull soon afterwards.

RAYMAN 3 HOODLUM HAVOC
Not just for kids. This 3D adventure will appeal across the board
Platformer - Issue 15 (April 2003) - 7.4/10

(US00202E)
Rayman3.txt
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Rayman may have sold zillions on the PSone, but you'd be hard-pressed to find many experienced gamers willing to admit their allegiance. It seems big-eared, limbless cartoon characters don't quite have the kudos of, say, Sam Splinter Cell Fisher. But, while Rayman may have an image problem, his latest escapade helps redress the balance. This is a 3D platform adventure complete with mini-games, combat and, possibly, the kitchen sink.
There's even a plot - Rayman has to rescue his buddy Globox from a serious plum juice addiction. Luckily, he does this by bashing hoodlums rather than providing a regular supply of toilet paper. Using his handily upgradable fists as weapons, Rayman is certainly tougher than before. From powerful whirlwinds to the first-person sniper fist, there are plenty of ways to dispatch the bad guys. Combine the tried and trusted 'lock-on' system with strafing and you can take on multiple enemies fairly easily. The controls are tight enough to cope with the different styles, although the camera isn't always helpful.
The whole game is a bit of a looker. Sure, there are no real level surprises, but the graphical joie de vivre means you rarely get bored ogling the surroundings. Perhaps the developer is reflecting an older gaming demographic, but Rayman 3 is certainly darker than previous instalments. Gloomier locales, tougher-looking enemies and grown-up humour show that Rayman is reaching puberty. Sadly, the character animation is still basic, jarring badly with the sumptuous backdrops.
The production values are really top notch, with recognised voice actors (from the likes of Ice Age and Futurama) giving the action a welcome sheen. Other nice touches - like the Batman-style 'thwacks' displayed when you hit a hoodlum - all point to a big-budget production.
The days of platform games involving simple jumping are gone. Agile fingers and timing are still necessary, but Rayman sets numerous challenges, ranging from piloting to sneaking. This variety is welcome but there is still something missing. Maybe it's the feeling of deja vu, or perhaps the relatively linear levels. Or it could be ol' Rayman himself. It's hard to fully engage with the limbless one, even if the action looks this good. Despite this, younger gamers, and those who fancy a change from the Xbox norm, will enjoy. It may not be the French revolution we hoped for, but Rayman 3 is a polished and entertaining cartoon romp.

RAZE'S HELL
An intriguing mix of cuddly bears and almost-disturbing gore
Shooter - Issue 53 (March 2006) - 6.6/10

(MJ01701W)
razeshell.txt
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The enemies in Raze's Hell are some of the strangest we've seen in any third-person-shooter. Some fluffy bears with pink hearts on their chests merrily skip your way all happy and gleeful... then blast your face off with laser weapons. The little gits.
These nasty little bears believe themselves to be a perfect species and so, rather like Hitler, reckon killing everyone who isn't 'perfect' is the way forward. During their killing spree they destroy Raze's town and everyone he knows. Luckily, Raze doesn't have to stand for it. He may not be armed in the traditional sense, but he can spit seeds like his mouth is a machine gun. Even though the game is viewed from a third-person angle, you control his movement and aim in the same way as you do a first-person shooter (like in the Hitman games). It works very well, so with your amazing Halo skills you'll be right at home taking Raze into battle.
But beating these bear dudes is no easy task. They might look like childrens' toys, but they're quite intelligent and don't die easily. They're like the little Covenant Grunts in Halo 2 (Issue 36, 10.0) running scared when you're packing heat and coming back for another pop at you when your back is turned. They shout pre-school abuse at you too. "You icky, wicky, poo", they go, and so on.
That's why you'll learn to hate them. You'll take pleasure in seeing them die painfully, then smashing their corpses into little bloody pieces. Apart from being fun, it's also necessary to splat their internal organs over the ground, which you then eat to replenish your health. Sick, we know.
We like the strange style of this game, which blends fluffy cuteness with gruesome brutality. We like the characters and their mannerisms, and we like the decent AI. We DON'T like the crap weapons and the rubbish environments. We'd do anything to get a hold of a proper gun in Raze's Hell - spitting seeds feels all wrong, and that meaty feeling you get from clutching a lethal piece of steel is missing. You can't even pick up the weapons dropped by enemies. C'mon, this is 2006. You should be able to do that in ALL games by now.
As for the environments, you only need to glance at the screens to see how plain and lifeless it is. There's nothing even remotely eyecatching about these worlds. They're completely lacking any motion or life. The colour pallet is hideous and horrible invisible walls haunt certain areas, too.
Missions are equally dull - blow up this and collect that, nothing you haven't seen before. You can have a mate join the killing in co-op mode, but that's only fun for an hour. After that you'll have exhausted most of Raze's Hell's potential - apart from its potential as a makeshift frisbee.

RED CARD
Innovative cartoon footy, but a lack of decent CPU opponents
Sports - Issue 4 (June 2002) - 7.0/10

(MW01503E)
RedCard.txt
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We're a pretty peaceful bunch here at Official Xbox Magazine. Sure, the odd controller is lobbed to spoil the aim of the current Halo champ, but for the most part, testosterone levels and macho face-offs are kept in check. But then Red Card arrived - a football game that actively encourages the kind of two-footed sliding tackles and 360¡ spin kicks that normally see players arrested and hauled off the pitch by riot police. The mood here's been pretty dark since then.
It's an extreme sports take on the beautiful game that imagines a parallel universe where Vinnie Jones is the gentleman of the sport and where shin-snapping tackles are an essential tactic. Chest-high challenges? No problem. Spirited lunges to stop your opponent gaining ground? Indeed. Chop the referee down from behind? Only if you feel the need. Play against a team of genuine hairy-backed apes? It's all here in a game that finally breaks the shackles of realism by injecting a much-needed shot of originality and fun into a tired genre.
The game really delivers through an ingenious power-up system. Essentially, each player has a rechargeable momentum bar which, when powered up, allows players to perform defensive or attacking 'extreme moves.'
When correctly timed, players can get/keep the ball in improbable fashion or, better still, fire a supercharged, acrobatic shot at goal that's more likely to beat the keeper. Improving the spectacle is the way that these special moves are displayed in Matrix-style super slo-mo, complete with beating heart effect and flaming trails.
And that's not all, football fiends. As well as all the usual suspects of international soccer, Midway has included a bizarre collection of unlockable hidden teams,which is major incentive to play through the otherwise fairly dull Conquest Mode.
Unfortunately, despite this dazzling array of innovation and fun, there are some elements of the game which annoyed the hell out of us. For starters, despite X-rated challenges that can leave a player writhing around the pitch in a world of pain, at no stage does anyone get injured. You read it right... you've just shattered Beckham's hip, knee and femur, but after a few seconds of wailing for his momma, he just gets right up again like nothing ever happened.
The dreaded topic of computer AI rears its ugly head here too. Red Card is riddled with bizarre quirks and everything gets so hard so quickly, you wonder if anyone will ever enjoy playing it at Pro level. The commentary team of Simon Brotherton and Chris Kamara also seem like an afterthought, and their repetitive inanities will have you turning the volume down in no time. And really strangely, some of the stadiums are so dark, it's almost impossible to see what's happening.
To use a football clich?, Red Card is a game of two halves - it scores spectacular volleys with its shining originality and slick, addictive brilliance, but then is left red faced with a series of own goals and unforced errors.
If you're bored of footy games that play it by the rules, you'll get loads of fun out of Red Card, but you'll also be left waving the yellow card at Midway for not polishing the game as much as it should have done.

RED DEAD REVOLVER
Frantic, fun and reasonably demanding. Arcade entertainment at its most polished
First-person shooter - Issue 30 (June 2004) - 8.5/10

(TT02603E)
Red.txt
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Red Dead Revolver makes us want to want to wave our index fingers in the air and shout "Bang! Bang!" At first glance, this third-person shooter could almost be retitled Grand Theft Auto: Tombstone. But that's down to Red Dead's top-notch visuals and licensed soundtrack rather than open-ended gameplay.
Rockstar is famous for taking the best bits from well-known movies and seamlessly dropping them into its games. How many times did you play Vice City and recognise moments from The Godfather or Scarface?
If you can think of a Western, there'll probably be a knowing reminder of it somewhere in this game. Red Harlow, the main playable character, is almost a young Clint Eastwood - strong but silent and deadly on the trigger. He's the good guy, but you can also play as the bad guy, General Daren, the man who murdered Red's family, and the ugly guy, General Diego of the Mexican army.
There are a further five characters to play as, and the game jumps excitedly between their individual episodes like a Quentin Tarantino flick. Despite having different special attacks and sub-missions, they all share something in common - shooting more people than Billy the Kid on a bad day.
Controlling your characters is easy. Holding down the Left trigger draws a weapon and tapping the Right trigger shoots. Aiming is assisted with a very subtle auto-adjustment. On the downside, you run slower than a ball of tumbleweed with your pistols raised.
Every cowboy knows that standing out in the open in a gunfight will get you killed - finding something to hide behind is always important. Once behind a barrel, wooden cart or anything else in the environment, pressing the X button does a Sam Fisher-style wall hug. Peeking around the corner lets you take careful aim before revealing yourself to let rip with the full force of your six shooter.
Accuracy is essential, not just because the headshot causes more damage, but also because it can earn you money. Hitting multiple enemies without missing a shot awards combo bonuses in the form of Sheriffs' bounties and extra power in your Deadeye meter. This is where some of the characters' special skills become particularly useful.
When Red Harlow's Deadeye meter is full, clicking the Right thumbstick activates bullet time. You then have five seconds to target hit zones on your opponent's bodies. It's just like the multiple lock-ons in Panzer Dragoon Orta (Issue 15, 8.8). You can either shoot the same varmint six times (or 12 if you have two pistols) or shoot six different foes if you have a quick aiming finger.
So what if it's unoriginal? It's still darn-tootin' fun! Jack Swift, an English gunslinger, is even more impressive. Instead of using bullet time, his Deadeye special automatically locks onto the nearest targets in real-time. He then blazes off 12 shots in less than three seconds, making Red Harlow look like an amateur!
Of course, it wouldn't be the Old West without a classic duel. On many occasions you'll face off with a lone quick-fingered cowboy at high noon. In these setpieces, moving the Right thumbstick up and down as quickly and smoothly as possible draws your gun in a flash. Time slows down depending on how well you do this, offering either more or less opportunity to aim for a critical hit. It's a simple but brilliantly effective way of giving you sweaty gunslinger's palms.
Brimstone, the game's main setting, has one of the roughest saloons around, and everyone loves a good bar-room brawl. There's a barnstorming beat 'em up level here. You can even smash cowboys through tables and break bottles over prostitutes' heads (although this is strictly discouraged).
Another fun change of pace is at Annie Stokes' homestead. In the closest thing you'll get to GTA's car thievery, she can saddle the nearest bull and rodeo-ride it right over the enemy cattle rustlers. There's also an opportunity to ride trains and horses later on in the game.
The music even changes in time with the action. In the saloon, an old piano plays faster and louder as the fight goes on. Best of all, there are actually licensed themes from famous Spaghetti Western composer Ennio Morricone. His contribution makes Red Dead Revolver an absolute delight to the ears. Let's not forget the gutsy sound effects though, and there are plenty of cool ones here, from ricochets to brays to exploding skulls.
Red Dead's graphics won't blow you away like the audio does, but it still fares well. The main characters have a cartoon-like, rough and ready appeal, and some bear more than a passing resemblance to Vice City's misfits and rogues. Even though this is a totally different setting, the 'attitude factor' still works brilliantly. The sharp dialogue constantly brings a big smile to your face.
Environmental effects like the blurry, blazing sun dominating the skyline or cornfields swaying in the wind make up for a slight lack of size in some of the levels. Another great factor is the grainy camera filter that makes everything look like an old Western movie. It really helps to strike a realistic balance with the game's more cartoon-like qualities.
If there's only one big criticism of Red Dead, it's that all the levels are a little too much like arenas. They're pretty confined and you can normally only run so far before you bump into an invisible wall. Not that exploration is important to a shooter this frantic, but the settings are so gorgeous that you can't help but be disappointed that they aren't bigger.
Although the story mode is fairly easy to get through, at about eight hours, almost every moment of that time is pure enjoyment. Whether it's the pokes at classic Westerns, old-fashioned and extremely funny dialogue, or varied and likeable characters, there's always something to put a grin on your face. It's not just the presentation though, because the gameplay is at the same time frantic, fun and reasonably demanding. Red Dead Revolver might not be the deepest game ever, but it's arcade entertainment at its best.

RED FACTION II
Plenty of missions and a ludicrous 60 multiplayer maps. Excellent fun
First-person shooter - Issue 18 (July 2003) - 8.6/10

(TQ00502E)
Red2.txt
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The title of this game might make you think of a group of irritating, squeaky-voiced gimps peddling Socialist Worker in your face, but if that's the case you should think again. For this Red Faction is all about an entirely more agreeable sort of action: killing a load of idiots in a spectacular, bloody fashion.
That's nothing strange in the world of video games, of course, but there are a few twists to the Red Faction proposition that push it ahead of many Xbox shooters. The main draw is the Geo-Mod technology. Simply put, this lets you blow holes in walls as well as heads, implying all kinds of chaotic scenery manipulation.
Geo-Mod was present and correct in the original Red Faction, which was only available on PS2. But in the first game, the situations where you could use it were limited, making things a bit disappointing. You felt like a dentist with a new drill, who then has a frustrating run of healthy teeth to look at.
By comparison, Red Faction II is a mouthful of festering molars, meaning there's plenty more opportunity to blow away the badness, plus any walls it might be standing next to. Launching a rocket into a gangway above might bring it crashing down, making a handy ramp up to the door above, for example. On another occasion, there's a gun emplacement covering the corridor in an office, so you pull out your grenades and obliterate the dull workstations that get in your way. This is destruction on a grand scale, and the universal gaming equation (big weapons + trashing stuff = fun) dictates that It Is Good.
Even so, some players may still find the wall-smashing Geo-Mod technology less of a revelation than they might have hoped. While there's more destruction than ever, it's still a fairly prescribed experience, and progression through the levels is still a pretty linear, A to B experience. But you know what? We don't mind. After all, a hot air balloon flight from the pyramids to Sydney would be an A to B route, but there'd be some great sights on the way. And that's the case with Red Faction II, except that highly enjoyable gunfights take the place of a wicked view of Indonesia.
There's a relentless pace to the action that makes this one of the most hectic shooters we've played. Enemies jump through the windows, fall through the ceiling and generally do their best to make you jump. Combat is quick, bloody and frenzied, and there are sections where you feel Red Faction II is up there with the best shooters. For example, whirling about in the aforementioned office spaces with a pair of Uzis, with blood squirting on the walls, glass shattering and desks splintering is just great fun. Or maybe I just have something against offices.
So, there are loads of great moments - certainly enough to make this well worth getting. But a few things irk. The graphics haven't received much of an upgrade over the PS2 original, meaning the textures look a bit flat on Xbox. And from a design perspective, the enemies aren't the most inspiring bunch you'll ever mercilessly slay (which might make you want to kill them all the more?).
But seriously, the AI is nowhere near as complex as that displayed by some other shooters we've seen. Too often, an enemy is willing to just stand on the spot while you fill him with lead, or even drop a grenade at his feet. And when you replay a level, you'll notice that the same bloke pops up in the same place, every time. The illusion of real combat can occasionally feel as fragile as the walls.
For all that, though, Red Faction II is a proper laugh, packed with some truly inspired moments. There's this bit, right, where you force entry into a TV studio, burst into a room, and there's a reporter delivering his broadcast. "One of the attackers is in front of this reporter right now" he states. "He appears to be heavily armed, and..." I'd tell you what else he said, but I ended things there, with him on the floor and a massive great splash of crimson on the wall. And that's the kind of game Red Faction II is. It's fast, big budget stuff, and there's a slick feel to the controls that makes the frantic action turn minutes to hours.
Multiplayer is furnished with a stupidly large number of maps, too - 60 different arenas means there's plenty of life in this once the Campaign mode's beaten. It's a shame there's no System Link or Live support, though.
Either way, there are loads of laughs to be had here. Destructible scenery is going to be one big growth area in the first-person shooter world, and Red Faction II is perhaps the first properly delicious taste. But forget boundary pushing for a second: there are some really memorable moments here, regardless. Did we mention you get to destroy the office?

RED NINJA: END OF HONOUR
Nice ideas and an interesting plot, but twitchy controls, annoying camera, below-par graphics and poor presentation let it down
Screenshots - Stealth - Issue 42 (May 2005) - 5.4/10

(VU03901W)
RedNinja.txt
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Hang on a second. Surely there's some kind of mistake here. Ninjas are supposed to be swathed all in black to help them creep about unnoticed into the shadows aren't they? Not hanging out of the flimsiest red dress this side of a Girls Aloud dance routine. After all, it's hardly the most fitting attire for the ancient Japanese art of assassination.
Still, it's handy for ease of movement we guess, and at least the thong Red Ninja heroine Kurenai wears is black. Then again, you'd be pretty hard pressed to miss that little fact. So regularly and with so much enthusiasm does Red Ninja seem to thrust its camera up Kurenai's skirt that this could well be the most voyeuristic game Xbox has ever seen - and that's without even starting to mention all the head-removing, torso-slicing violence that goes on.
Not that we mind a little bit of graphic bloodshed and titillation now and again, of course. A steady stream of decapitations and bottom shots we can take, but not when the only purpose they serve is to try to distract you from the shambles of a game beneath - and more fool you, Red Ninja, for thinking we wouldn't notice.
It's a bit of a shame really, as things start on a promising note. Much like Activision's Tenchu: Return From Darkness (Issue 28, 8.4), you play a lone ninja who must creep and mutilate your way through large, open-plan levels with the ultimate aim of assassinating a specific character at the end. And from a story point of view, it's all very well done, an elegant plot of deceit and treachery in feudal Japan giving way to some superbly realised cutscenes.
The weapons and combat moves in Red Ninja are pretty special as well, dishing up a very lethal twist on the standard ninja sword and shuriken fare. Take Kurenai's Tetsugen for instance: a ten-metre long length of razor sharp steel wire that not only helps when it comes to swinging across pits and caverns, but can also be thrown at enemies before being used as an over-sized cheese wire to sever any protruding limbs that happen to get in the way. Painful, but not half as painful looking as Kurenai's thigh-flashing attract move that draws horny guards away from their patrol routes into darkened alleys full of throat-slashing finishing moves.
But, oh dear, what happened to the execution? It's shocking! Red Ninja suffers the most uncooperative camera ever. You actually have to physically WRESTLE with the Right thumbstick just to see what's going on around you, an unforgivable fault for a stealth game. And it's even less help when it comes to navigating the increasingly complex platform sections that Red Ninja insists on blighting you with. To be honest, it's murder.
And it gets worse. Twitchy controls, stupid enemy AI, cheap boss characters, torturous jumping marathons and hair-tearing moments of sheer frustration just because it's not obvious where you have to go next. If Ninja Gaiden (Issue 29, 9.2) is heaven, this makes hell look like a four-week holiday in Majorca.
Maybe if Japanese development team Tranji had spent less time trying to show off Kurenai's posterior and more time tweaking the basic mechanics Red Ninja could have been a half decent alternative to Tenchu. As it is, much like Kurenai herself, this is one game that may look nice from a distance but turns into a right horror show when viewed up close. End of Honour? End of entertainment more like.

REIGN OF FIRE
Awkward controls and glitchy feel mean the potential is wasted
Action/Shooter - Issue 11 (XMas 2002) - 5.0/10

(BM00202E)
ReignFire.txt
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Sorry unicorns, but you might as well give up now. You're just horses with horns stuck on your heads. Dragons are much better in the fantasy animal department, what with being huge lizards that breathe fire and all. Cue the expensive, special effects-laden film you might have seen at the cinema this summer, and now this Game Of The Movie for your faithful Xbox.
Neatly, and unlike the film, the game lets you see the conflict from both sides of the story. One half of the game puts you in charge of a variety of human combat vehicles, and sees you tearing about ruined landscapes filling dragons with lead and missiles, courtesy of a mean-looking collection of gun turrets. The other puts you in charge of one of the overgrown lizards themselves - these missions allow you to fly about, raining napalm death upon puny humans.
Good idea, we think you'll agree. Sadly, the execution isn't of the same quality, resulting in a rather underwhelming game. The main problem with the human missions is the control of the vehicles. In theory, the 'advanced' control setup allows the player to manoeuvre their vehicle with the Left thumbstick and aim the gun turret with the Right. The problem is, steering the vehicle is very erratic. The 'simple' control setup, meanwhile, requires you to aim with the Left stick and accelerate with the face buttons. This time, the vehicle responds pleasingly quickly to the direction of the turret - but aiming with the Left stick is a pain for those who are used to using the Right one in games. You can't win.
The upshot is that you feel detached from the action as your ride pings about all over the shop. Just steering it through a gate can be a nightmare, as the unintuitive controls lead you to irritatingly bounce off the sides. Trying to keep a target in the turret's sights while moving is next to impossible.
Another complaint is that there are far too many missions that require you to protect others - difficult when just looking after yourself is so needlessly problematic. Feeling like an impotent learner driver in the midst of battle is not fun.
The dragon sections fare better, but the lizards are still quite awkward to control - especially when trying to pick up humans to drop them on the floor. Still, there are some enjoyable moments in these levels.
However, getting to the dragon part requires struggling through a fair few unfriendly human missions. It's a shame - Reign of Fire boasts many components that could have made for an enjoyable blast, but it's ruined by unpleasant controls. A fair number of glitches - out of place speech, enemies running through walls, and so on - also mean this isn't what it could have been.

RETURN TO CASTLE WOLFENSTEIN
Superb single-player, outstanding team play experiences on Live
First-person shooter - Issue 16 (May 2003) - 9.2/10 - Xbox Live features *****

(AV01602W)
Return.txt
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The hallowed halls of id Software are notoriously difficult to infiltrate. As the revered creators of Doom and Quake, their offices are perpetually locked down and visitors are rarely permitted. So imagine our surprise when we were invited deep into their Mesquite, Texas, headquarters to be the very first in the world to play Return to Castle Wolfenstein: Tides of War. It's the update of id's decade-old PC classic that's been pumped up by Nerve Software and unleashed on the Xbox with a slew of new goodies. Suffice to say, we came away beaming with excitement, and we even managed to bring back an exclusive two-level playable demo for you to try.
From the beginning, it goes like this: You are B.J. Blazkowicz (pronounced "Blaz-co-witz"), an American agent in the Office of Secret Actions. The OSA is a programme co-opted by the U.S. and Britain whose purpose involves intelligence gathering and covert operations. B.J. and British operative Agent One are sent in to investigate some strange and undoubtedly evil happenings deep in the heart of East Germany circa World War II. What the hell are the Nazis up to? What are they capable of?
The search for answers begins with an all-new prologue that introduces Agent One as he guides B.J. through the streets of Egypt. At the conclusion of the initial chapter, the pair are captured and transferred to Castle Wolfenstein. The total PC single-player game was already a 15-20 hour affair, and you can expect an additional three-five hours of gaming sweetness at the onset of the action on the Xbox. And if you haven't played the PC version, you won't notice a thing. The prologue flows seamlessly into the rest of the story arc.
As the story unfolds, Wolfenstein's most obvious eye-catcher is its presentation. The game gleams with a polish not often found this side of Splinter Cell (Issue 10, 9.0). Throughout the adventure, an abundance of cutscenes helps the narrative flow. There are dozens of scenes spliced between levels, and all are coated in a triple-A-quality sheen. Lip-synching is excellent, and the engine used to power both the cutscenes and the game itself is a work of art. The engine is the latest iteration of id's Quake technology, which is generally regarded as the best in the business.
Music is dramatic and dynamic, cueing in when the action intensifies. Although it can get repetitive, as B.J. frequently finds himself in tense, drama-filled situations, the tunes nonetheless have an epic quality to them that ups the experience. The sound is fantastic - idle Nazi guards have (often funny) conversations. The weapons give an authoritative, resounding oomph, and enemies writhe in agonising pain when dying.
What ultimately matters most, however, isn't how Wolfenstein looks or sounds, but how it plays. Thankfully, there is no doubt about its greatness. From start to finish it's an epic, gripping, cinematic adventure filled with questions. It's obvious that the Nazis are evil, but what exactly are they looking for? How far does their devout belief in the occult go?
Along the way, all the riddles are solved and B.J.'s true challenge comes in survival. Once he gets in deep with the Nazis, it's obvious that the only way out is to power his way through. There are well over a dozen weapons in Blazkowicz's arsenal, each with a deadly speciality. The weapons in general are, in fact, a highlight of the game. Each is carefully balanced and possesses its own strengths and weaknesses. There truly is a time and a place for each one. In a throwback to the old days of gaming, there are even secret areas, chock-full of health, ammo and power-ups.
B.J. won't always be running and gunning, however. In addition to blasting his way through Nazi Germany, sharp shooting and stealth-oriented challenges also await our hero. In a level near the middle of the game, for example, B.J. must escort an Allied tank through the burned-out streets of a German village. Precise use of the sniper rifle is critical. Later, the brawny American has to sneak his way through the Nazi-infested Paderborn Village, hunt down five Third Reich generals, and assassinate each one, all without alerting a soul. Backstabbing with the dagger and using the game's lean left and right function is key.
Throughout the entire ordeal, there is a wealth of opposition to hinder B.J.'s progress. Run-of-the-mill Nazi Troops, sexy but deadly Elite Guards, disturbing Nazi BioDogs, biomechanical Super Soldiers, legless Lopers, and even a few big boss encounters all stand between B.J. and victory.
Make no mistake - if these baddies sound tough, it's because they are. The solo campaign gets downright nasty at points, even on the default difficulty. Along with conservative, yet effective use of booby traps, the AI is very good, and they're most often packing the same impressive stockpile of weaponry as B.J. (rocket launcher and Venom chain gun-toting foes are particularly taxing).
The game leaves auto-aim on by default, but it's a subtle helper that doesn't wander toward a nearby target quite as liberally as many other first-person shooters. Headshots are in full force here, though, so cranial connections will cause a lot more damage.
While the single-player mode is a spectacle on its own, the unsung star of this war is unquestionably the multiplayer game. First, the co-op play, which can be summed up in two words: Woohoo!... almost. It's an absolute blast to fight through the campaign, with you as B.J. and a friend as Agent One. However, there's no System Link or Xbox Live support for co-op, so it's one screen for both players or bust.
On the competitive side of the coin, the game shines. In fact, we can pay Tides of War no greater compliment than to say that it is the definitive Xbox Live experience of the service's short history. Its sheer volume of teamplay-focused goodness eclipses even Ghost Recon (Issue 11, 8.9), an office favourite. There are a whopping 16 multiplayer maps out of the box, no fewer than four game types, and four classes to play as. The Xbox Live Voice Communicator again sparkles, enabling instant, crystal-clear communication between team-mates. Nerve has even added a simple but godsend of a feature: a small speaker icon appears over the head of the player that's talking. Yes! The balance between classes is also superb. Each needs the other and lone-wolfing it is not effective.
Even if you've played the PC version of the game, there's a lot here you haven't seen. In fact, there's so much goodness packed into Tides of War that it's impossible not to find something to like. Separately, the single-player and multiplayer components are worth buying. Together in one box, they make Return To Castle Wolfenstein an incredible package.

RICHARD BURNS RALLY
Extremely hard to get into; unforgiving gameplay and difficult handling. Only for hardcore fans
Racing - Issue 32 (August 2004) - 6.9/10

(SC00501E)
Richard.txt
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Before you're let loose in a rally car capable of silly speeds on the country roads, you'd expect to have a take a few lessons in how to handle the beast, if only for insurance reasons. It's a similar deal here: Richard Burns Rally won't let you jump straight into the meaty career mode unless you've taken and passed the meticulous Driving School, which is a huge challenge in itself.
This sets the tone for a game which SCi positions as a different kind of driving experience compared to the granddaddy of the genre, Colin McRae Rally and the gorgeous RalliSport Challenge 2 (Issue 30, 9.0). Richard Burns Rally is an extremely deep and realistic simulation of the sport, which sounds interesting on paper, but put it into practice and the reality is an unforgiving game that'll test your patience to the max. If you're prone to abusing your controller (throwing, biting, banging it etc) in sticky situations, then we suggest you bring out the third-party peripherals for this title, just to be on the safe side.
When the game skidded onto our desks, it came with a tip sheet that basically told us not to go too fast: "Watch Your Speed," it screamed at us, adding that just because you can reach speeds in excess of 170mph, it doesn't mean you should. Eh? Of course you should drive that fast if a game lets you - isn't that what racing games are all about? Not in Richard Burns Rally apparently, as you have to concentrate more on going slow than going fast. And that's just plain wrong, unless you're an avid fan of Microsoft Flight Simulator.
The Driving School teaches you both the basic and advanced skills of driving. Basic tests cover acceleration, braking and car positioning while the advanced techniques look at the handbrake, powerslide, oversteer and something called the Scandinavian Flick (turn the car in the opposite direction to the corner and then turn back into the corner). The school also tells you keep an eye on your speed at all times. Try putting all this advice into practice against the clock and good times quickly go bad.
Each of the lengthy stages is littered with hazards: rocks, ditches, logs, potholes, trees and road cambers. And it's like racing on a tightrope - the actual road area of some stages is only as wide as the car, making it even harder to stay on target. This makes concentrating on your driving technique, the stage you're racing, split-times and your speed, all at the same time, tremendously taxing. It's not much fun, and if you have the damage level set to realistic it's all over after a few bumps.
The vehicle's handling didn't convince us either, as the car seems to haphazardly pivot from left to right. If you're driving fast and have to brake suddenly, the wheels lock and the car wobbles from left to right, ending up with you in a tree. The actual racing doesn't feel that fast either, though it does in the first-person view, but then it's even harder to control the car.
One feature SCi really talked up during the game's development was how a crowd of spectators would help push you back on the track if you accidentally rolled the car and ended up in a ditch. However, in reality, you press the Start button and the game resets the car back on the track with a couple of zombie-looking spectators behind it who quickly run off. Not what we were expecting.
We can't stress enough that this is a rally game for hardcore sim fans only. If you're looking for some good old fun, look the other way: Colin McRae Rally 2005 will soon be racing round the corner. Richard Burns Rally concentrates too much on the simulation side of things and, as a result, the fun factor has been clamped and left in a cold garage.

ROADKILL
Extremely violent driving game with bad handling, bland graphics and unfair AI
Shoot 'em up - Issue 24 (XMas 2003) - 5.1/10

(MW02402E)
Roadkill.txt
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What is it about the post-apocalyptic lifestyle? In practically every book or film where civilisation has been decimated by nuclear war/mystery virus/natural disaster, the surviving members of society descend into a mob rule way of life, where it's every man for himself as gangs govern the streets following a total breakdown of law and order. Whatever happened to rebuilding the human race?
Things are no different in Roadkill where, after a worldwide plague has wiped out all the decent citizens, things have (quite literally) gone to hell. A mysterious stranger (that's you, that is) rolls into town, all mean and moody with a chip on his shoulder and a score to settle. Use these movie clich?s to your advantage by befriending a local gang lord and carrying out his dirty work over 30 mission-based driving games.
And so begins, what appears on first impression, a relatively entertaining driving blaster. From the expletive-laden opening cutscenes, and after five minutes of gore-splattered civilian-killing, it's clear this title is definitely not one for the kids. Get behind the wheel of 30 customisable vehicles, and undertake assassination, collection and property-destruction missions around the three towns of Hell County. Collect power-ups, blow up opponents and win races to earn extra cash, then buy armour, weapons and speed upgrades from the local KwikFit Fitters to make an indestructible death machine. And unusually for this type of game, multiplayer deathmatch actually works surprisingly well too.
All generic stuff, and this is where Roadkill stutters and stalls. Now we're all for a decent level of difficulty in games, but when the enemy AI is downright unfair, the whole experience is ruined. To be accepted for a (quickly repetitive) mission, you drive to the mission centre. Several different gangs are against you, fair enough, but when every vehicle in the entire town is firing on you, this proves artificially difficult.
Next, you must drive to the other side of town, after replenishing your health, to begin the mission with half-energy. You'll frequently come close to completing the mission, only to explode because every man and his dog is shooting at you. Very frustrating. The vehicle handling too, is terrible, with most cars having the turning circle of an articulated lorry, which is not particularly helpful when escaping a tight spot under fire.
It's a shame, because a potentially very good title has gone to waste here, and the foul language and extreme violence can't cover that up. Alarm bells should start ringing when the best thing about the whole game is Foreigner on the in-car stereo. Roadkill? This title's about as flat as its namesake.

ROBIN HOOD: DEFENDER OF THE CROWN
A good bet if you are intrigued by strategy games but don't want to be bored
Action - Issue 24 (XMas 2003) - 7.0/10

(CC01202E)
Robin.txt
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Robin Hood, Robin Hood, riding through the glen. The legend has been portrayed in various guises, from the good (Disney's roguish fox) and the bad (Kevin Costner), to the downright awful (Jason Connery - if you can't remember it, you're lucky). Considerable success however, was achieved through Cinemaware's Defender of the Crown games on PC a few years ago, which now make the leap onto Xbox.
Strategy games are something of a unique entity. Some love them, some loathe them. Often RTS games are too complex and time-consuming to interest the casual gamer, but Robin Hood dares to be different by combining several different types of game into one, all standing proud on their steeds under Ye Olde Strategy banner. That's right, there's a bit of interaction in between lots of little people killing each other.
We pick up the story with the tyrannical Sheriff of Nottingham out for young Robin's blood. We need to muster up some gold to build an all-conquering army, so hi ho it's off to rob we go. Soldiers in the countryside are attacked on forest pathways via a first-person perspective bow and arrow. Initially fun, this can quickly become infuriating, as added to picking off moving horsemen (no easy feat), three hits received from enemy archers and you're outta there. Avoid their projectiles by hiding, but by doing this you're unable to fire, thus missing juicy targets. Raid a castle though, and things become a basic hack 'n' slash. Simple two-button combos are the order of the day, as you race against time to the treasure troves.
After relieving fat merchants of their ill-gotten gold, it's time to build yourself an army. Little John turns up to help out and, by purchasing archer and troop units, you can start to invade the enemy territories. Here game type number three manifests itself as a fairly flat and bland battlefield scenario and, through a simplistic combat mode, you must defeat the advancing forces to capture the area. Things are pretty uninvolving, and victory seems to be dependant on numbers, rather than tactics.
And events continue to follow the same pattern through the course of the game, where using these three techniques, along with winning jousting tournaments and siege warfare, Robin must conquer the whole of England. Defeat regional Lords and Dukes, capture every county and build up your army to finally topple King John and save the day. However, much like a jack of all trades is master of none, Robin Hood: Defender of the Crown fails to shine in any of the game genres on offer, and results in a slightly disappointing experience.

ROBOCOP
Doesn't look too bad, but the gameplay is repetitive and there are no save points
FPS - Issue 27 (March 2004) - 5.9/10

(TS00503E)
Robocop.txt
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The moment Clarence Boddicker put the final bullet through Officer Murphy's noggin he created a monster and Robocop was born. Then almost as soon as the baby food-guzzling titanium Frankenstein got his revenge and rediscovered his humanity, he died again. Okay, he fought a robot called Cain in the sequel, but by the third film he was befriending orphans. Robo was rusty. It was time for him to be recycled into licence plates and to leave us alone with our memories. But no. The TV series comes along and insults us, then we get this, a first-person shooter so lacking you'd be hard pushed to 'buy that for a dollar', let alone the full asking price.
Robocop is back on the beat shooting people, upholding the law, shooting people, serving the public trust, shooting people, protecting the innocent, then shooting the innocent. Yet, despite the constant spray of ammo that leaves your gun, when held up against almost every other FPS on the Xbox, Robocop is an exercise in repetition and frustration. There are no save points during play, even when you reach certain checkpoints. If you play an entire level only to get killed right at the end, you go straight back to the beginning, bypassing the checkpoints, and are forced to play the whole thing again. It's extremely infuriating. Thankfully the enemy animation is on a loop which, weirdly, is something of a blessing. It means you can second guess where everyone is, so you simply learn where the bad guys will be, and at what time, allowing you to claw through a level. These are hardly the hallmarks of a classic game.
Weapons are limited, with only half a dozen attachments for your arm, and your most powerful weapon, the grenade launcher, is about as effective as throwing pebbles at a rhino. You will die frequently, and easily, something a titanium-covered superhero shouldn't really grow accustomed to. Some nice touches have been added, such as your vision fuzzing with static when you are close to copping it, but these are aesthetics alone, and don't improve the gameplay.
Old Robocop enemies have also been thrown in for effect, with ED209 back for a pummelling, but the inclusion of weird Metropolis-inspired Maria robots and laser guns feels out of place, as does an incessant hydraulic hiss that follows you everywhere. Sure, you're a robot, but having a buzzing in your ear with the slightest of actions quickly gets grating. In fact, the whole game quickly becomes grating and you end up wondering just how Robocop was ever commissioned by OCP in the first place. It makes you wish ED209 hadn't gone berserk - we might be enjoying a far more interesting franchise by now.

ROBOT WARS: EXTREME DESTRUCTION
Realistic damage, true to the TV series, but repetitive gameplay
Action - Issue 11 (XMas 2002) - 6.0/10

(BW00102E)
Robot.txt
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It might be unusual to associate 'heavy metal' with bearded geeks and a fetish for tin cans, but fortunately that's only the mechanically minded android-lovers who build robots in the BBC TV series. Robot Wars: Extreme Destruction challenges you to battle for survival in a huge arena infested with metal monsters. The game has a few novel features not seen in the TV series, but with a commentary by Jonathan Pearce you may find it hard to differentiate between the two.
Entering Competition mode gives you the opportunity to either buy a regular automaton from a range of seven or build your own metal maniac from a selection of components that are on sale. This could be fun but, with only a small start-up cash allowance and a limited choice of aggressive androids and components, you'll be at an immediate disadvantage in battle. It makes you an easy target against the brutal House Robots and hinders your opportunity to gain points and improve your bodywork.
The Arcade mode allows you to get off to a better start with a choice of eight mini-games and eight arenas in which to play. It also includes a four-player option. Endurance gives you the chance to play co-operatively as you and your partner aim to fight off the slow but progressive onslaught of those tin-can terrors. The object of Robot Football is pretty self-explanatory, but the metal-mangling House Robots seem to be programmed for one single thing: total carnage. This somehow defeats the purpose of the game, and as you desperately attempt to achieve the impossible by retrieving the football that's stuck in the corner, you find yourself thoroughly trashed.
The arenas range from the Robot Wars TV Studio to a Siberian Military Base. However, access is limited in Arcade mode (at least until you've played through Competition mode). Environments are diverse and attractive, and if you listen carefully to the wise words of Jonathan Pearce you'll steer clear of any nasty booby-traps. The interactive tube train and escalator in the New York Subway, for example, are death routes and only serve to punish an adventurous nature.
The dual analogue control is effective as it works like a radio-control handset, but tends to be slightly over-sensitive. Explosions suffer from a slow frame rate, especially in the Collateral Damage mini-game. However, the robots look realistic along with the effects of damage, whether it be an engine burn-out or a violent loss of weaponry. Your prized mean machine is often left completely defenceless and terminally useless, and robot-building fanatics may find this game a tear-jerking experience. For the rest of you though, Robot Wars: Extreme Destruction is a bit more scrap heap than extreme scrap.

ROBOTS
Smattered with nice touches, but the animation is poor and the camera is intrusive, awkward and painfully slow to rotate
Screenshots - Platformer - Issue 42 (May 2005) - 5.1/10

(VU05502E)
Robots.txt
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It would be fair to say Robots was one of the most stunningly animated films we've ever seen. It's a shame, then, that this amiable platformer doesn't look quite as slick as its celluloid counterpart. Sure, all the environments are pretty, from the expansive, impressive backdrop of Robot City to individual platforming setpieces, but the characters, especially lead C-3PO-a-like Rodney, could do with some rust remover and a squirt of WD40.
And so we follow Rodders on his adventures in the big smoke, in a script loosely complementing that of the film. Missions invariably involve talking to a fellow inhabitant, then carrying out a generic collecting task for them. Rodney has a fairly comprehensive inventory of gadgets and weapons to make nuts and bolts of his enemies, powered by the endless amount of scrap lying around. Retro-style vending machines allow tons of different upgrades, most notably for your flying sidekick Wonderbot, who can be programmed to pick up valuable scrap, or steered into inaccessible areas via remote control to pull levers and push buttons.
Although Rodney may be suitably animated, the awful camera really ruins the entire experience. Intrusive, awkward and painfully slow to rotate, it's hugely frustrating. Platform-jumping is tricky as it is, but if you get attacked from behind by an enemy, forget it - you'll lose half your health before even getting into a viable firing position.
Of course, every movie tie-in comes with the obligatory slew of video clips, unlocked during the game or purchased with scrap if you're lazy, but that's your lot. The game lacks the vocal talent of the film, but it would have taken more than that to rescue this from the junkyard of mediocrity. Not complete scrap, but no shiny example of AI either.

ROBOTECH INVASION
A budget-priced but very average cartoon-inspireed shooter that will appeal to kids more than adults
Mech shooter - Issue 37 (XMas 2004) - 6.0/10

(TT12702E)
RoboInv.txt
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We all associate first-person shooters with an older audience but Robotech Invasion is clearly aimed at priming a younger gamer for a career in the genre later in life. It's not quite Halo for kids but it's along those lines. The last time a Robotech title graced Xbox (Robotech: Battlecry, Issue 11, 7.3), it failed to seriously capture anyone's imagination, though it did sport some lovely cel-shaded visuals for its time.
Fast-forward two years and the franchise has taken a new direction under the guidance of Vicious Cycle and at a cool price point of just £20. And seeing as though the first-person shooter is well and truly in fashion at the moment, why not bring out the big guns?
The fun takes places in the 21st century where humans have made a cool discovery known as Robotech that has made space travel easier than finding your way home on a bus when the trains are cancelled. But good times soon went bad when we made contact with an alien race called the Invid that's eyeing Earth as its new gaff. And yep, you guessed it; it's up to you to save the day. Without giving too much away, there are a few surprises along the way, assuming the role of a second character being the biggest.
After firing the game up and jumping straight in we were surprised to see how smooth the first-person controls turned out to be. Too many FPS games are spoilt by bad, twitchy controls. But moving, looking and more importantly shooting are all rock solid in Invasion. Gameplay is very linear and the quick pace of the plot doesn't really allow you much time to explore the huge environments. As you can see from the shots on this page, the heads-up-display (HUD) is quite different from other shooters. So different in fact it's a bit on the annoying side because it overwhelms the action on screen. On this display is a big green arrow that constantly lets you know where you should be heading next. It almost feels like your hand's being held all the way through.
There's a lot of repetitive gameplay too that won't challenge anyone who's played at least one shooter before in their gaming career. The gameplay is objective-driven but a lot of the time you'll be doubling back on yourself and shooting the same type of enemies making the whole experience drag rather than excite.
But take this as an FPS that younger gamers will find it easy to get to grips with and you won't go wrong. It's not an exciting, adrenaline-pumping game and it does border on the easy side, but with multiplayer options (online and offline) for up to eight players, we could soon see the birth of tomorrow's generation of FPS warriors. If you're already at that stage though, you won't this very challenging at all.

ROBOTECH: BATTLECRY
Stylish anime designs, flashes of excitement, but not much depth
Mech shooter - Issue 11 (XMas 2002) - 7.3/10

(TM00202E)
Robotech.txt
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In the age of Battle Engine Aquila (Issue 11, 8.0) and MechAssault (Issue 11, 8.0), Robotech: Battlecry might seem too retro for android aficionados. On the other hand, anyone who loved the 1980s anime series Battle of the Planets will be itching to get into the cockpit.
After a mysterious battleship crash lands on Macross Island, the Robotech defence force is established to counter alien invasions. Their weapon is the Veritech Fighter, a 40-foot tall humanoid robot that can transform into a high-tech spaceship and a half-mech, half-ship hybrid.
It's a shame that such a cool and influential concept has been beaten to the punch by the aforementioned Xbox bruisers - both slicker and more sophisticated games. Mercifully, Robotech does have a completely different visual style, thanks to some appealing cel-shading and authentic anime designs. Just as alluring is the immense scale of Robotech's war against the Zentraedi. Many stages feature an awe-striking array of explosions and funky alien Mechs. The battles rage at a furious pace and can become quite strategic - deciding which transformation is best suited for a mothership attack, for example.
You'll soon discover that all three battle modes operate with almost identical controls. While this makes Robotech very intuitive, it does leave the transformations lacking in variety. At least the robot form has an effective sniper mode, allowing you to pick off alien scum from a distance. It's a pity that enemies don't recoil or suffer visible damage when shot. In fact, they often just stand completely still, as if embroiled in a life-or-death game of playground statues.
Although not as visually impressive as MechAssault, blowing up buildings in Robotech is still quite a treat. They buckle and collapse in a wake of cel-shaded debris and dust.
Unfortunately, Robotech's graphics are really the only thing worth shouting about. It doesn't have the new-millennium trendiness of Phantom Crash or the frantic Xbox Live antics of MechAssault. And there isn't enough action in the two-player Versus mode. While not a bad game, there's a lack of variety in the missions and in the way your Veritech controls. Robotech is a serious nostalgia trip and a pleasing diversion, but not sophisticated enough to stand up against the big boys on the giant robot scene.

ROCKY
Brilliantly evocative, this is dramatic multiplayer scrapping at its finest
Sports - Issue 9 (November 2002) - 9.0/10

(RA00703E)
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Before Rocky, the old chestnut of 'boxing not making for great video games' never looked like going away. Knockout Kings 2002 (Issue 03, 6.3) and Mike Tyson Heavyweight Boxing (Issue 05, 7.2) didn't do much to dispel it.
Compared with the pyrotechnic martial artistry of so-called 'proper' beat-'em-ups like Soul Calibur or Dead or Alive 3 (Issue 01, 8.5), a couple of blokes repeatedly punching each other was dull and not much fun.
That was, until now.
Rocky's key and unique achievement is making boxing exciting to play. The controls are simple enough so that you can perform high and low punches with your boxer's left and right arms using the four main controller buttons. The triggers modify punches into painful-looking uppercuts and activate a useful block; used together, they manoeuvre your chosen pugilist around the ring.
Moving and basic fighting are so easy to learn that you can soon target exposed areas of your opponent's body. Dodging a big punch and punishing the kidneys of its thrower by way of return is brutal, gripping stuff.
Once you get into the game - and you will want to - there are a large number of combos to learn, resulting in supremely satisfying, super-quick flurries which can turn a bout your way. They are especially necessary when playing against current office champ, Gavin 'The Machine' Ogden.
Crucially, and also unique to this game, the punches really feel like they're connecting with your opponent, thanks largely to some thumping sound effects. When such solid fighting mechanics combine with a few other choice elements, it makes every bout a dramatic, strategic confrontation.
Each boxer has a stamina bar (blue) that indicates the strength of his punches and an energy meter (the green/red one). Both recharge slowly if he gets out of the action - good footwork is almost as vital a skill as fighting. And avoiding a beating for a few moments to get some health back can make all the difference to the result.
You might not be able to get that fight-winning knockout punch in if your punching power is drained (which often happens late on in lengthy fights). But if you find a few seconds' respite here and there, you should have the resources for a killer blow.
Essentially, the two recharging bars facilitate dramatic comebacks, making matches far more exciting than real boxing - just like the films, in fact. Factor in all those combos, and there's significant depth and strategy accompanying the larger-than-life boxing action.
Rocky makes brilliant use of its licence - it's up there with GoldenEye in the way it manages to capture the spirit of its cinematic source material so well. Its mix of nostalgia, intense rivalry, high drama and climactic punch-ups is brilliant and addictive.
A big part of this is the music, which features some of the best tunes ever penned for a film. But it goes much, much deeper than that. From the way training is incorporated into the game, to the fighting action itself, it's obvious that Rocky has been developed with an enormous amount of fondness for the films. If, like us, you think Rocky films are super (we're thinking parts I and IV, in particular), you'll lap this up. If you're not familiar with the chronicles of Rocky Balboa, playing this game will likely make you want to be.
The game is also very strong graphically, although slightly suspect clipping makes some punches look like they pass through your opponent on occasion, but you won't mind too much during the excitement of a ding-dong fight.
The single-player Movie Mode takes you through the Rocky timeline. Playing as Rocky, you get to face famous opponents like Apollo Creed, Clubber Lang (Mr. T) and the fearsome Ivan Drago, and participate in a series of training mini-games between fights.
The training sessions are a great idea, and while they're fairly simplistic, they do add to the game, making you feel like you're working with your coach Mickey to become a better fighter. You'll want to improve, because success in the Movie Mode unlocks lots of different boxers (30 in all) and arenas for use in exhibition matches and two-player confrontations.
Getting everything from single-player is quite a challenge. There are plenty of fights and the CPU poses a real test at Contender difficulty level, never mind Champ. Once you've finished fighting Tommy Gunn at the end of Rocky V, though, you won't want to do Movie Mode again, not least because only being able to fight as Rocky is a bit restrictive.
But then, as with most beat-'em-ups, it's multiplayer matches that make Rocky truly special. Winner-stays-on with a group of friends and a full complement of unlocked boxers makes for some of the most entertaining moments we've yet to experience on Xbox. This is the only game to knock Halo off our lunchtime gaming schedule.
Rocky is superb fun, its excellent graphics, gameplay, atmosphere and fantastic soundtrack making it essential for your gaming get-togethers. With mates around to get the most out of the game, you won't be sorry for making the investment.

ROCKY LEGENDS
Excellent boxing action. Beats the crap out of Fight Night 2004 in terms of visuals and gameplay
Sports - Issue 35 (November 2004) - 8.6/10

(US05202W)
RockyLeg.txt
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Musicians complain about the dreaded second album, and the same could be said of games. Having established Rocky (Issue 09, 9.0) as a knockout from the off, the developer has to come up with something special to take it from a one-hit wonder to an established franchise.
Having already ripped the films apart in the original, where do you go from there? The game now centres on the central opponents from the first four films, with players controlling Rocky Balboa, Apollo Creed, Clubber Lang and Ivan Drago.
The majority of playing time will focus on the new Career mode. Controlling one of the four, players start at the bottom of the rung fighting on street corners, prison (in the case of Clubber Lang) or a back-alley gym. As you progress you move up the rankings, culminating in a world title shot against one of the leading lights. In between fights, it's back to the gym to sharpen skills with exercises dedicated to improve movement, speed, strength, and stamina. It's imperative to get the balance right - too much punch and too little puff will have you struggling should the fight go the distance.
From a gameplay point of view, Rocky Legends is virtually identical to the previous incarnation. It's still very much an arcade fighting game, but it's all the better for it. There's the usual array of hooks, jabs and uppercuts, and the Super Punch is as devastating as ever. Players must master blocking and weaving whilst varying punches if they're to come out on top. Standing toe to toe and slugging it out will see you hit the canvas in most fights.
There are a few new touches, and none better than Fury mode which appears when you're on your last legs. By pressing Back, you're able to throw punches twice as hard and fast Unfortunately, you can't block, but at this late stage you'll try anything to get back into the fight.
The one big question mark is over the longevity of the Career mode. Once you've taken one fighter to the top, you know what to expect when you replay the game through, so completing the careers for all four boxers might become tiresome. Especially as it reminds you how sluggish they are at the start.
That said, this is still a great game. The graphics are much sharper than before and players of the original will feel at home from the opening bell. However, it's pretty much the first game with a few bells and whistles. Overall, it's still a game that should grace any collection and Rocky proves he can still deliver that knockout blow.

ROGUE OPS
The mix of stealth and action is evenly pitched, but aimless wandering detracts from the fun
Action adventure - Issue 26 (February 2004) - 7.6/10

(KB00404E)
RogueOps.txt
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As any one of Roman Abramovich's multi-million pound signings will know, it takes something special to shine when you're surrounded by class. Likewise, in a genre populated by Splinter Cell (Issue 10, 9.0) and Mission: Impossible - Operation Surma (Issue 25, 8.0), Rogue Ops was always going to need something special to stand out and earn a place amongst the greats. So is it a starring role alongside the elite or a career on the shelf for Nikki Connors?
Rogue Ops starts off simply enough; there's the dazzlingly beautiful ex-Green Beret, equal parts pert posterior and lethal killing machine. There's the dead husband and infant daughter to avenge, giving Nikki a reason to go back for one last mission, and there's also grizzled unit commander Jonah coaching Nikki through the game's demanding levels.
Rogue Ops handles nicely via a dual stick operation that the tutorial walks you through. Anything that Nikki can interact with flashes up on the screen and is accessed via the action button. This simple system does away with the need to remember countless button combos, but it also makes the player feel spoon-fed, as you're told pretty much what to do and when to do it. Anyone used to the more independent world of Splinter Cell may find it a little demeaning. The other problem with this method is that you're forced to approach almost every piece of scenery in a level to see if you can interact with it and thus solve the puzzle. This can, on occasion, mean too much lost time, wandering aimlessly around a level looking for the magic key.
The stealth killing method in Rogue Ops is a neat little touch. Instead of just creeping up and grabbing your enemy by the neck Sam Fisher style, you need to pull off a quick set of stick manoeuvres to dispatch a guard. Once done, you're rewarded with a nice cutscene of your moves. Killing enemies by stealth also means you're rewarded with bonuses such as ammo or health. The pickpocket feature allows you to rob enemies of their goodies before gunning them down, should you feel a little guilty about rifling through the pockets of a dead man.
Like Mission: Impossible, Rogue Ops features an impressive array of weaponry and gadgets that Nikki needs to make use of in order to complete the task at hand. There is an element of strategy here too, as certain pieces of equipment will run out of battery life if they're overused, forcing the player to use them sparingly.
This game can be a fiendishly devious little puzzler at times, requiring you to use all your acquired gaming know-how. Don't expect a gentle curve either - things start hard and stay that way. This can mean that the early levels are a little frustrating as you search for the way through but there is a real sense of reward when you finally make it.
Rogue Ops is very good, but it's unlikely to make many gamers' top tens due to the sheer quality of titles already available in this genre. Were it not for the near-perfection of Splinter Cell and the like, Rogue Ops might
get a bigger slice of the action. As it is, Nikki Connors is left battling for scraps at Sam Fisher's table.

ROGUE TROOPER
A sturdy, fun-packed shooter starring 2000AD's one-man blue army
Action - Issue 56 (June 2006) - 8.8/10

(SC01401W)
rogue.txt
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Rogue Trooper rocks. You barely need to read this review, just take a look at the screenshots in front of you and the score at the end. A little better than your 'average wargame', right? Kinda giving off that whole Metal Gear Solid/Mercenaries (Issue 39, 8.5) vibe, isn't it?
Okay, so the first couple of levels are a bit rubbish, but bear with it. You'll amble through the usual training nonsense, and be itching to get out there and start blasting, but you know what? These aren't usual training missions. They hint at bigger things to come, so pay attention.
Sure, there are the usual 'learning to calibrate your target' (looking around in other words), and 'learning to calibrate your weapons' (pointing, shooting, blah blah) bits. But what surprised us about Rogue Trooper is how it just keeps layering on the extras, gently unfolding to reveal Rogue's specialist killing skills until you're dispensing mines, mastering the art of holographic manipulation, placing sentry guns, or upgrading weapons like it was second nature. Within ten minutes you'll be armed, primed and in control of one of the most fiercely enjoyable Xbox characters we've encountered in a long, long while.
What makes Rogue Trooper such a joy to play is the constant, shifting nature of gameplay, and how you're persistently forced to use the skills and equipment you've mastered during training. And when all that challenge is presented in an environment so richly detailed as Rogue Trooper's Nu Earth, it adds up to some stellar gaming.
Having been betrayed at the beginning of the game, Rogue's three brothers in arms are slain, and their personalities captured and stored in complex microchips embedded in Rogue's equipment. With one in his gun, another in the backpack and the third in his helmet, each is voice-acted perfectly, offering snippets of information at appropriate times and suggesting the next course of action in Rogue's quest for revenge. But each is also an indispensable part of Rogue's arsenal. Helm (the helmet) can be used to unlock doors and crack codes, Bagman (the backpack) will inject you with medi potions and even invent new weapons, while Gunnar can transform himself into various types of gun depending on what the situation calls for.
If, for example, three enemy choppers are swarming down and raining all manner of hot lead upon you, transforming Gunnar into the Sammy Launcher is just what the doctor ordered. Sending up a screaming trail of flame is hugely satisfying, and when the sky bleaches of all colour and a cascading mass of metal and twisted debris crashes down in front of you, it's clear that Rogue Trooper is just as much about firing guns as enjoying the results.
Bad guys die in wondrous, stupid ways as well. Shoot them in the head and they go down like a bag of bricks, but punch a hole in their gas tanks and they stumble about panicking before disappearing in a stream of smoke. And if you're lucky enough to be inside a flak cannon or mounted gun, look about the scenery as well. Gas canisters, statues or giant neon signs can all be used to squish the enemy. And if interactive scenery is a bit too complex for you, Rogue can lay a sprinkle of itsy black mines - too small to see, too nasty to survive - to explode enemies good and proper. They can be deployed in scatter formation or dropped like breadcrumbs behind you as you flee from an enemy. Or, if Bagman has been fed enough salvage (collected from dead bodies to transform into weapons), he'll produce so many varieties of grenade you're often spoiled for choice about which one to use.
As well as the deeply entertaining third-person game, Rogue Trooper is also punctuated with stunning first-person moments. They're on rails for the most part, but swooping through canyons and great fissures in the Earth pursued by squadrons of fighter craft is great fun. Swatting them from the sky and watching them smash into cliff walls gives the game something of an epic quality, especially as these sections are so relentless. Just because they're 'on rails' doesn't mean they're a walk in the Nu Earth park, though. They're ferocious, breathless set-pieces we were quite surprised to discover in a game we secretly used to think would be 'a bit poo'. We're over the moon to be proved wrong.
Then, just as soon as you've survived the first-person sections, breathless and clinging to life, you're sent to snoop around enemy encampments, ducking behind crates or trying to perform silent kills to stay out of trouble. The game changes gear, direction and pace so expertly it's like playing your way through a fantastic action movie.
Occasionally though, no matter how hard Rogue tries and how much ammo he fires into Nord faces, there will be times when no amount of snooping will keep you safe, and that's where the training kicks in again. Rogue can have Helm project a hologram decoy to draw fire away, or if he puts the 'Holo-Rogue' into 'high-power mode', it can be used to scout out a level in safety to find a way through. Gunnar can be detached and placed as a sentry gun as well, clearing dangerous corridors or guarding entrances to rooms while Rogue goes about his business.
But all the ingenious trickery at Rogue's disposal has been matched blow for blow by the game's fearsome enemies, the Nords. Dropships thump deadly automated pill-boxes into the ground from high above, and once powered up, they're formidable. Rattling out bullets upon your detection, even if Rogue manages to take one out (we're not telling you how), they explode and unleash a swarm of automated robots who'll come at you and explode in close contact. Giant mechs clunk about, eager to rip your shiny blue ass apart, while some of the Xbox's nastiest snipers will pick at you without giving away their location - it's no surprise this was made by the team behind the super-hard Sniper Elite (Issue 48, 7.8).
As unforgiving as it can be, Rogue Trooper never once fails to be entertaining. It's solid and chunky, a big generous slice of effortless fun. The learning curve is perfect, missions are constantly shifting and throwing in new challenges, and there are enough twists in the plot to keep you pressing on, wanting to discover more.
Of course, there are a few quibbles that deserve the wagging finger, and here they come... First up is the lumbering speed at which Gunnar transforms into other weapons. With a screeching warship bearing down on you, its not nice to have your gun excusing itself as it transforms into something big enough to deal with the problem. Rogue also seems to need permission to vault over small walls (a job which will require the pressing of the X button almost as much as you need to pull the trigger), something we'd expect him to do automatically, what with being an elite super-soldier and all. Also - and we're being super-picky here - scrolling through complicated grenades and weapons options before you can use anything spoils the pace a bit, the game sometimes being too fiddly for its own good. Learn how to quickly access what you need and when, though, and you'll feel like the Terminator.
Moaning aside, Rogue Trooper is a beautifully accessible game, an impressive achievement given the legions of hardcore 2000AD fans it will have to please. It somehow manages to walk the fine line between uncompromising geekdom and all-out fun to strike a perfect chord, nailing the feel and gameplay perfectly. The talking equipment is more than just looped voice recordings, giving Rogue Trooper characters you'll actually care about (the last time that happened we were playing Half-Life 2). And even though he's a grumpy killing machine, we even started liking the big blue fella himself too.
Combining a little stealth, a little tactical stuff and a whole shipload of chunky, satisfying combat, Rogue Trooper is truly a game for the masses. Crucially, though, it's one that doesn't suffer the cut corners and dumb gameplay that hobbles the likes of, say, EA's recent 007 games. This is solidly put together, quality gaming, made by a team which obviously cares about the licence it's bringing to life, and that's put a lot of thought into doing so.
It's a title that offers so much to see, do and interact with you'll never look at obscure game licenses in the same way again. As we said at the start, Rogue Trooper rocks - and if there's any justice on Nu Earth, the developers should be given the vast amounts of money required to buy all the cool film and comic licences EA owns and make them into equally cool games. Because as Rogue Trooper so brilliantly proves, not all of them need be cynical, shoddy cash-ins.

ROLLERCOASTER TYCOON
Ultra detailed. Absorbing and addictive, but outdated, flat presentation
World builder - Issue 16 (May 2003) - 7.0/10

(IG04604E)
Rollercoast.txt
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Remember visiting your first amusement park? The crowds of people, women screaming, fearsome rides and fingers cemented together with pink sugar? This may describe your typical Saturday night, but at age nine this was heaven. Now, it may seem odd to pursue the career of the suit-wearing amusement park proprietor as entertainment, but this is exactly what RollerCoaster Tycoon does.
Your task is to establish a popular amusement park, building kickass rollercoasters of your own design. In this way it resembles the classic Sim City, although you're spared from tiny details like water pipes and electricity. You can include an amazing range of more than 50 rides, such as Ferris wheels, Dodgems and log rides.
The construction of the rollercoaster tracks really is the zenith of the Tycoon experience. You have amazing flexibility in how you choose the path, incorporating banks, twists and barrel rolls. You can put three loop-the-loops in a row, but you could find that the majority of your customers lose their lunch. A good rollercoaster is balanced between three elements: excitement, intensity and nausea. Correspondingly, your customers have varied tolerances to these attributes, putting a subtle financial spin on the construction of your 'Satan's Banshee' track.
In fact, there is a strong financial spin to everything in this game. You can control all kinds of money-making minutiae, from things like staff wages and ride fees down to profit margins on chips and ice cream. Helpfully, you can read your customers' minds and see exactly what they want. Balance the park in the right way and your customers will go home thoroughly fleeced.
Now for the bad news. For all its positives, RollerCoaster Tycoon is quite an elderly game by modern standards and as such it isn't exactly glossy. The graphics are flat, drab and fairly two-dimensional. The view can be rotated, but only to fixed compass point views. You can't zoom in smoothly and most objects in the game are sprites. On top of this, the sound isn't great either. Although a faithful port of the PC version, this is a fairly criminal example of not exploiting the Xbox's enormous processing power.
Overall, RollerCoaster Tycoon is an entertaining world-builder game that is only held back by its antiquated presentation. If you can stomach the graphics, it's a worthwhile investment. Just refrain from eating anything for half an hour beforehand.

ROLLING
Superb camera, plays and handles fairly well, but feels dated and derivative
Extreme sports - Issue 23 (December 2003) - 5.9/10

(SC00702E)
Rolling.txt
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Nothing to do with the Limp Bizkit song of the same name, Rolling is actually an 'aggressive inline skating' product of the sadly now-deceased Rage. It was left in limbo for months before SCi swooped down like beanie-sporting angels and decided that it was way too 'street' to be dumped in the trash.
This offers more of the usual head-cracking extreme sports mayhem, combining realistic challenges with the offbeat, and plagiarising the seminal Tony Hawk's series for everything it's got. The controls and premise are virtually identical. B and X for flip and grab moves, Y for grind and A for jump. The sweetest trick is maintaining a series of grind moves, flicking off
a wall and returning to a rail to keep the combo flowing. More ambitious manoeuvres (the Rocket Fishbrain is guaranteed to dislocate a shoulder or two) can be unlocked as your reputation builds, and these will inevitably contribute towards cracking those elusive 'ill' scores. And your face too, if you're not careful. This game features an unhealthy appreciation for blood.
Other Hawk derivations rear their heads throughout. Letter/logo collecting features prominently and the modicum of bizarre tasks on offer, such as winching boats in, are Tony Hawk through and through. We also discovered a giggling vampire lurking on a schoolyard level, which we can only assume acts as some kind of ode to Buffy's Sunnydale High. However, maintaining seriousness are the many video and photoshoots, which you'll find littered at various corners of the courses. Dazzle the onlookers with your individualistic brand of street swagger to win magazine cover recognition, or fall on your arse to enter the You've Been Framed hall of fame. The varying difficulty between challenges is alarming - some are simple, others are harder to nail than a plank of titanium.
There are six decent multiplayer games too, including the wacky Time Bomb chase, plus the customary park editor. But that, sports fans, is just about it. Had this been released two years ago, it might have felt quite ordinary. Now, it's almost bordering on the retro. The character models are big and bold, but alas a little clumsy, and although a fidgety-yet-fluid camera tries its best to snazz up your airborne panache with drama and sparkle, the overall look remains somewhat bland. Rolling is certainly playable but virtually single-handedly defines the word 'mediocre'. Wakeboarding Unleashed (Issue 17, 8.6) is far more fulfilling and worthy of your dosh, and it won't be too long before Tony Hawk Underground (THUG) hits the decks either. We reckon you should make a leap for those two instead. Dude.

RUGBY 2005
A generally excellent recreation of the game of rugby, topped off with lashings of EA veneer
Screenshots - Sports - Issue 40 (March 2005) - 8.2/10

(EA09702E)
Rugby2005.txt
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Ah rugby, the game of toothless oafs, Cambridge undergraduates called Toxteth and men who love cupping oval balls. A game of grit, determination, and chronic sports injuries. Of course, it doesn't have to be this painful, thanks to EA's yearly update of its official Rugby Union-licensed game, imaginatively called Rugby 2005, now sprinting onto Xbox for the first time. Who could have seen that coming, eh?
So what's new? Well, for starters, this Xbox offering sports all-new player models and animations, which help create a far greater sense of authenticity than before, with bone-bending tackles, fearsome mauls and balletic dives for the try line now replicated in realism-packed glory. The atmosphere has also been ramped up, with accurate crowd chants and improved stadium effects that further add to the immersion.
But what's it like as a simulation of legal GBH? Well, you know what? It's pretty damn good. Games genuinely feel like the real thing, with countless punts arcing into touch, smooth passing moves flowing across the back line and brutal rucks savagely contested by hulking cauliflower-eared forwards. Best of all though, is the game's intelligent use of the play on rule, meaning that matches flow more smoothly than beer at a victory party.
The AI is also impressive, reading the game with lifelike intelligence, while each carefully recreated international team displays the kind of ability you'd associate with their real-life counterparts. The green-as-grass Italians and Americans are easy to steamroller, but the savvy New Zealanders and English prove a far harder proposition, fizzing the ball around the park while forming formidable defensive lines.
The game simply spills over with tournaments, and you can try your hand at anything from the Six Nations to the World Cup. It won't be long before you've mastered the art of combining your backs and forwards to devastating effect, though sadly, kicking during open play and line-outs is clumsy and unclear, and stealing possession can often be frustratingly difficult. Overall though, Rugby 2005 is a triumph, and had it not been for these few clumsy fumbles, it could have been a world-beater. As close to the real thing as you're likely to get without strapping on a groin guard.

RUGBY 06
Public school football makes it as an EA annual update. And it's rather good, surprisingly
Sports - Issue 53 (March 2006) - 8.4/10

(EA13501E)
rugby06.txt
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In the same way last summer's Ashes victory brought a legion of fair-weather cricket fans crawling out of the woodwork ("No, I've always been a very keen follower of our proud nation's summer sport I think you'll find"), so the Six Nations competition is generating a new breed of fervent rugby fans. Unless you happen to be Welsh (in which case the game's already in your blood - just ask Charlotte Church, she's full of rugby player at the moment), chances are you're currently 'mad for a bit of rucking and mauling', so let's all give a EA a nice big round of applause for the timely appearance of its first rugby game since, well, this time last year. Hurrah!
Put simply, Rugby 06 (as it's cunningly been titled to fit in snugly with the EA '06' sports range) is as good an update as we've seen EA produce in a long time. For one, it looks stunning. FIFA-stunning, in fact. With player likenesses and television-style presentation easily on a par with EA's footballing megalith, it comes as no surprise that Rugby 06 is one of the best-looking sports games on Xbox. The first time you see an angry scrum actually STEAMING on screen it becomes clear that an awful lot of work has gone into the visuals. Even the cauliflower ears look good enough to eat.
But that's only the start of it. Apart from just looking good, Rugby 06 has really refined what it is to play rugby on a console - no easy task by any stretch of the imagination. Like last year's game, the controls are tight and responsive, and once mastered let you play a fast, intelligent game, but it's the new moves that really add to the game.
Alright, so it's one new move in particular that adds to the game, but being able to offload the ball to a nearby player just as you're being man-handled to the ground allows you to really rip through the defences. More than that, it keeps the ball moving so you never feel like you're slowing down every five seconds just to scrap for the ball in the mud. Likewise the ability to take quick penalties and line-outs before the opposition have fully got their heads together keeps the game flowing and unpredictable.
Clearly the emphasis on this year's EA rugby game is on attack, but defence hasn't been forgotten entirely, with damaging - barely legal - high tackles giving overeager full-backs something seriously painful to think about. Not to mention that both attack and defence benefit from new set-plays that can be activated with a flick of the D-pad during mauls and scrums. Plus, each team now boasts a number of 'star' players, which makes squad management a far more important aspect than it ever was before. Okay, so with all these new features to think about it's still nowhere near as easy to get to grips with as Rugby Challenge 2006 and you still can't assign the trigger buttons to pass the ball, but there's far more depth here than anything offered by Ubisoft's game.
And that's about the crux of it. Rugby 06 may not be as beginner-friendly as Rugby Challenge 2006, but the chances are if you're smart enough to follow the sport you're probably smart enough to cope with Rugby 06's additional layers of depth, which is why EA's game is clearly the better of the two. It looks better, it plays better and although the list of teams and competitions are very similar between the two games, it's Rugby 06 that carries the official Guinness Premiership and RBS Six Nations licences (but then what else would you expect from moneybags EA?). The career mode is suitably life-sapping and the annoying way players constantly strayed offside in last year's version seems to have been finally ironed out. Now all EA needs to do is add some Live support and it really will have the perfect game for egg-chasers everywhere.
It's not often we get excited about sports games that aren't Pro Evolution Soccer or Tiger Woods, but then rugby fans have traditionally had very little to get excited about on Xbox in the past. The fact that it takes some patience to get all the rules and rugby quirks down means that it's still unlikely to draw any of the football massive over to the 'public-school' side, and there are a couple of issues we'd like to see sorted for next year (it's far too easy for a good side to exploit holes in a poor team's defence), but on this form, Rugby 06 certainly looks the Union effort to beat this season.

RUGBY CHALLENGE 2006
Unlike a Kiwi prop, this is pretty lightweight stuff
Sports - Issue 53 (March 2006) - 6.5/10

(HP00502E)
rugbychall.txt
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For a game riddled with so many rules and - let's face it - pointless intricacies, rugby fans are an unfussy bunch. So long as the ball keeps moving, the scrums are steaming and the beer is flowing, just about any display of egg-chasing, no matter how basic, will keep the punters happy.
And that's why we reckon the rugby massive will happily lap up Rugby Challenge 2006 like it's spilt Guinness on the floor of a sweaty changing room. It's slick, reasonably fast, easy to get to grips with and, unlike its 2004 semi-prequel World Championship Rugby (Issue 28, 8.0), it finally offers the chance to play as both the national teams and all the British club teams (both Premiership and Celtic League). Who cares that Rugby Challenge 2006 isn't the greatest sports game made? You get to play as club teams rugby fans! Like Saracens and Worcester! Since when have you been able to do that? Er, like, never!
But let's not get too carried away. We have, after all, just suggested that Rugby Challenge 2006 doesn't quite measure up in the quality stakes. Sure, it's great for pick-up-and-play stuff - especially if you're not all that au fait with rugby's rules and regulations - but if you're looking for a game with slightly more depth than a toddler's paddling pool, Ubisoft's first crack at the peanut-hugging market falls just short of touch.
So let's start with the good stuff. As with World Championship Rugby, everything is geared towards a fast running and passing game. Get possession, sprint towards the line and keep recycling the ball out to the wings courtesy of the trigger button passes. If you've played World Championship Rugby then you'll know exactly what to expect as the controls are nearly identical. In fact, the only real update to the controls are the mauls and scrums, which now use a simple repeating reaction test to help drive your pack forwards. Penalties are uncommon and, providing the ball doesn't go into touch too often, it's possible to keep a single phase of play going for an entire half's worth of action - that's how focused on free-flowing ball recycling Rugby Challenge 2006 is.
There's a much improved training mode too. And not just your typical running and passing tutorials either (although these are really helpful). Rugby Challenge 2006 offers loads of innovative little training games that help sledgehammer the basic techniques home - and bloody hard some of them are too.
But the real improvement is just how much content has been added. Not only are the Guinness Premiership and Celtic League teams now present, but the European clubs and the Southern Hemisphere clubs too, and all the competitions that go with them. Throw in plenty of challenge matches, some novel tweaks on the rugby format (Hot Potato for example, where you're only allowed to hold the ball for three seconds before passing) and a perfectly playable career mode that bears more than a passing resemblance to PES5's Master League and you have a game that most rugby fans will be pleased just to see exist.
But this isn't 2003 any more, and with England's World Cup victory now but a fading memory of a lunchtime hangover it's not so easy to jump on the first open-topped rugby bandwagon that comes along. After EA's Rugby 2005 (Issue 40, 8.2) managed to add some depth to World Championship Rugby's simple format with its momentum-based mauls and advanced passing and running techniques, we expected RC2006 to follow a similar suit. But it hasn't, and with EA's Rugby 06 improving even further, this is likely to look even more basic in comparison.
There are some other troubling faults with RC2006 too. For one, it doesn't look all that hot. We know rugby players aren't the best-looking of sportsmen, but even the Elephant Man would gag at some of the monstrosities representing the Six Nations' finest here. Okay, so the lack of detail keeps things running smoothly, but Steve Thompson should consider talking to his lawyers.
And while we're on the subject, we're pretty sure balls, no matter how wrongly shaped they are, shouldn't bend in mid-air quite like they do in RC2006. Banana kicks we've heard of, but banana throws? It's like a bunch of magnetic players chucking a metal ball around - and no, we don't have the gravity-bending cheat turned on either.
But mostly it's in the lack of any real attempt to add depth to the game where Rugby Challenge 2006 suffers the most. Once again it's simply a case of continually passing the ball to the wings while running at full pelt towards the goal line. While RC2006 is certainly an improvement over World Championship Rugby in terms of content and options, it plays virtually the same, and for that it gets a significantly lower score. Rugby isn't the easiest game to recreate on a console, we'll admit, but you'd best try EA's Rugby 06 before making any kind of judgment call over which game to buy for this year's Six Nations, eh?

RUN LIKE HELL
Enough mindless entertainment to see you through a weekend. Cheap sci-fi thrills but there are better survival horrors
Survival horror - Issue 33 (September 2004) - 6.9/10

(IP00603E)
RunLikeHell.txt
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Run Like Hell proves that an all-star voiceover cast can enhance even the cheesiest game. Straight-to-video veterans like Lance Henriksen (Aliens), Brad Dourif (Child's Play) and Clancy Brown (Highlander) have been a mainstay of sci-fi movies for years and fit perfectly with this survival horror game set in space.
Henriksen plays Captain Nick Connor with his usual calm sincerity. This likeable hero is forced to reveal a mean streak when parasitic aliens arrive on Forseti space station. Before long, the creatures have bioformed the entire structure with strange organic material and seized the crew for a mysterious and disturbing purpose. Despite being a low-rent carbon copy of the movie Aliens, Run Like Hell's plot does keep a captivating pace and is helped immensely by the considerable talents of Henriksen and Brown.
Arguably, there is a huge number of cutscenes in proportion to the time you spend playing - probably because the game itself isn't particularly deep. Controlling Nick is intuitive enough and the camera rarely obscures your view, but it's hard to get excited by the dated survival horror formula. Running about from room to room collecting key cards and ammunition grows very old, very quickly. While it makes narrative sense for Nick to revisit locations, wandering through Epsilon deck for the fourth and fifth times really starts to grate later in the adventure.
Repetition also plagues Run Like Hell's HR Giger-esque extraterrestrials. There are only four standard species (not counting the more fearsome boss creatures), and not even the old trick of different colour schemes for tougher variations can dilute the tedium.
Combat overall is intuitive but auto-targeting (possible at massive range) does most of the work for you. At least there's an involving weapon-upgrade system that adds a slight RPG-style element to the game.
Despite its faults, Run Like Hell offers a heap of mindless Saturday night entertainment; exactly the cheap thrills (particularly at £20) that you'd expect from one of Henriksen's flicks. There is certainly a solid weekend's diversion here, but definitely more for the moviegoer than the gamer.

SAMURAI SHODOWN V
Obscure classic beat 'em up action with a ludicrous price tag attached
Arcade - Issue 52 (February 2006) - 5.0/10

(SN00403W)
sshowdownv.txt

SAMURAI WARRIORS
Ambitious, epic hack 'n' slash that suffers from a lack of variation. Sometimes more hard work than fun
Action - Issue 34 (October 2004) - 7.0/10

(KO00602E)
Samurai.txt
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As fans of the Dynasty Warriors games will know, bigger means better. And we're not just talking about the length of your sword either; we mean the colossal collective of enemies that players can hack, slash and blast their way through. Samurai Warriors transports the epic action from feudal China to Japan, but all the familiar game modes are on offer.
Story mode, unsurprisingly, gives players the chance to work through a multitude of armies as one of five specific characters, all with various weapons and outlandish special attacks. Depending on which character you choose, you'll encounter each of the other four's armies in your struggle through each six-battle saga. Successful fights naturally result in your character earning Experience points to upgrade their attributes after each battle.
Less is definitely not more here, as wave after wave of soldiers ripe for the slaughter charge at you, providing plenty of fast-paced, sweat-inducing gameplay. It's fantastic fun slashing your way through an entire army (it's common for the number of enemies killed on one level to run into the thousands), and knocking out tens of opponents in one go should prompt a glowing satisfaction in even the most ardent pacifist.
Unfortunately, this can bring on monotonous button-bashing gameplay too, because melee attacks are limited to the X button and magic attacks to A, with range attacks (Y) mostly ineffective against smaller foes. Spectacular combos are dependent on how many enemies surround you, rather than player skill, and there's not a massive variation of bad guys either. That said, the engine runs smoothly enough, and there's not the slightest hint of slowdown during the frantic action.
Although not as visually stunning or vibrant as their Dynasty Warriors Chinese brethren, the dark and gritty environments of Samurai Warriors do invoke the misty-eyed mysticism of medieval Japan. But at the end of the day, these too become very similar, only punctuated by the odd castle or two.
The several additional game modes (Free, Survival, Challenge etc) should offer a bit more sundry swordplay, but the time challenges only thinly veil the same core gameplay of the single-player campaign. Two sprouting samurai can take on the hordes co-operatively in the passable multiplayer, though during a particularly intense battle the action gets a tad confusing, so it's probably best to shun your sword-swinging mate and go this one alone.
It's not the most original or groundbreaking of Xbox games, but Samurai Warriors knows exactly what it wants to be and, being a devout samurai, makes no pretensions of swaying from the hack/slash/hack/hack/slash gameplay mantra. It can occasionally be more hard work than fun, but if you want ferocious fighting on an epic scale, tune in for the latest Dynasty episode.

SAVAGE SKIES
Pretty decent, with solid multiplayer, but Panzer sets the benchmark
Shooter - Issue 15 (April 2003) - 6.3/10

()
SavageSkies.txt
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Now let's be honest about this. If you were desperate to read about shoot-'em-ups involving winged beasts, then chances are you would have already stopped letting your fingers do the walking and feasted your eyes on the Panzer Dragoon Orta review. But you're here now, which means you want to know how Savage Skies can offer something different against the mighty Game of The Month that is Panzer. And the truth is, it does have a certain appeal, but you'll need to be somebody that goes for personality over looks to get the best from it.
On cosmetic value alone it's easy to dismiss Savage Skies. It's in a different league to PDO - kind of like the Nationwide Conference compared to the Champions League. It's not that it looks terrible - it doesn't - there are some impressive particle effects, some very good landscapes and the beasts themselves aren't short of a decent animation or two.
But where Savage Skies breaks the chains of being labelled a cash-in clone is through the gameplay. For a start, it's not an auto-scrolling title, which means you're relatively free to explore your environment. There are still plenty of invisible walls to bash against, but you do get a feeling of freedom as you swoop and soar between cliff faces and castle turrets.
The missions are also pretty varied. At the start of a single-player game you have a choice of joining one of three factions, with each faction having a campaign consisting of nine missions. The missions look quite different but the objectives remain similar: search and destroy, rescue, protect and escort... you get the picture. Each faction has their own beasts - ranging from some evil-looking skeletal dragons to cuddly owls, so there's an incentive to play through the different campaign options - but it's a shame that all the creatures handle pretty much the same.
Then there are the multiplayer options. You and three friends can duke it out in split-screen Deathmatch mode, or choose between Team Battle, Crystal Capture or various Co-operative missions. So with nearly 30 missions and a comprehensive multiplayer mode, there's certainly a case for Savage Skies to contribute to the shoot-'em-up genre. It's just a shame the publishers decided to release it in the shadow of a dragoon's wing...

SCALER
Very generic but surprisingly fun. The addition of several different characters tips the scales in its favour
Platformer - Issue 37 (XMas 2004) - 6.3/10

(TT12201L)
Scaler.txt
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A name like Scaler may not conjure up the most pleasant of images; it's a bit too close to scabies, scabby and scaly for our liking, things we generally go out of our way to avoid. So after prolonging our follicular phobias for as long as possible, we got under the skin of this pleasantly entertaining platformer.
Forget the baffling plot (some nonsense about a kid who, whilst being interrogated by an army general commanded by evil dragons, gets zapped with electricity and turns into a bright blue lizard then gets teleported to the Dragon's home world). We told you not to ask. Instead, kick back and just enjoy the chaos.
If the opium-smoking caterpillar from Alice in Wonderland ever designed a game environment, this would definitely be it. Psychedelic clashing colours, giant mushrooms and baddies straight out of Critters 3 all add up to a truly bizarre experience. Central character Scaler's movement is slippier than a greased-up slapper at a foam party, which becomes pretty frustrating when precision jumping over precarious, tricky platforms. Ranged attacks using Scaler's impressively big, erm, Dragonhood mean his thrashing tongue makes smashing your way through the tons of breakable objects an absolute breeze.
Each level provides a decent enough mix of simple puzzle solving and exhilarating zipping around on the handy vines that link each mini-stage. Scaler has the ability to upgrade various attributes, dependant on the amount of those phenomenally useful golden orbs generic to so many platformers. By destroying specific enemies, Scaler also gains the ability to assume their form. Often vital to progress past certain puzzles, this brilliantly keeps gameplay fresh and varied.
Obviously not the most groundbreaking title out there, but a solid title that, with a bit more concentration on the presentation front, could have scaled the heady highs of platformers.

SCOOBY DOO! MYSTERY MAYHEM
A fun and easy-going adventure. Brilliantly captures the cartoon's atmosphere. Zoinks!
Action adventure - Issue 28 (April 2004) - 8.1/10

(TQ01402W)
Scooby.txt
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Over-age dropouts hanging out with smart teenagers, free love, suppressed lesbianism and blatant drug pseudonyms. The Scooby Doo! cartoons perfectly captured the mood of the the '70s, and garnered legions of blissfully naive young fans. Scooby Doo! Mystery Mayhem aims to encapsulate all of these ingredients into an easy-to-swallow,
bite-sized Scooby Snack, whilst creating an entertaining experience for relative newcomers, and it's done a sterling job all round.
Players alternately control Scooby and Shaggy, though both are very similar in ability, with Scooby's crawl move being the only major difference. By guiding the dopey duo through numerous levels, uncovering clues and solving some brain-friendly puzzles, the gang must unravel the mystery of who's haunting an old library, terrorising a movie studio etc. Characteristically, it's always the dodgy-looking bloke you meet at the start who rattles out the classic line, "I would have gotten away with it too, if it wasn't for you pesky kids!" once he's been rumbled.
Don't go thinking this is a simplistic kids' game though - it's far from it. Mystery Mayhem is littered with brilliant, authentic touches. The developer obviously has a real affection for the original cartoon (and not the rubbish film), as the atmosphere is brilliantly captured, from the great-looking cutscenes and voiceover (provided by most of the original cast) to the comedy sound effects and awesome canned laughter. There's no real combat as such. Instead, enemies (the customary ghosts, monsters and mummies) are trapped in your Tome of Doom. Whip out this nefarious novel whenever enemies are near and repeatedly tap the corresponding buttons to suck them into the book. By collecting more discarded pages, Shaggy and Scooby can capture more varieties of ghost.
Although there's no true health bar, our heroes are dependant on a Cool meter; too many scares and they'll scarper off to console each other with a hug. The Cool meter is restored with Scooby Snacks. Save points are represented by cameras, as they "capture a moment in time when the pair were happy together". Ahhh. There are several bonus games and levels to discover, including a comical eating contest and a mine cart ride that'll blast the cobwebs away. This all adds significantly more to the whole tripped-out experience.
To be fair, the level design isn't exactly the most imaginative in the world, and the camera isn't fully rotational, which causes the odd problem. But don't worry about all of this; just kick back, get the munchies in and let yourself sink into this wonderful, psychedelic haze of a game.

SCOOBY DOO! UNMASKED
The Scoob is back for another scrappy adventure - a distinctly average platformer
Platformer - Issue 48 (November 2005) - 6.0/10

(TQ24701W)
Scooby2.txt
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Scooby Dooby Doo, where are you? Languishing in this distinctly average platformer, it seems. It's not terrible, in fact some bits are rather fun. Of course, run-of-the-mill platforming is just about all you'll be doing. Collecting items and twatting enemies out of the way is about as taxing as it gets, as Scooby, Shaggy and the gang investigate a series of maniacal special effects robots gone haywire.
Grabbing as many Scooby Snacks as you can get down your neck, along with pointedly obvious clues scattered among levels calls for a certain degree of platforming skill. Collecting food for Shaggy to cook up, thus gaining players additional reward points, is a humorous aside, though we would have liked to have seen a lot more of these side missions and mini-games.
Level design is confusingly inconsistent. The developer has included much more verticality in this latest Scooby scrape, and as a result the wonder dog has the ability to climb ladders, traverse gaps on monkey bars and descend death slides. This makes for a bit more interest than your average run 'n jump game, though the developer does put a lot of emphasis on these in early levels, so the novelty soon wears off.
The unfortunate counter to this is that there are far too many invisible barriers in each levels, and the result is a very on-rails experience. When you look at how cartoon franchises can be done (check out the excellent Wallace & Gromit: The Curse of the Were-Rabbit), stuff like this feels very dated and tedious.
There are a couple of nice touches, like the way the cut scenes are cel-shaded to try and hammer home that cartoon feel. However, these look decidedly rough, and lack even the polish of a scratchy 1960s Hanna-Barbera offering. A bog-standard platformer that'll strike a chord with younger gamers, though not a lot of others.

SCRAPLAND
An entertaining adventure, massive in scale and with the characteristic McGee twist. Mulitplayer is a letdown
Adventure - Issue 38 (January 2005) - 8.0/10

(EL00102E)
Scrapland.txt
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Have you ever woken up from a twisted nightmare, thankful it was only a dream? American McGee has those sorts of dreams, only he uses them to put an alternative spin on children's classic stories. Just look out for the upcoming game and movie tie-in Oz for proof. Taking the lead producer's role of Scrapland was no easy feat, yet although the game is a somewhat tamer tale, the end result is still a characteristically comical affair.
Scrapland has been bandied about in the press as a sort of 'GTA in space', and there are some striking similarities. First and foremost is the free-roaming nature of the game. Now don't get us wrong, the sleek and sexy cityscape would no way give San Andreas a run for its money in terms of environmental interaction or sheer scale. What it does have in its favour however, are stunning visuals. Lush, futuristic buildings ascend into a fantastic, asteroid-littered space panoramic, and the vibrant environments are alive with hundreds of inhabitants and explosive police chases.
Scrapland is a planet inhabited solely by robots. Their world was decimated by humans, so they've rebuilt it from scrap. As a result, humans (or anything organic) are outlawed. But the Mayor of governing city Chimera has now been found dead, and it's up to you as lead character D-Tritus (super-sleuth/reporter scum) to gather clues as to whom the murderer could be.
Gameplay is a weird hybrid of mission-based actioner and free-roaming adventure. There's a massive number of characters to interact with, and thousands of lines of spoken dialogue. Because every type of robot inhabiting the city is logged in the divine Great Database, D-Tritus can hack into all of them from any one of the ports dotted around each location. Big D can assume one of the 15 types of robot available (they're an inbred lot). Each has different functions or special attacks, giving countless different ways of completing missions. But there is a flipside to changing your image more than Madonna. Beholders, little flying snitch bitches of the police, are quick to point you out if they see you filling another's mechanical shoes. It's illegal, so do it away from the watchful gaze of their scanners, as denoted on your handy little radar.
Get caught, and just like an annoying little chav, they'll get their bigger brothers. Though slower and thicker, they pack a punch that's actually worth worrying about. It's here that Scrapland suffers its first short circuit. Sure it's fun swapping identities left, right and centre, but the Beholders will always eventually suss you as an impostor. Far more satisfying is to become a Beholder yourself and accuse a robot that needs assassinating, letting the heavy boys roll in and do their worst.
It's not actually possible to 'die' as such in Scrapland. After getting obliterated for the umpteenth time by persistent police, D-Tritus invariably ends up in the slammer. Escape is monotonously simple - take over the form of a little Stapler that appears in your cell, evade patrolling police and escape out of convenient tunnels. Although not a difficult task, it does quickly become tiresome as it takes five minutes to get to where you were before.
The more exciting aspects of the game occur during the ship-racing and combat missions. Race for cash, race to complete a mission, or just race for fun; there's a ton of different excuses to zip round tracks collecting holographic buoys. It's illegal to physically destroy fellow competitors, but your ships are equipped with a handy electrical whip. Although tricky to master, once you do you'll be leapfrogging the competition in no time, though watch out for your fellow racers as they can do the same to you. Whilst the races are enjoyable, you don't get much of a feeling of speed, due to the fairly sluggish nature of your ships. The controls are default inverted and can't be changed, either.
That said, you can build your own custom ships. Each ship requires plans which are teasingly difficult to discover, spread out all over Chimera. Once you've acquired the blueprints, head back to your trusty pal Rusty's Scrapyard and get to work. Choose the engine size and weapon upgrades, though your choices are limited by the amount of cash in your stash. There are tons of ships available, each useful in different ways. Beef up the engines of the more lightweight craft, and they'll blitz round the track like a greyhound on a promise. Toughen up your artillery and you'll be unstoppable on combat missions. Most of the ships still handle very similarly though, and it's a chore to keep trekking back to your garage to swap vehicles. There are a load of different sub-missions available, though once again these are limited to increasingly faster races - a shame, considering the amount of characters on offer that have gone unexploited.
The game features a rip-roaring multiplayer mode, using all the ships from the single-player game. Deathmatch, Flag variants and manic Race modes are available and these are a real blast, with crisp, intelligent maps ranging from sprawling expanses to claustrophobic caverns. It's an Iron Giant-sized shame then, that this is a woefully missed opportunity, only catering for two players split-screen. Xbox Live would have been great, but hell - even System Link or four-way same-screen could surely have been included? Remember how lost and empty you felt when Johnny 5 was all alone and helpless? That's how we feel now...
One thing's for sure, Scrapland is definitely a very unique experience. American McGee has taken elements of all the classic mystery-solving adventure titles of yesteryear, mixed up some reasonably entertaining race and combat action, and set the whole thing in a wonderfully bizarre universe. It shouldn't work, but somehow he's managed to pull it off. For sure, spanning several genres doesn't give the game the depth it really needs to be outstanding, but dipping into each just enough results in an affably accessible title. For an alternative spin around tomorrow's world, do check this out. Scrappy dappy do.

SEABLADE
Derivative, difficult bog standard arcade dogfighting shooter clone
Shooter - Issue 17 (June 2003) - 4.0/10

(TM00901E)
Seablade.txt
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Sign up to the SeaBlade Corps for no particular reason and take to the skies in anger! You're part of an elite flying brigade tasked with liberating the people of the world, flying through banal checkpoint missions and quite possibly dying of boredom for your country.
SeaBlade is a fairly stock arcade flying game. You pilot atmospheric craft which can seamlessly dive underwater, triggering a crescendo of whale song and tranquil Jacques Cousteau-esque music. You'll rescue hostages, engage in dogfights and destroy legions of anti-aircraft weapons in the battle for a water-drenched planet.
You are given your instructions in cartoonish rendered still frames with voiceovers. The production values here start to give you a picture of the kind of budget SeaBlade was produced on. It's not exactly Hollywood, let's say. This sombre realisation continues when you reach the actual gameplay - while the craft models and animation are undeniably good, the game environment and effects are seriously underwhelming. This is one of those unfortunate situations where not all the parts of the game could rise to the same level.
The key feature is the ability to dive underwater whenever you like. Unfortunately, this aspect is at best a gimmick. There isn't any good reason to dive and the game isn't made significantly more interesting or challenging because of it. The underwater sections serve as a direct extension of the open-air areas, with scarce adjustment required in the way you pilot the craft or the activities you undertake.
SeaBlade follows many arcade conventions of the past. For example, power-ups behave in a very old-skool fashion, in that you can only have one weapon equipped at a time, and collecting more than one icon for that weapon upgrades its destructive power. It takes some getting used to, in this age of complex objectives and massive arsenals. The flight model has also been dumbed down to pure simplicity.
Strangely, SeaBlade is inordinately tough for a fluffy action game, even on easy difficulty. You are hardly given a chance to get accustomed to the controls and game environment before you're mercilessly attacked. Not that we're complaining - we've completed many a hardcore action title that was eye-wateringly difficult. But this game really makes you pay. And pay, and pay.
It's not exactly impossible, but progressing through the game requires such a studied, anally retentive effort than you might as well be reading chemistry textbooks. It's so tough that we'd argue most people won't find it entertaining. And to top it all off, there isn't even any spectacular cutscene footage, really great effects or genuinely interesting story developments to motivate your interest in progressing. There are other shooters on the market that are more deserving of your cash. Stick with them.

SECOND SIGHT
Enjoyable, sadistic thriller with outstanding psychic powers and excellent controls. Brilliant but short-lived
Stealth - Issue 33 (September 2004) - 8.1/10

(CM07101W)
SecondSight.txt
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John Vattic is not your average antihero. By definition, an antihero is a roguish scoundrel with a soft underbelly. Vattic, on the other hand, is the polar opposite - a kindly, amiable intellectual with the soul of a tormented homicidal maniac. He's the equivalent of Peter Parker on a chainsaw rampage. Or your granny Uzi-ing down the Post Office staff following a bounced giro. You really don't expect them to be nasty. But deep down, they really are.
Second Sight, as you will no doubt have foreseen (get it?), is a telekinetically themed third-person action adventure with bags of sadism chucked in for good measure. The twist here is that in addition to pistols and sniper rifles, you, as Dr John Vattic, command a wealth of psychic powers for defeating the bad guys. Temporary invisibility and projecting yourself out of body will get you past most tricky obstacles. The craft of self-healing is a total godsend, too, yet none of this quite compares to Vattic's warped ability of propelling oncoming felons through the air via simple thought, forcing them to scream as their necks are wrung and twisted, and blood inexplicably spurts from every orifice. Scientists, doctors, security guards and government agents, you name them - they all feel the brunt of this gifted man's wrath.
In terms of story, Second Sight is basically what XIII (Issue 23, 9.0) might have been if Stephen King had scripted it. An amnesiac (that's Vattic) with telekinetic powers wakes up in hospital to nightmarish, fragmented flashbacks. Cue the token political conspiracy, and you're thrust onto a search-and-rescue mission for an incarcerated psychic and army colonel. The actual structure flickers between present day and the past, with the latter concerning a botched military operation in snow-caked mountains.
Almost every level can be played with varying degrees of action and stealth. First objective on the checklist is pure 'creepily does it' stuff, requiring you to escape experimentation at a top-secret lab. There are CCTV cameras to be disabled, computers to be hacked and patrolling busy bodies to evade. At this point, a basic Psi-blast (or a grab from behind) is all you have for eliminating anyone deemed a potential aggressor. Yet - now here is where things get nasty - as soon as a harmless scientist spots you, he'll sound the alarm. So you nail him. Never mind the fact he's shaking in the corner like a big girl's blouse - give the nerd a taste of psi and watch his backside roast. It's the old clich?: them or us.
So stealth is important for survival, right? Well, yes and no. You see - here's the other twist - while sneaking about may be fun, the whole stealth concept seems almost utterly pointless. Vattic's incredible powers make him a virtually indestructible weapon. In only a few circumstances is it truly imperative to keep your whereabouts secret, so why not storm in, psi-weapons blazing? Kill them all? Who cares? Most of the enemies are so weedy, a kid on a tricycle could run them down. Conversely, in Normal difficulty, Vattic is capable of absorbing more punishment than a 30-stone S&M fanatic covered in numbing spray. Plus, his healing skill repairs his damage almost instantly (provided adequate cover can be sought). Seriously, dropping your conscience and becoming a psychic mentalist will get you through this game far, far quicker than playing it cautiously. If you really must take the 'steadily does it' approach, then playing it in Challenging is the only option.
Fortunately, the slightly erratic stealth element aside, Second Sight is bloody good fun. The psychic powers are brilliantly implemented and if it weren't for Psi-Ops we'd be saying how innovative and individual they are. Select your chosen skill via the D-pad, use the Left trigger to hone in on a target (for healing friends or attacking enemies) and slam down the Right trigger to unleash the force. If you're using telekinesis, the Right thumbstick controls the direction of the target object, enabling you to create diversions by spinning crates and toppling tables or, as the story progresses, throwing guards through windows, impaling them on fences and tumbling them over ledges (great ragdoll physics, by the way). It's an ingenious system, and makes Second Sight something special.
As a full-on action thriller, Second Sight does the business. It's the kind of game you'll want to play to release some anger: smash some rooms up, hide away in a cupboard and bounce unsuspecting passers-by off far-away walls. It's fun, tense and full of character. It may not be especially big or original in the story stakes, but you'll definitely want to play this game until its bloody, satisfying conclusion. Get it and prove that brain can prevail over brawn. Assuming it's a psychic brain, that is...

SECRET WEAPONS OVER NORMANDY
Exciting, accomplished shoot 'em up. Easy to pick up, with a variety of modes on Live
Shoot 'em up - Issue 24 (XMas 2003) - 8.0/10 - Xbox Live features ****

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SecretW.txt
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One of Great Britain's proudest moments was during the early years of WWII, where a handful of fighter pilots heroically defended our homeland against the might of the German Luftwaffe. The Battle of Britain, as it's known, turned out to be the first major turning point of the war, and video games frequently raid this period of history for inspiration, with varying degrees of success.
Secret Weapons Over Normandy, the latest in a long line of WWII shooters, picks up the story in the summer of 1940. The war is in full swing and you're a hotshot American pilot assigned to a top-secret British squadron, The Blackhawks. After a black and white archive film intro and simple tutorial, it's straight into the evacuation of Dunkirk, where you must provide cover for the beleagured troops. The levels follow recreated scenarios of real-life events and battles, from the Battles of Britain and Midway to the D-Day Invasions, albeit with a wedge of creative licence thrown in. There are an impressive 30 missions to dogfight, bomb and escort through, using 20 planes from the Spitfire and Hurricane to the P-51 Mustang and Me 262 jet.
Now we're all for a bit of realism, but nothing's more boring than flight sims that incorporate pre-flight checks, loads of instruments, and the rigmarole of a five-minute take-off routine. Thankfully, SWON throws this all out of the bomb bay doors and proudly wears its arcade blaster badge on its flak jacket sleeve to provide an easily accessible, refreshingly basic flying game that both beginners and more experienced Douglas Baders will find enjoyable. Although realism is compromised in the name of gameplay, this only makes for a more exciting experience, and there's the fantastic option to play through the campaign mode in single- or two-player co-op.
But it's not all dogfighting devilry, as certain missions require our young American pilot to get behind anti-aircraft flak cannons to repel airstrip attacks, and lend support from the tail gun of a B-17 Bomber. While these fixed gun, on-rails setpieces are great fun, they are infrequent breaks from the routine and, at the end of the day, there are only so many ways you can dress an interception/bombing mission before it starts to get repetitive. Which SWON does suffer from if you play for too long in one sitting.
A game like this is also crying out to be played with a group of people, though criminally there's not even System Link, let alone Xbox Live capability. SWON is an accomplished arcade shooter, which would have benefited immensely from an improved multiplayer game such as Crimson Skies provides.

SEGA GT 2002
An incredibly comprehensive and polished game very much in the style of Gran Turismo
Driving - Issue 10 (December 2002) - 8.5/10

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A car is not a heap of cleverly sculpted metal with four wheels. It can actually be far more than the sum of its parts, more than just an A-to-B runaround. As a nation, English folk generally love the car. As a game, Sega GT 2002 nurtures that special relationship between man and motor.
It's only natural that you want to shower a loved one with gifts. A big fat exhaust here, an engine overhaul there. And all that spending results in a high, because you can feel the difference your devotion has made during the time you spend with your vehicle.
Then, of course, you ditch the car as soon as you can afford a better model. But hey, that's life. You always want the best you can get.
The great thing is, those besotted with automobiles don't have to express their love on the open road anymore. Gran Turismo meant the intoxicating world of car tuning and racing could be lived from your sofa. Little wonder, then, that Sega fancies a spot of GT action for itself.
Now us Xbox owners can mull over which type of air filter we want, too. And the happy news is that Sega GT 2002 is just as good as Gran Turismo 3 on many levels.
The main mode, Sega GT, is a huge, potentially endless feast of cars and driving. But at first you only have a paltry amount of cash, meaning it's humble hatchback time. Just like real life.
Racing your new pride and joy results in buckets of cash, as long as you perform well. This cash can be used to upgrade your current car or saved to buy new cars. Naturally, new cars enable you to win more prestigious races, which means more money. More money means more speed, better cars... it's a frenzy of consumerism. The possibilities are endless, what with 108 cars from 21 manufacturers, all of which can be tuned and upgraded to your liking.
Importantly, given the degree of variation possible with this number of cars available, the handling is spot-on. Making a change to your car's suspension results in just the kind of subtle difference you'd expect, which helps to make all the time spent pontificating over spare parts seem worthwhile.
The differences between cars are pronounced, and as you move through the game the spongy feel of your little Peugeot gives way to roaring monsters that grip the road as if part of the tarmac itself. Again, it helps make your progression feel far more satisfying.
The use of the pad rumble facility is excellent, with the higher frequency light rumble used subtly when your car begins to lose its grip. It's a real help in getting around circuits with a minimum of skidding.
Another plus in Sega GT 2002's favour is the chunky solidity of its visuals. They're never amazingly jaw-dropping, and the cars aren't the most detailed we've ever seen (the vehicles in Project Gotham Racing [Issue 01 8.9], for example, are better). But, overall, the game has a nice look to it, with reflection mapping on the cars and a winning mix of lighting and scenery. It's high quality stuff, basically, although admittedly a little lacking in thrills.
If all this is making you think that Sega GT 2002 is Gran Turismo on Xbox, then that's because, basically, it is. However, there are a few bits and pieces that give this game an identity of its own.
The licence tests, for a start, are friendlier. Rather than failing you the second you leave the track, you have a gauge that depletes as you commit driving atrocities - sliding out on corners, leaving the track, hitting walls, and so on. You only fail the test when the gauge hits rock bottom, which is a far more forgiving way of doing things in our book.
There's also greater variety in the races. As well as races that restrict entry in terms of car class or manufacturer, there are interesting competitions such as the drag race (useful for showing off acceleration) and a series of one-on-one races that ask you to gamble your prize money on just one more outing.
Lose in one of those latter showdowns, mind you, and all the cash won in that competition goes. This 'stick or twist' situation appeals to our devil-may-care attitude.
Another nice little touch is the way you can take photos from each replay and hang your favourites on the wall of you garage. Extras like that give Sega GT 2002 more of a fun, video game feel than the sim-centric Gran Turismo.
All this good stuff is counterbalanced somewhat by some fairly awkward menus, and long loading waits. When you first start the game, for example, there is only a handful of cars you can afford, but rather than present you with the choice you do have the game makes you go through each manufacturer's roster in turn until you come across a motor in your price range.
It does show you the range of cars you'll eventually be able to race straight off, but if you want to dive straight in, it's a pain.
Another menu-related annoyance is the slightly-too-long loading times. Because so much of the game is devoted to choosing new parts, new cars and general fiddling, you flick between menu screens quite a bit. All the loading pauses mean you might not get quite as engrossed as you otherwise would.
Picking nits (we won't say out of which head of hair) Sega GT 2002 falls just short of a handful of several truly superb racing games on Xbox in terms of actual racing thrills. It isn't as high adrenaline as Moto GP (Issue 04, 8.9) or Colin McRae Rally 3 (Issue 10, 8.9), nor is it quite as fun as the real-car thrashing in Project Gotham Racing (Issue 01, 8.9). In comparison, Sega GT 2002 is a tiny bit clinical.
But the fact is, if you want the almost RPG-style experience of building up the ultimate racing machine, this does the job admirably and at least as effectively as Gran Turismo 3, if not more so. Car lovers, start your engines.

SEGA GT ONLINE
Live-enabled update. Huge single-player career mode and virtually limitless on Xbox Live
Driving - Issue 24 (XMas 2003) - 8.7/10

(SE03305E)
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If there's one thing nobody can accuse Xbox of lacking, it's a wealth of quality driving titles. There are so many currently available for the console, encompassing all aspects of four-wheeled fun, from all-out arcade madness such as Project Gotham Racing 2 (Issue 23, 9.3) to the technical tour de force of Colin McRae Rally 04 (Issue 21, 9.1). Sitting comfortably in the middle lane between arcade action and realistic sim is the well-received and very successful Sega GT 2002 (Issue 10, 8.5), and that title has now been tweaked, fine-tuned and buffed with a soft chamois leather as it takes a hard right into the world of online racing...
All the original features are back, along with a considerable number of improvements and additions. Seven new manufacturers have signed up, bringing the total to 27, and this means 40 new cars - including the sublime Dodge Viper SRT-10 - bringing this total to an impressive 167 motors. And there are 27 unlockable tracks too!
Right, enough of the stats, let's get down to business. The game retains the original's impressive single-player mode, whereby qualifying for licences, competing in races, championships and Gathering mode earns you wads of cash. They say money makes the world go round, but in this case it'll make your wheels go round faster (crap.puns@OXM.com) as you use these readies to upgrade nearly every part of your beloved mean machine. With the huge number of cars on offer, this provides a huge amount of scope for all you carnoisseurs out there. The standard Quick Race, Time Trial and Replay modes are all included (as per usual in pretty much every driving title around), along with Chronicle mode, where you can race classic cars from yesteryear.
However, it says Online in the title and that's why we're here. New modes include Quick Battle, Tailored Optimatch, and Ranking Ladders. The main meat though, is in the frantic Battle for 12, where you can race (and hurl road rage abuse) against 11 like-minded individuals, initially over six tracks, before unlocking the remainder. You can use cars, parts and upgrades earned in the offline game to race on Xbox Live, thus giving a real incentive to play through the single-player game to unlock all the top motors.
Another couple of nice touches are the ability to transfer saved cars from Sega GT 2002 online to rule the virtual roads, and the way you can trade (and bet) cars and parts with other players within your Live session.
Online games can suffer from frustrating slowdown, and this fate occasionally befalls Sega GT Online, though not enough to seriously hamper gameplay. Also, collisions between cars can often have random results, ranging from immediate spring-back to ungainly momentary morphing but, aside from this, Sega has delivered a competent online update of an established classic.

SEGA SOCCER SLAM
Decent, frantic footy, best played with a friend. Ideal to rent
Sports - Issue 9 (November 2002) - 6.8/10

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For a Sega game, Sega Soccer Slam has been curiously unheralded, save for our First Look last issue, of course. For those of you unfamiliar with its premise, this is a fast, slick and decidedly old-school dose of arcade action that plays a little like the NBA Jam of footy. Career-ending tackles are fair game, you can knock players off the ball with a flurry of fisticuffs and the goals fly in at a great rate.
To maintain a fast pace, there are no throw-ins, corners, or fouls, and each team has only four players - three on the pitch and one in goal.
The madness goes beyond the fast pace of the game. The real zanyness is reserved for a variety of special moves. Extended periods of possession, nifty passes and blistering shots all help to fill your combo meter, which you can use to power up players for a limited time in order to give you a better chance of scoring.
Better still, if you can save yourself from using the combo meter until it's completely full, you can use it to execute a 'killer kick', an outrageous Matrix-style slow-mo shot that, in the right hands, pretty much guarantees a goal. It also looks super cool.
In another nice touch, you'll occasionally see a spotlight with your team's logo moving around the pitch. If you can get a player with the ball into the spotlight before it disappears, you'll be able to execute a massive shot on goal that leaves your combo meter untouched.
These special moves add a layer of depth to what would otherwise be an extremely shallow game. With them, it's still only puddle-deep, but it's a riotous pool of liquid, the wacky moves providing a good incentive to play well and fill up the combo meter. Fast-paced two-player matches are where Sega Soccer Slam comes into its own, and blasting a killer kick past a hapless friend is properly entertaining.
Curiously, this game causes a little contention in the usually harmonious Official UK Xbox Magazine office. To some, the style of the in-game characters isn't particularly charming. They look nice and solid, but suffer from unappealing design; a bit of a shame in an instant-thrill game like this. What's more, chronically bad player voice-overs and an irritating Cockney commentator (who sounds like the idiot from the Iceland frozen food adverts) also make the game feel irritatingly and unnecessarily tacky to certain members of the team.
Others though, who shall remain nameless (but have long hair), find it all rather amusing, feeling that the style adds to the game, and that the characters are rather jolly. Everyone's entitled to an opinion, of course, but Ben is wrong.
Ultimately, the stylistic appeal of Sega Soccer Slam will come down to your own personal taste, but the game itself is simple, solid fun to play, especially with two or more players.
Worth 45 notes? Not really. But that's why you joined Blockbuster.

SENSIBLE SOCCER 2006
Ping-pong style footy with crazy curve-ball gameplay! Sensi Soccer is back...
Sports - Issue 57 (July 2006) - 7.0/10

(CM09101E)
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Sensible Soccer is to football what ping pong is to tennis. It's fast-paced end-to-end football that's all about quick thinking and ninja reactions. It won't knock Pro Evo off the number one spot, but for a quick arcade-style kickabout, you can't get better than this.
Fans of the original 1992 classic will be happy with the news that this feels just like it used to back then, albeit with a better controller. But if you're not a gaming grandad and haven't played the original, just know that it's not about fancy footwork, through-balls, man-marking and all that stuff. Pro Evo is the undisputed king of simulating real footy, and this doesn't try to contend with that.
Sensible Soccer is about rapidly flicking the ball from player to player, then smashing it goal-wards and yanking the Left stick to put a crazy amount of curve on your shot. It's fast and frenetic stuff, with the ball being slapped between players like a pinball, whizzing from one end of the pitch to the other and back like a game of basketball. And it's easy to play because the controls are as simple as the game - there's pass and shoot and that's it. It's perfect pick-up-and-play arcade fodder.
Despite it's simplicity, there's plenty of skill to playing Sensible Soccer, mainly because you have to move the ball about quickly and the game never aims for you - the direction you press is the direction your pass or shot will go. Passing is pretty easy to master, but shooting is a real art. It's all about the curve. That's what turns multiplayer friendlies into sweary shout-a-thons, as ridiculous curve-balls bend through the air like whoever's in charge of gravity has had a few too many, and the ball smashes into the back of the net. Ah, it's good to be playing Sensible Soccer again.
Although it sticks faithfully to the feel of the original, modern technology has brought a few advantages. Cel-shaded 3D graphics are the first and, although it looks a bit plain, it does the job, and 360-degree analogue control is much better than the crappy four-way joysticks of old. They've added a sprint function too, but it's only for emergency situations because players have a sprint bar that depletes in seconds and doesn't recharge.
The only problems modern gamers may have are the lack of a player-select button (the game does this for you) and the inability to use fancy dribbling to pass a defender - you either get past or have the ball snatched from you. But that's not so bad, because it results in the ping-pong passing nature that the franchise is known for.
Sensible Soccer is a simple kickabout designed for quick blasts of multiplayer fun. It's nowhere near as deep or involving as Pro Evo or FIFA, and such a minimalist title might not be as well-suited to today's more sim-hungry gamer. But it does what it sets out to do well and is always a great laugh with mates. And at a 1990s pricetag of œ20, where can you go wrong?

SERIOUS SAM
Hectic blasting with a smattering of laughs. Slick and distinctive
First-person shooter - Issue 11 (XMas 2002) - 8.2/10

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You won't think Serious Sam is all that serious if you've spent much time looking at the game in action, or even perused static shots. Indeed, a moment's glance at the box, or at the Johnny Bravo-esque Sam himself, should persuade you that the 'serious' bit of the title is actually a joke.
But even then, you probably won't be prepared for the sheer mentalness of the
action Serious Sam serves up. The plot, which concerns itself with an ancient, superior race that lived in Egypt and a present-day attack on Earth from outer space, is just an excuse to put the player in a sequence of utterly insane battles against some very memorable foes.
There are a lot of good things we can say about the Xbox version of Serious Sam. Rather than just lazily port the PC original straight across, the developer has tinkered with the game to make sure it feels properly at home in its new console environment. Gone is the typical quick-save feature that blights a lot of PC games, and in its place is a system whereby extra lives are have to be earned by racking up good old-fashioned points.
Points are gained by killing nasties, collecting hidden treasure, or even performing 'multikills' - ending the lives of several enemies with one shot of your chosen weapon. The better you are, the more lives you accrue - and when Sam expires, you'll respawn where he dropped after a couple of seconds' breather.
Further concessions to console-land include a spruced-up front end that reflects the game very nicely indeed. On the title screen, Sam poses next to the options and taps the inside of your TV screen; or sometimes, he'll just poke his head up over the bottom of the screen, look around shiftily for a few seconds, then mooch off again. It's gloriously silly, and lots of fun. And the best thing is, that silliness continues into the game proper.
If you didn't like The Library level in Halo, there's a chance you might not go for the flavour of combat that's served up here. It's the same kind of non-stop, sweaty, desperate combat, requiring frantic use of both thumbsticks to simultaneously avoid hordes of mental enemies and keep them in your sights.
The tone is rather different to The Library though, so if (like me) you were too scared to play that level on your own on tougher settings (the shame), you shouldn't have that problem with Sam. Bright primary colours, amusing quips from the man himself and a Fun Dial cranked up to the max mean that this is incredibly tense, but not scary.
Not scary, that is, except for one thing. One type of enemy is funny, but very, very frightening - it has no head, carries bombs, and runs after you until you kill it, or it gets near enough to detonate its deadly load. The thing is, it screams, so you hear it coming. When you can hear it, but can't see it, you might be scared. I was.
There are loads of other great enemies, too. They're like old-fashioned game baddies brought to life in 3D, cloned hundreds of times, and sent into battle. All at the same time. And wait until you see the bigger ones...
The graphics are colourful and solid too. While they may not be the most cutting-edge visuals you'll have seen this year, the primary colours, big bright lens flare and exuberant weapon effects mean it's very appealing all the same. And since there can be dozens of enemies running about at any given time, plus their projectiles, you don't really have much time for a chin-stroking, bump-mapping appreciation session anyway.
And the good points just keep on coming with this game. There's a System Link mode, and you can do Co-op mode over it, too. That's excellent fun. What else?
Well, if the gameplay grabs you, it won't let you go for a long time. In a value for money move, both Serious Sam episodes so far released on PC are crammed onto the one disc, making for tons and tons of levels.
The thing is, though, this game is something of an acquired taste. It's incredibly manic and frantic, and if you prefer fighting sophisticated opponents or using stealth to achieve your goals, this probably isn't the title for you. Those not entirely convinced by it could find it all rather repetitive after a while.
But what SS does, it does very well indeed. It's the closest any game has got to playing like the ancient coin-op Smash TV. It's full of humour, energy, and if you play it close to bedtime you'll be too buzzed to get to sleep. So it's doing something right...

SHADOW OF MEMORIES
Drab, clumsy and low on enjoyment. A messy gimmick of a title
Adventure - Issue 10 (December 2002) - 4.0/10

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Time, please! We spent last month Sweeping it and Splitting it, and now we get the chance to meddle with it and control our destinies.
In Shadow of Memories, you control Eike, a man stabbed in the back by an unknown assailant while leaving a caf?.
Eike enters a strange limbo where a camp, disembodied voice offers him the opportunity to go back in time and alter events in order to save his life. He agrees, and goes back to half an hour before the stabbing. If Eike succeeds, he must deal with the consequences of his new life.
If it sounds complicated, it isn't really. You're given a glimpse of the future and how you snuff it, then you're jetted back in time in order to prevent it from happening. In fact, everything about Shadow Of Memories is a bit too simple, from the primary school graphics to the suffocating linearity of the tasks you're asked to mill through. While the concept is fantastic, it's dull to play, thanks to the overlong cut-scenes and a plot with more holes than a tea bag.
Technically, it's quite shameful. The low-detail visuals shudder and creak around Eike, who clomps about the place in a pair of shoes that sound as if they have a megaphone stuck to them. This is a workmanlike conversion of a game that was workmanlike when it made its debut 18 months ago on the PlayStation 2.
Playing the game involves little more than completing a series of Resident Evil-style puzzles, but with none of that game's cool carnage inbetween. The puzzles are either too easy or so random that you're reduced to trial and error.
Silent Hill 2: Inner Fears (Issue 08, 8.4) outclasses this in terms of looks, atmosphere and overall quality, and is a better purchase than this messy gimmick of a title.

SHADOW OPS: RED MERCURY
Rock-solid shooter that any FPS fan will lap up. Nothing new, but great in multiplayer
FPS - Issue 31 (July 2004) - 8.0/10 - Xbox Live features *

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We're not short of a squad-based shooter or two, but nothing tickles our fancy more than a good one. Bad ones can go to bed with no supper but good ones are welcome to keep us entertained all night long. The latest recruit to join the squad comes from Atari and the US-based developer Zombie. If you're a regular reader of this magazine, then you'll already be up to speed on how the game plays thanks to the playable demo featured on last month's exclusive disc. If you're a newcomer to these shores, then ring the back issues number on page 065 and sort it out immediately.
Shadow Ops: Red Mercury is more of a straightforward shooting experience than a realism-inspired title such as Ubisoft's Ghost Recon or Rainbow Six series. For a start, you can't control your AI team-mates, but they do move around the level covering you and supplying much-needed backup. We'll cover more on that later. The best thing Shadow Ops has going for it, is that it works. The controls feel rock solid and that's got to be the most important factor when doing the first-person thing on a pad. They're as smooth as silk and making that vital headshot should be within any FPS fan's capabilities.
You fill the freshly polished army-endorsed boots of an elite Delta Force operative, hand-picked by the CIA's Special Missions Unit to gun down terrorists and contain the much-talked-about Red Mercury: a substance capable of acting as a nuclear accelerant that can be sold to any terrorist with a credit card. It's not too surprising, then, that you and your team must race around the globe in order to save the world from nuclear annihilation. But no pressure!
Another impressive element of Ops is its presentation: the menus are easy to navigate, the game itself looks top notch, and a superb Hollywood-themed orchestral soundtrack backs all the action. Zombie has obviously spent a lot of time and effort (not to mention money) on the high production values and it's definitely paid off in the final game. Of course, using the latest version of the mighty Unreal game engine hasn't hurt the cause either.
Shadow Ops' opening mission drops you straight in at the deep end. And to be completely honest, it took us a while to hone in and get to grips with the task ahead. You're flung straight into the middle of an enemy hot zone and it's all going off around you. The chopper that sets you down takes a direct hit and starts spiralling out of control right above your head. This is your mission: secure the crash site and rescue any survivors you come across. The trouble is, there are oodles of terrorists between you and your goal, and you have to mow through them all to get there as quickly as possible. It's harder than it sounds, and it sounds very hard. Enemies you shoot drop ammo and the occasional health pick-up (vital on harder difficulty settings), so be sure not to leave anything behind.
As previously mentioned, you don't take direct control of your team-mates, and more often than not they're taking care of things behind you. This means that you have to venture into new territory on your tod. And if there's a guy with a rocket launcher round the corner, it's mission over and back to the start for you. The AI bots can occasionally box you in too, and as there's no command to move them, you can be there for a while trying to find a way past them. Thankfully it's not enough to put you off.
Overall there are about 20 single-player missions (as well as a whole load of multiplayer options) and each one features a basic objective that must be competed before you can move onto the next. Some missions require the taking out of huge anti-aircraft guns and radar stations while others see you having to protect a designated person for the duration of the mission. Each mission takes place in a new setting so the background scenery never starts to grate either. From the war-torn streets of the opening level, you'll be whisked across the globe to jungles, underground bases, deserts, military installations and a whole load more.
The weapons get bigger the further you progress into the game and there's a whole load to choose from. You can only hold a few at a time but you get plenty of grenades to blow stuff up. And we all like blowing stuff up. One portion of a later level sees you having to cover your men sniper-style as they plant charges on designated enemy targets. It's the little things like this that help break up the constant FPS goodness and give you a breather before throwing you straight back into the thick of it.
Shadow Ops isn't really doing anything new or cutting edge but, what it does do, it does perfectly well. It's clear that the original GoldenEye is a favourite of the developer as Shadow Ops is simple, straightforward, first-person fun. Fans of shooting loads of terrorists and blowing things up won't be disappointed at all.

SHADOW THE HEDGEHOG
Sonic is dumped in favour of his evil urban clone! But it soon settles down into a normal Sonic game...
Action - Issue 50 (XMas 2005) - 7.0/10

(SE13406E)
Shadow_h.txt
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Don't worry, Shadow the Hedgehog isn't half as 'urban' or quite as 'gangsta' as it first seems. Yes, the first level is laughably called Westopolis, the game features a ludicrously poor gunfire sound when you press a menu icon and the odd mixture of human, alien and woodland characters converse in a suitably street manner, plus there's the matter of all those guns you have to play with now. But it soon calms down and becomes a normal 3D Sonic game.
The streets of Westopolis quickly give way to the haunted castles and magic temples we've been spin-dashing through for years, and you're joined by the usual Sonic suspects as you go. Knuckles turns up, Amy Rose is there and poor defenceless little Cream the Rabbit needs to be rescued from da evil Robotnik crew - it's just like a normal Sonic game.
And those guns don't really need to be used that much, which is great news for us people brought up on 15 years of peaceful rescue-the-bunnies Sonic play. You can plod through it with a gun, slowly walking and aiming and trying very hard, but it's more fun to not bother and play it like Sonic of old - fast and linking attacks together.
Shadow has the same lock-on jumping attack from Sonic Heroes that lets you automatically attack bad guys without having to worry about your aim, so enemy crews can be gang-banged (bounced) to death just like before games all went urban. It's still a broken idea, though. Enemies take two or three bounces to kill, and once they're dead your attack button becomes a speed-dash button. So you die loads by flying off the edge of a level when Shadow goes to attack a non-existent enemy.
The save system helps lessen repeated death anger, with Shadow's numerous save points also acting as teleporters from which you can whiz back to earlier parts to complete each map's various tasks. There's a lot to do, but as you go it becomes more of a chore. The maps get bigger and more intricate, so there's more getting lost, more falling off ledges and more smashing along at top speed only to get killed by an enemy that pops up right in front of you. All familiar annoying aspects of these modern three-dimensional Sonic games.
If you're a die-hard and quite old Sonic fan, Shadow the Hedgehog will probably disappoint with its weird mish-mash of styles and the same awkward and flawed 3D play of Sonic Heroes. But if you're young and thought Heroes was fun in its own little way (which it sort of was), this is more of the same thing only with loads more stuff to do - and guns. Westopolis-side!

SHARK TALE
Respectable movie tie-in with fun, addictive gameplay. Superb presentation and lush visuals
Action adventure - Issue 36 (December 2004) - 7.0/10

(AV05601W)
SharkT.txt
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There's usually something fishy going on when games are sent to us after they've been released; more often than not they turn out to be complete pap. Activision needn't have worried however, because the quality and top-notch presentation apparent in all of Pixar's cinematic releases has been applied to this accompanying videogame.
Aimed squarely at the film's target audience, Shark Tale consists of 25 fun-filled chapters, or mini-games, loosely linking together the plot of the animated flick. Nothing more, nothing less. And seeing as most young kids these days have the attention span of an anorexic gnat, this is only a good thing (glass houses, Andy - ed).
Grabbing lead character Oscar by the gills, players work through mini-games such as evading pursuing sharks and recovering precious pearls from tentacled bank robbers. Frantically dash through crowded underwater environments on the back of tropical taxis, fight giant conga eels and, erm, dance your way to fame on live TV - all in a day's work for a cocksure cod. These levels are actually very entertaining, and far from being simple kids' tasks, will still challenge gamers of all ages.
The latter mini-game in particular, where Oscar must dance his way to infamy, is particularly tricky. Compatible with both of the two dance mats currently available for Xbox, the frantic pace of the steps will have little Johnny bouncing round the living room in no time, without the aid of Sunny D and Smarties. Us? We were knackered within two minutes of aquatic aerobics, and had to resort to the humble controller to get funky with the fishes.
The zany pace of these games is broken up by the occasional 'stealth' mission, invariably involving sneaking through Whale Washes (a fishy version of a car wash) and fancy Shark Restaurants. However, 'stealth' doesn't really work with 2D side-scrolling and, with a fixed camera whilst moving, gameplay often descends into a mad dash past foes. Perhaps Oscar should stick to his loud-mouthed, beastie-bashing antics. Other levels encourage us to explore lush environments (that really complement the look and character of the film), amassing totals of Pearls.
The presentation, as mentioned, is superb - just check out the way if you pause the game, the screen will flick to a newspaper article detailing your current level and predicament. Throw in loads of movie clips, stills and all the other staples of movie tie-in games, and Shark Tale should definitely keep the young 'uns entertained. Till the all-singing and dancing DVD comes out at least...

SHATTERED UNION
Old-school turn-based strategy drowning in maps and tactical info - could have been great if they'd tidied it up for Xbox
Strategy - Issue 50 (XMas 2005) - 6.0/10

(TT13102E)
ShatUnion.txt
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Ah, the ancient turn-based hexagon boardgame, a staple of old PC strategy titles, now lovingly recreated and brought to life on Xbox. Like Blockbusters, it's mostly a case of getting as many pieces on as many hexes as you can before the enemy does the same, then blasting him off strategic hexes you might require for your own armies.
Shattered Union, concerning itself with the second American civil war (shame they didn't have more of those) is a spectacularly complex mish-mash of ugly sprites and good intent. You take control of one of seven different factions (including a European 'peacekeeping' force) attempting to reform the dis-United States in your own mould. It's similar to the Total War games on PC, with individual battles influencing the wider conflict taking place on a Risk-style map of the former US.
It's good fun building up an army and then pitting it against another itsy faction Command & Conquer-style, but by God, you'll not know what you're doing. That's more thanks to a confusing front end and baffling array of number-filled sub-menus than the game itself being too complex. Picking the best equipment for the job and navigating your way to a position where you're able to enter a conflict with confidence is primarily down to luck. And why can't you skip having to watch an enemy's turn?
It's details like this that spoil what could have been a great little game. Still, it's a brave thing for Shattered Union to even come out on Xbox - it's certainly a refreshing departure from the usual slew of first-person shooters and urban driving games. But it could have done with a more thoughtful conversion - stripped back from its PC roots and with a less headache-inducing camera, this could have been good. As it is, it's a missed opportunity.

SHELLSHOCK: NAM '67
Great game that captures the darker side of war. Not for kids, but older gamers will love its grittiness
Shooter - Issue 32 (August 2004) - 8.2/10

(ES01906W)
Shellshock.txt
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It's all going off in the jungle. A scan of our radar reveals we've got Conflict: Vietnam, Men of Valor and the recently announced Vietcong all due before the end of the year. Iraq and WWII have been done to death and games based on the Vietnam War are next to don the full metal jacket.
ShellShock is the first wave and its unique take on the genre is its focus on the macabre: torture, suicide, napalm attacks, execution, amputation and other stomach-wrenching war wounds. You even have to gun down female soldiers. It's not a pretty sight and definitely not for the younger gamers among us. This is war.
Coding honours have been handled by Amsterdam-based Guerrilla (formally Lost Boys), the same team working on Killzone for PS2. Since the team started on the game for Eidos, Sony swooped in and signed up the studio to work exclusively on Sony platforms (it's not just Microsoft then). A side effect of this deal was that the game had to be made in the third-person. Don't ask us why and it does suffer a bit for it, but not enough to put us off. After all, we all love the third-person Conflict games, don't we?
As you can see from the screens, the game has a very distinctive and gritty style. The jungle environments ooze atmosphere and tension as a Vietcong warrior could be hiding in cover just five feet from your position. And you won't realise until they open fire. As we said, gameplay is fleshed out in a third-person mode and it'll take a few levels to get used to it. It feels like it should have been a first-person shooter and we would have loved it even more if it was. But once you've upped the sensitivity of the controls, you'll be popping heads in no time.
Before you're dumped headfirst into a sweaty Vietnamese nightmare, you get to pick one of three soldiers and initial your dog tags. It doesn't matter who you pick, as the story plays out the same whoever you choose. The game continues in a mission-based way and you can go back to any level you choose and on any difficulty level to pick up more medals and intelligence info - little extras that unlock some goodies along the way.
At the beginning of each mission you can walk around boot camp and talk to other soldiers. This all seems a bit pointless in our book and only serves to slow down the action. So find your helicopter, start the mission and get stuck in. Each mission sees you having to achieve a specific objective or two. These range from finding ammo stashes and enemy bases to escorting hostages to safety and taking out Vietnamese generals. It's quite a short game though, about 12 levels in all, with no multiplayer to extend its longevity. But you can go back and finish all the levels on various difficulty settings for some replayability.
Each mission is pretty much a case of gunning your way from A to B. Using cover is vital if you're to survive longer than a few minutes. The Left trigger makes your character sprint for a limited amount of time, and you'll need to use it as you run from cover to cover advancing towards the enemy. You'll be deader than Elvis if you get caught with your pants down in the middle of an open field.
Though you play the game as part of a team, you don't get to control anyone except your character. Your squad will move through the map by your side rather than running off and doing its own thing. The AI just about does its job but members will occasionally get under your feet or in your line of sight. Luckily there's no consequence for friendly fire, but your men will shout at you to cut it out if you accidentally hit them. They drop to the ground and get back up a few moments later and carry on like nothing happened. The enemy AI is also passable, if unspectacular. The soldiers will continue to run at you until there aren't any left.
ShellShock is an extremely violent game that plays on the horrors of war. You'll see people shooting themselves rather than give up valuable info, hostages gutted like fishes, women POWs executed for fun and lots of blood. Cutscenes will shock you, as will the in-game dialogue. It's a videogame nasty in the same vein as Manhunt (Issue 30, 7.5), but take all that with a pinch of salt and you'll find ShellShock is a great shooter, even if it is a little short.

SHENMUE II
A giant of a game that requires time, patience and an open mind
RPG - Issue 13 (February 2003) - 8.0/10

(MS05002E)
ShenmueII.txt
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The Shenmue series is swiftly becoming the never-ending story. After debuting on Dreamcast in 2000, where it engulfed as many gamers as it sent into slumber, the sequel just about managed to crawl onto the console before Sega gave up the hardware ghost. With Shenmue now homeless, it needed another host to stage the continuing adventures of Ryo Hazuki, a headstrong young Japanese man who's hunting down his father's killer, the murderous Lan Di. The Xbox is now looking to be Ryo's new residence, and so Xbox owners get this offering, a port of the Dreamcast version, to pave the possible way for further Shenmue instalments. So, are we blessed to be able to sample this second episode of AM2's grand adventure?
Well, it still looks quite beautiful, despite not being all that noticeably buffed and polished over the Dreamcast original. When you first touch down in the Hong Kong harbour at the beginning of the game, the scale and colour of the scene still makes for something far more impressive than most games around at the moment. And the locations manage to keep up this level of detail and prettiness throughout, and look particularly striking when the in-game sun sets and night descends.
Every person you see milling around the place has a life, a daily routine they go about. They all look different, their faces encrusted with textured detail, and you can talk to every single one of them. And this is the first thing you have to do: talk to lots of people. You've no idea where to go or what to do yet, and you'll spend a lot of time just nattering to the locals, gathering information and directions. Shenmue II is a game that lives its life in the slow lane but, thankfully, it just so happens to take in some of the most impressive sights around during its tardy travels.
But it's not all early retirement for you as a player if you decide to get into Shenmue II, as there are plenty of tests of sharp reactions throughout the game. Quick Time Events (QTEs) occur during particularly action-packed bits of plot progression, whereby you effectively have to 'play' a cutscene, pressing the prompt buttons that appear on-screen. Some of these can get quite tricky, especially during later sequences (which stretch out over the space of several minutes), and failing to hit the right button combo in time can usually mean a cut-throat journey right back to the start of the segment. The trickier ones will simply become a test of memory, which is about as much fun as filling out a tax form. Overall, though, these are a welcome break of pace and rarely fail to look quite cool in action. Some are particularly memorable, too, and we don't want to give much away here, but there are plenty of death-defying rooftop high jinx and chainsaw elevator chases to be had quite late into the game.
Also, there's something a bit more chunky and rewarding for you to get your teeth into from time to time: the fight scenes. Since the Shenmue series is made by the folk behind the Virtua Fighter games, it's no surprise to find that this game contains an elaborate combat system that's wheeled out during the many times that Ryo has to fight his way out of, and into, things. There are dozens of moves to be learnt, and some of them are fairly hard - enough to make your bog standard beat 'em up scratch its head a little. Like the QTEs, it works well for the most part, but can be frustrating at times since you're normally duking it out with multiple enemies. Also, there's zero chance of you holding your own against some of the tougher opponents if you don't do your homework by regularly practising and picking up new moves along the way.
And you'd be surprised at just who you're going to be learning these esoteric kick-ass moves from. Thing is, Shenmue II is about a lot more than just a zealous revenge plot. Along the way, Ryo will have to learn umpteen lessons in Zen, usually from the most unlikely of people. The first game saw Ryo simply learning about just who murdered his father, and where he could be found. But here, in proper Empire Strikes Back fashion, he's going to have to learn to temper and condition himself and ask some pretty dark questions - revenge is still murder after all.
But then he can always cheer himself up with a quick game of Outrun or Afterburner at the local arcades. Which goes to show the biggest attraction of Shenmue II - it's virtually a whole world squeezed onto that little game disc. Just like Grand Theft Auto: Vice City on the PS2, if the main storyline is ever getting you down, then you can simply put it to one side and return to it later, while you head off and explore your intricate surroundings. And while the world of Shenmue isn't the hippest joint in Gamesville (despite being set in the '80s), it's definitely one of the most beautiful, with plenty to offer any inquisitive tourists. Go spend some cash to get happy... but be careful not to splurge every last dollar in your pocket; you're going to need to pay your way.
For a start, you're going to have to pay the rent. Yep, you read that correctly. Part of Shenmue's concession to realism is that you've got to earn yourself a living, and can't just sponge off the state like most other video game heroes in the world seem to do. There's a number of ways to earn yourself a crust in the game, and there are some points where you'll need a fair wodge of it to progress. At least you've not got to eat four times a day, or excuse yourself from a pivotal cutscene in order to have a wee. But who knows what's in store for Shenmue III, eh?
Until then, be sure to at least think about getting into Shenmue II. It's not for everyone, and it's unlikely to seduce you unless you're the kind of gamer who enjoys something gradual and slow-paced, and are able to look past the clumsy control and cumbersome nature of it all. In fact, it'll probably annoy and bore anyone expecting a 20-minute burst of pizzazz and disposable excitement. The majority of cutscenes just cannot be skipped, introducing a bit of frustrating Metal Gear Solid 2 syndrome - you're sitting there with a joypad in your hand, yet you have to wait like a charity case to be allowed to play your game. You'll also need the patience of a saint to put up with the longwindedness of everything - if Ryo buys something from a toy dispenser, for example, you're going to have to watch him bend down, put his money in the slot, remove the capsule and stand up again. It's like watching a really old person putting up a tent. Do you just wish they would get the hell on with it and finish as quickly as possible, or are you fascinated by just how much effort they're putting into it? You get the feeling that the developers have sat down to make the most realistic game ever, but realised that it's just not possible; instead they've tried to make the best of what they'd already crafted into an ambitious but lumbering adventure. Other than that, the controls do feel a bit syrupy, and Ryo is just plain cumbersome to control outside of QTEs and fight scenes. But if you want to wander around a world where you can talk to anyone, play a tangible part in an epic story and just soak up the intense amount of detail on offer, then give it some serious thought.
It won't bust your brain, ruin your wrists or tickle your adrenal gland, but Shenmue II is an excellent adventure, albeit a slightly awkward one. It doesn't play as lively as it looks and, like Morrowind (Issue 09, 7.6), it's slightly crippled by its own ambition, but it's pretty and can be incredibly engrossing. So, you've got a unique and slightly bizarre RPG which requires a fair bit of audience investment before it'll give up the goods. It's the kind of flawed masterpiece that usually garners a small, but incredibly appreciative, audience, finding its way into people's top tens as regularly as the second-hand bin of your local EB. Do you want to let one of the potentially greatest episodes of your gaming life to pass you by?

SHOWDOWN: LEGENDS OF WRESTLING
Weaker than the first game in the series. Matches drag on tediously and the presentation is shabby
Sports - Issue 31 (July 2004) - 4.4/10

(AC02904E)
Showdown.txt
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If you're a wrestling fan, chances are you'll already understand the law of diminishing returns. The bottom line is, that if you keep doing the same old thing year on year, fewer people will give a Rob Van Damme about it.
Showdown: Legends of Wrestling is a prime example. It's been given a slight graphical spruce-up along with an obligatory spattering of new features, but no attempt has been made to improve it where it really counts: gameplay.
If you played the previous games and sussed how to exploit flaws in their AI, exactly the same tricks will work here. There's no spontaneity to your opponents' attack patterns, regardless of the difficulty setting. You can work out a simple attack regime, such as dropkick, slam, punch and reversal, and do it over and over again until the match ends.
Worst of all, the series' ass-kicking swingometer reversal system has been slammed in favour of an oversimplified 'press X to counter' technique, just like the atrocious Backyard Wrestling: Don't try This At Home (Issue 23, 3.3). The only noticeable improvement is that the pace is more rapid, but even this is likely to upset wrestling purists.
The Career mode can be finished in around four or five hours. Although it spans three decades and includes each era's most famous grapplers, it's still only 16 matches long. This tallies up as far fewer than the previous games; LOW II (Issue 11, 7.4) had 35. In order to make the game more difficult, your opponents' power bars are now approximately three times bigger, but this just makes matches drag on tediously.
Aside from the sharp-looking main menus, Showdown's presentation is shabbier than Mankind's best work shirt. The static story screens are laughably poor. It's a generation behind even SmackDown! 2, a game released four years ago on PSone!
The music doesn't fare much better. Few of the 76 grapplers have their 'official' entrance themes, and those that do, the tunes are so flat they sound like Jimmy Hart has tapped them out on a child's keyboard.
The only new feature of any significance is the Classic Matches mode. There are 15 classic matches to play, from Savage Vs Ultimate Warrior to Funk Vs Sabu. Because they're based on real scenarios, these matches are much closer to capturing a sense of wrestling nostalgia than the lame Career mode.
We really hope this is the final bell for the series. It's been dragged on for one fall too many. New game modes and six new wrestlers just aren't enough to entice new players, let alone anyone who's played the previous two games. Just like many of its real-life grapplers, it's way past time for Legends of Wrestling to retire.

SHREK
A very plain and unrewarding kids' game
Platformer - Issue 2 (April 2002) - 5.0/10

(TM00102E)
Shrek.txt
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A good platform game is hard to find. You've got a tiny handful on PlayStation 2, a bunch of cuddly classics on the N64 and that's about it. There's a sea of pale imitators - into which Shrek falls, with his bulbous ass and mundane platforming action.
There's a loose connection to the film, in terms of the locations and settings of the levels; the fractured fairy tale theme runs throughout. Game tasks revolve around Shrek's irritating need to be a conscientious, do-good hero.
Each of the clich?d lands (Sweetsville, Creepy Crypt, Prince Charming's Castle etc.) features a batch of clich?d tasks for Shrek to busy himself with. His skills are very limited, especially compared to the agile, master-of-all-trades, cliff-hanging repertoire of the modern platforming hero.
He can do the basics - jump around, sprint and duck, kick and grab - plus he's got one hell of a gut on him, allowing to burp and fart with the right kind of power-up inside him.
The meat of the tasks, however, severely lacks imagination. Most challenges are based around playing fetch, having to herd certain fairy tale stereotypes (spiders, Bo Peep's sheep, skellytons) from one place to another and object collection. The objectives don't just lack sparkle, they have no effect on the level whatsoever.
Most annoyingly, every time you complete a chore, the stage resets itself and you're spawned right back at the entrance. Any attempts to multitask are pointless.
A good platformer needs to get across a sense of exploration, giving the player the sense that they're uncovering the enchanted nooks and crannies of a fantasy world.
Shrek feels like a set of scripted objectives tossed together onto a dull canvas. Raiding the Brothers Grimm universe should have made for a far more interesting game. As it stands, this is soulless and quite dull.

SHREK 2
Colourful and easy, but cheesy and dull. Not worth bothering with unless you're a Shrek nut
Platformer - Issue 32 (August 2004) - 6.0/10

(AV05509E)
Shrek2.txt
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Noel, Myleene, Kym and the blonde one may have all disappeared back into oblivion or up the bum of some revolting budget musical, but Danny has made a name for himself. Having starred in the cult hit Shrek, the bulbous-headed ogre of Hear'Say has pulled off a coup. He's married Cameron Diaz, he's mates with Eddie Murphy, and now, on the eve of his second feature, a game of the same name comes along. Ladies and gentleorges, please be upstanding for Shrek 2.
For all intents and purposes, Shrek 2 is a kiddies' jaunt through the various locations of Far Far Away Land, a slow-moving monster-bashing meanderer of a game. It's top-down (don't be fooled by the shots, they're just there to make it look pretty), it runs on tracks like nobody's business (oh boy, does it run on tracks), and it's as easy as insulting a member of a reality TV pop band. But, unlike the films laced with their double entendres and knowing winks, this game is squarely aimed at tots.
Shrek bashes, Fiona twirls, Donkey kicks, and depending on which of the other playable characters join you at any time, you'll have an apple-thrower, a swash-buckler, a huff-puff-and-blow-your-house-downer, or other gifted companion in your team. You control each of the characters singularly, selecting which one you feel suitable for a task by clicking the triggers, then allow the AI to control the remaining three. Or, in multiplayer, four gamers can control a figure each. With a combination of teamwork and a hefty dose of thumping the flora and fauna, you work your way from one checkpoint to the next, all the while wondering what crate it is you need to smash to extract some of that infamous Shrek wit.
Sure, it looks pretty enough, but this is your standard film tie-in of a game. The voice acting is iffy but passable, and there are the prerequisite cutscenes to give a taster of what to expect in the movie. The gameplay never really extends past requiring you to punch things, or getting two characters to use a see-saw to reach high places, and it all comes across as a little bit vanilla. There are brief moments known as Hero Time for each character that help lift Shrek 2, such as a Crash Bandicoot-inspired dragon ride, or trying to get Shrek to clear out a pub full of drunken yobs, but these are too few, and too short.
Each character also has a special move, such as the Gingerbread Man's ability to lure enemies into traps with cookies, or Fiona's handy ability to freeze time, but they never really add anything to the experience and you can accomplish just about everything without once resorting to using them. So, it's back to the walloping of fluffy animals and the collecting of shiny penny pieces, while the game just seems to drift in front of your eyes, never once making a lasting impression. Go see the film instead.

SHREK SUPER PARTY
No more sophisticated than a freebie Shockwave game
Party - Issue 12 (January 2003) - 4.0/10

(TM00403E)
ShrekSuper.txt
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Party games are a bit of a burgeoning genre on Xbox, with Fuzion Frenzy (Issue 01, 4.5), Loons: The Fight for Fame (Issue 08, 6.5), and more recently Whacked! (Issue 11, 7.5) all competing with traditional party pursuits like Spin the Bottle (Issue 04, 8.6) and Strip Twister (Issue 02, 9.7).
Being something of a party animal (are ogres animals?), Shrek's getting in on the act, and having a few party games with his mates: Donkey, Lord Farquaad, Princess Fiona and the like. There are only six characters, though, so if you ask us, Shrek's a bit too much of a Billy no-mates to even bother throwing a party.
And our favourite character from the film, The Gingerbread Man, is nowhere to be seen. It's a real shame. Given that one of the best things about the movie is the number of amusing peripheral characters, the game would have benefited from a bigger cast.
But there's a bigger problem, and it's to do with the party games themselves. They're really, really bad, with only a couple of exceptions. There are 30 different games to try. Some have you throwing various items at targets, or your opponents; others have you working together in pairs; some are simple races. In theory, there's a fair amount of variety on offer. But things are somewhat different in practice, thanks to the sheer lack of sophistication in any of the games. Control rarely requires more than the Left thumbstick plus the A button; and there's no subtlety or nuance of control that encourages replay. There's every chance that a lot of these games won't get played more than once.
Much of what's on offer here is no more sophisticated to play than the kind of freebie Shockwave games that are available on the internet. Even with a full complement of four players, the action is never engaging or addictive.
On the plus side, the Shrek theme is captured rather well, and the graphics have a nicely detailed, solid look about them. Leaving a few Shrek-obsessed young children with the game would keep them entertained for a while, but for anyone with any experience of games, there's really nothing to see here. Move along please...

SHREK SUPERSLAM
Entertaining 'comedy' beat 'em up with your favourite Shrek characters. No DOA but fun all the same
Beat 'em up - Issue 50 (XMas 2005) - 7.5/10

(AV07201W)
Shrekslam.txt
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Princess Fiona was always a little bit 'kick ass' in the movies, so it's a wonder Shrek SuperSlam has only just reared its ogrish head. But no sooner can you say 'keep the franchise alive until the next movie comes out', along comes Shrek doing the DOA thing. Cheesy awfulness, right? Spanking goodness, actually!
Featuring just about every character from both Shrek movies, this is a beat 'em up along the same lines (but done much better) as Marvel Nemesis. You can duke it out in taverns, chuck enemies through windows or across the bar, or smash the ramparts of old castles apart.
There's lots of crazy-ass shenanigans going on in the background too, with super-strength power-ups popping up randomly (Donkey does super-kicks, Puss-in-Boots goes on a scratching rampage), and you can use weapons too. At one point we had to fetch a giant leg of ham in order to smash our enemy through a nearby window. You can also throw enemies through roofs or upstairs windows, only to wait a few seconds before they stagger back in through the downstairs front door, shaking rubble off themselves. Ah, that funny Shrek humour!
With three modes, there's plenty to keep you from getting bored. There's Melee mode, where four players can smash the place down and see who's the last left standing; Quest mode, where Shrek must travel the length of Far Far Away in order to rescue Fiona; and a single-player mode in which any character can fight his way through the game, taking on the multitude of other Shrek characters. From Prince Charming to the Gingerbread Man, they're all here.
We'd have liked to see a more controllable camera as it's pretty static and doesn't allow for too much close-up action, but with such a bright and batty Shrek universe to demolish, we didn't find ourselves caring that much anyway.

SILENT HILL 2: INNER FEARS
Best survival horror on any console and the creepiest game ever
Survival horror - Issue 8 (October 2002) - 8.4/10

(KN00403E)
SilentH2.txt
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There are some towns you just wouldn't want to visit. Grozny in Chechnya, plagued by kidnap gangs and trigger-happy Russian soldiers. Milton Keynes, blighted by soulless concrete vistas and the lack of anything to do other than visit shopping malls.
We can now add Silent Hill to that list. With a permanent blanket of fog and population of gibbering monstrosities, it's the kind of place Lonely Planet doesn't sell a guide book for.
But, in the role of James Sunderland, go there you must. Your wife Mary has sent you a letter imploring you to meet her there. Your wife Mary, who has been dead for three years.
What we've got here is a port of last year's PlayStation 2 survival horror masterpiece. The game has been given an Xbox makeover, tidying up the visuals, with an all-new mini-adventure included, where you get to explore areas of the town that were closed off in the original.
In keeping with survival horror tradition, the game plays out in a third-person perspective and is bristling with brilliantly-drawn locations, devious puzzles and hideous monsters.
Things kick off with you as James at a motorway lay-by overlooking Silent Hill. He's alone and armed only with his dead wife's letter. You blindly set off down the path through the woods, which is when the mist descends and the noises begin. The thick, choking mist and the eerie, echoing noises accompany you pretty much through your entire stay, creating an atmosphere of foreboding that takes weeks to wash off.
Unlike other games of its type, Silent Hill 2 doesn't rely on constant fights or streams of unexpected shocks to make you jump and keep you interested. Instead, it creates a feeling of disorientating unease that grabs you firmly by the windpipe and hangs on until you find out just what the hell is happening in this damn town.
Keeping the cold hand of fear never far from your throat is a sparse, haunting soundtrack that has no equal. Strange, disembodied noises reverberate in the distance. Creepy music pipes up when you least want it to. James's radio erupts with static whenever danger is near. And when a stumbling zomboid comes at you from out of nowhere, a hideous, dissonant orchestra begins to play, sending shivers down your spine and right back up again.
Because once out among the deserted streets and tenements of the Hill, it's not long before you run into the town's undesirable denizens. And you'd better be ready - not for a fight, but for a fright. These are some of the most grotesque, freakishly foul monstrosities ever devised for a game. Contorted, shrieking humanoids apparently constructed from juddering offal. Ghoulish, twitching what-once-were-nurses grasping at your clothes and hair. Shambling mockeries of the human form that can only be described as balloon sculptures stuffed with sausage meat.
Disposing of these horrors is a brutal, unsophisticated affair in keeping with the down-to-earth realism of the game's lead character and the town of Silent Hill.
James Sunderland is no martial artist or weapons expert and most of the shambling fiends you encounter are not overly blessed in the brain department, merely stumbling towards you and whatever weapon you have to hand. If you're fortunate enough to have a handgun, the fights have the feel of summary execution. A few shots to put the beast down, and then a firm stamp of the boot into their spinal column to finish off.
Close-range fighting is yet more brutal. Even when the grotesque fiend in front of you has fallen to the ground, you stand over it, pummeling it to a pulp until the tell-tale pool of rapidly congealing blood assures you it won't be getting up for more.
Aside from the bloody carnage, the locations in the town and its surroundings look great. Nothing is pre-rendered and the camera is constantly shifting and altering position to increase the suspense. In most situations, you can hold down the Left trigger to force the camera to follow you from behind while at the same time using the Right thumbstick to look around, James's head and the beam from his pocket torch following it as you do.
Little touches like this are plentiful. Run for a while and James will pant like a racehorse when he stops. Walk into a room with something to pick up and his head will turn to look at the object. And as you walk on wooden floors, stone pavements or dusty paths, the sound of his footsteps changes to reflect the surface.
The first of the game's puzzles are straightforward but the later ones are seriously obscure. If you're anything like us then one or two will have you grinding your teeth and sweating in ignorance before you get that all-important flash of inspiration. Occasionally, the way the game presents the riddles and brainteasers is breathtakingly original, such as the time when a lift grinds to a halt, only for some kind of unearthly gameshow to pipe up from your radio, providing a vital clue to the puzzle up ahead.
As much as we love Silent Hill 2, we have to admit that it has shortcomings. For one, this is a conversion of a PlayStation 2 game that's almost a year old now. And despite the brilliantly drawn locations, the animation can be a little flaky at times, meaning it certainly can't compete in that department with titles such as Enclave (Issue 06, 5.8). Then there's the brooding pace at which the action moves. There are no set-piece shoot-outs or armouries of weapons to raid for firepower here.
On top of this, the game is short. With a little application you can have it licked in a touch over 11 or 12 hours; even the new Xbox-exclusive chapter only bolts on another three hours of gameplay or so. Not that this should put you off, but it means you might be better off renting for a weekend and whipping it in a couple of mammoth sessions.
But whatever its shortcomings, what you're getting here is still the best survival horror on any console, and quite possibly the creepiest game ever made. The only thing is - and we mean it - if you're of a sensitive disposition then think twice about buying this. Silent Hill 2 is the video nasty of the game world.

SILENT HILL 4: THE ROOM
Good puzzles and monsters, but lacks the variety and emotional intrigue of SH2 & 3
Survival horror - Issue 34 (October 2004) - 7.0/10

(KN03102E)
SilentH4.txt
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When you come to Silent Hill, you expect to be surprised. Where else can you experience strange locals, exciting fairground rides, mysterious fog and monsters made from sausage meat, all in one visit?
At least during the first five minutes of The Room, you'll be very surprised. Not just because the game doesn't actually take place in the lakeside resort, but for the first time in the series, you're seeing the action from the first-person perspective.
For the past five days, Henry Townshend has been trapped in Room 302 of the South Ashfield apartment building. It's drab and gloomy, with chains blocking the door, a broken radio (typical!) and a miserable view onto Ashfield's main street. Exploring the room in first-person introduces a genuine sense of claustrophobia, especially as there's so little to do or interact with. Henry's only source of entertainment is a peephole through to the room of his sexy neighbour, Eileen Galvin.
You'll occasionally get a cryptic message stuck under your door, but it's not too long before you're yearning for adventure. Fortunately, the hole in your bathroom wall isn't a result of shoddy DIY, but a portal to a sinister parallel dimension. Entering the hole puts you hot on the trail of Silent Hill's most notorious serial killer, Walter Sullivan, and the game returns to the familiar third-person perspective.
Over-familiarity can be a real tension killer though, and soon the 'seen it all before' feeling oozes through like the damp in the corner of your room. It's the same old formula of solving some brilliantly realised puzzles and intermittently beating up writhing kebab monsters with an steel pipe.
But there are some innovations. Instead of the usual save points, holes in each level allow you to return home to save and rearrange your inventory. In an unnecessary twist of Resi Evil-style artificial difficulty, you can only carry a limited number of weapons and must return home to store items. More positively, some of the best puzzles require you to find an item in the other dimension and teleport back to the room to interact with it using real-world devices like the phone or tape recorder.
Although the new locations are suitably surreal - a sinister orphanage, a cylindrical prison and a creepy forest - there aren't as many cool things to look at or hidden documents to read, making it all feel a bit empty compared with SH2 & 3. Tragically, the second half makes you replay the locations but with the added burden of protecting a partially crippled Ms Galvin. Unlike Maria from SH2, Eileen fights for herself, but dodgy AI means she attacks the monsters with a vengeance when you just want to escape. Watching her attack monsters with a handbag provides much-needed light relief though.
Sadly, it's during combat that the series' dated gameplay really begins to crack. The only tweaks are a quick weapon select menu and a power bar that lets you charge melee attacks. Like the previous games, what really holds Silent Hill 4 together is the story. It's fantastically disturbing and the monsters are much sicker. Best of all though, is the ambient audio, which can rip out your spine and play it like a xylophone. Sadly, it's not enough to plaster over the dated graphics and gameplay, making this the weakest in the series. It looks like we're going to go back to our rooms and lock the doors, waiting for a true next-generation sequel to materialise.

SILENT SCOPE COMPLETE
A competent conversion that'll save you a fortune in £1 coins. Best played with a pad, not a lightgun
Shoot 'em up - Issue 27 (March 2004) - 7.0/10

(KN02602E)
Silent.txt
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They say the Battle of Stalingrad was decided to some extent by the skill of Russian snipers. Things might have been different had the Germans had the chance to play the great Silent Scope arcade game.
Complete includes Silent Scope 1, 2 and 3, plus Silent Scope Ex, but as far as gameplay mechanics go, they're all pretty much identical. You play a square-jawed, elite government sharpshooter, albeit washed up/unstable/ loose cannon/fill in the clich?d blanks.
Accompanied by a hackneyed plot, each SS game involves you saving the world/rescuing the President/etc. Your path through each stage is more railed than the entire Tube network, but there is the chance between levels to choose the following stage, resulting in branching storylines and multiple endings, increasing replayability.
Forget lying prone after a silent insertion though, because this is sniping at its easiest. By holding the Left trigger, players move a target round the screen, and upon release this morphs into a highly magnified crosshair. You're against the clock, with time extensions granted on the completion of each setpiece and accuracy of your rounds, where head and body shots amass more seconds than a flukey leg kill. Complete boasts lightgun compatibility, but the tricky nature of combining accuracy with speed means, bizarrely, your controller is much more effective.
SS1 looks basic, and the tight time limits are demanding, while SS2 feels a bit more polished, but is weighed down by its bad script and voice acting. Loading takes a long time yet, annoyingly, the game can't be saved at any given point, so you have to play it right through to the end. An intelligent remedy to this is that each time you make relative progress before an untimely end, you'll unlock certain bonuses, such as extended lives and continues, which make the next time through a bit easier. Boss levels are suitably hard going, though if you get the rare opportunity of a clean headshot, things end pleasingly quickly.
SS3 and Ex move up a bullet calibre, as everything looks a lot slicker, though the cringe-worthy plots remain. It's vital to adjust the sensitivity of the crosshair before each stage - you may need to zip the target around the screen from atop a building, but slow things down for the helicopter-mounted stages when the crosshair shakes more than Ozzy on a wobble board.
Although a straight arcade port, Sniper Scope Complete provides quite a tidy little package, and the novel gameplay is certainly addictive. There are loads of stages and bonuses to unlock, but each game itself is relatively short. Scope this out if you've already spent a small fortune down the arcades and give it your best shot.

SKI RACING 2005
A bit too much of a novelty title without the replay value of other extreme sports games. Cheap thrills at £20
Sports - Issue 40 (March 2005) - 5.0/10

(JW00502E)
SkiRacing.txt
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There's something manly about skiing. Maybe it's the thought you could shatter every bone in an instant. Ski Racing 2005 manages to get that feeling across; you bomb down the slopes at such velocity that you'd be hard pressed to play the game half-heartedly. All four events types - Slalom, Giant Slalom, Downhill and Super-G - demand your full concentration.
Controls are simple but there's still a massive margin for error. Carving between the flags at the right angle can shave seconds off your time, while a single slip-up can cost you the entire run. The Left trigger makes you lean backwards and slow down; the Right puts you in full pelt. When a marker looks out of reach, a press of X executes some last-ditch edging, but this can really damage your race time.
Graphically, the skier animation is competent enough, but the slopes lack the sexy bump-mapped textures of Amped 2 (Issue 23, 8.9) and the sparse background details add nothing to the realism. Thankfully, the sensation of speed does much to distract from the game's bland presentation. But unfortunately it can't hide the fact that there's only a few hours of gaming here. If you're an expert and win every event first time (which is unlikely), you'll move through all 18 slopes without much repetition. Fail to be a perfectionist and it'll take ages to work through the season, forcing you to replay the same events over and over until you have enough points.
Live scoreboards add a little incentive to stick with it, but not for too long. Ultimately the thing that kept us playing was the savage but comical crashes. The ragdoll effects are crazy! Ski Racing 2005 is fun for a while but is ultimately too simple to hold the attention for long. It doesn't come close to capturing the variety or the unpredictability of the real sport.

SKI RACING 2006
Robust, sturdy skiing game that's Live-enabled too. Does everything it says on the tin - but not much else
Sports - Issue 50 (XMas 2005) - 6.0/10

(JW01001E)
SkiRacing2.txt
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Occasionally a game comes along with so few pretensions, its honesty makes up for its weaknesses. It's like the big greasy northern pies like Gav has for his lunch every day, grey meat dripping in onions and gravy. Salt of the earth, and all that.
With various ski-themed races to undertake, with downhill, cross-country, and slalom modes, this is as cowbell-tastic as you can find. There's not a lot else going on - no fancy MTV soundtrack, no snowboarders. Just good old Ski Sunday action.
Gameplay, though straightforward, does have its diversions. You can power your chap up, giving him the chance to go faster (and he needs to when you see how slow he goes during the first stages), and you can deck him out in various different togs and skis. Beyond that, it's all downhill. Handling is, in keeping with the salt-of-the-earth theme, Yorkshire pudding-like. It can get a tad repetitive the 20th time you bomb down a slope, and that's not just because all the slopes look the same.
We can't see this appealing to many, but for the niche it was designed for, it works well. Oh, and a final word of warning - try not to crash. It may sound obvious, but those ragdoll physics are lame. Think Stephen Hawking falling off a slide.

SLAM TENNIS
Enjoyable and recommended, despite its few broken strings
Sports - Issue 6 (August 2002) - 7.2/10

(IG01704E)
SlamT.txt
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Summer is here. Honest. It's just a bit shy, that's all, hiding behind the quaint British traditions of cloud cover and patchy rain that we seem so reluctant to export. But when the sun does finally decide to get his bloody hat on, and show his face for those few glorious days of the year that we like to call summer, all will be forgiven.
Scantily clad ladies will be seen sauntering around wearing clothes made from stingy bits of string, and we'll all be cavorting about in the park playing Frisbee, football and tennis, having a gay old time.
Until then, though, you'll have to make do with the next best thing, and that's Xbox games involving football, tennis and scantily clad ladies. The footy we've got in the shape of FIFA, Red Card, Champ Man and ISS. Semi-naked females are a big part of DOA3.
This year, with Wimbledon still fresh in the mind, Slam Tennis is vying for a chunk of your game time, but how's the form?
Well, Virginia, anyone familiar with the excellent Virtua Tennis series in the arcade and on Dreamcast will be on well-worn turf with Slam Tennis, as it plays very much like a distant relative of Sega's classic.
Play is fairly slow and deliberate, especially compared to zippy, cartoony console tennis titles like Mario Tennis and Namco's Smash Tennis series. In those games, players exist outside the laws of physics, changing direction instantly and nailing cross-court backhands with a single button press.
Slam Tennis isn't as mad or as fast as these titles but, like Virtua Tennis, it still plays fluidly. But while it feels solid and intuitive within a few minutes of play, the overall package is not as refined or polished as the Sega series it's trying so hard to emulate.
The whole range of shots is at your disposal. Lobs, topspin, slices, drops, smashes and the rest can be performed with the face buttons, with the triggers used if required to add a bit of left/right swerve to the ball. While the handling is responsive - it captures the notion of wrong-footing your opponent extremely well - it's very difficult to hit the ball anywhere but forward. No matter how hard you attempt to return the ball at a deep and awkward angle, you'll almost always end up feeding it straight back to your opponent.
This game is hard, too. If you're playing a championship challenge, things become unforgiving and ruthless fairly swiftly. It's typical of the unfriendly difficulty curve of tennis games. The first few matches are always a breeze and then WHAM! - the next computer-controlled opponent is an unflappable, unflinching cyborg racquet master (there's no option available to reduce his/her difficulty level).
It's one thing developing your skills through practice, but some of the challenges posed by Slam Tennis ask a bit too much of the player, particularly during the early stages of the game when skills might be a bit raw.
While the player animation is of good quality (there's plenty of superfluous-but-entertaining stuff, such as players going for a lob but deciding to pull back at the last second when they realise it's out of reach), the visuals are shabby to say the least. Everything looks basic and rudimentary; the courts, the players and all things in-between. The crowd, for example, is a mess of pixels.
There's a decent amount of sporty presentation, however, with a good smattering of replay angles, and the crowd, although rough around the edges, knows when to make a noise. The umpire sounds like the nation's surrogate grandad Trevor McDonald.
Two more things: it's extremely hard to see the ball on a hard court due to them both being the same colour, and the multiplayer mode, as is the case with most tennis titles, is typically enjoyable. Four-player doubles is extremely addictive and entertaining.
So, should you holster your cash and wait for the imminent Fila World Tour Tennis to see you through the post-Wimbledon malaise and into the winter? Well, we don't know, and we won't be able to make a decent line call until we've had it in for review (maybe next month).
But if you do decide to invest in Slam Tennis, there's no puff of chalk - it's stout, playable, quirky, technically underwhelming and at times quite difficult. It comes recommended for unseeded newcomers to tennis games, but it might not set the world on fire for those reared on the likes of Super Tennis on SNES through to Virtua and Mario.

SNK VS CAPCOM: SVC CHAOS
For completists, a top technical addition to a collection. For the rest of us, it may be a bit too much to stomach
Screenshots - Beat 'em up - Issue 40 (March 2005) - 6.0/10

(SN00103E)
SVCchaos.txt
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Apparently not happy with the way their characters were portrayed in Capcom Vs SNK (Issue 14, 7.7), the chaps at SNK have deemed it necessary to put the world to rights with their very own version.
The 36 characters read like a who's who of beat 'em ups from the early '90s; Streetfighter, King of Fighters and Fatal Fury all have representatives slugging it out in earnest. And unfortunately, earnest is all these 2D duellers can muster. We're all for revamped retro classics when done well, like the unbelievable transformation DOA2 underwent to triumph in DOA Ultimate (Issue 39, 8.8), and equally 2D fighters when executed with the panache of Guilty Gear X2: Reload (Issue 37, 8.4). However, SVC looks painfully dated. Super-pixellated characters and flat, uninteresting environments should be left back in 1993. Purists need only apply.
Yet this is where SVC does draw some strength. Ardent beat 'em fans will be wetting their karate suits at all the great touches on offer, with exclusive characters like Mega-Man, Shiki and Athena present. Combat is as deep as you want it to be, including the familiar SNK Guard Cancel attack and the new Forward Ground move, where combos can be interrupted with a quick forward double tap.
Enemy AI is top notch, so no sitting back and firing off range attacks. If you do succumb to Sagat's awesome power, several Continue options, like reducing the CPU's difficulty level and energy gauge, and increasing your Power gauge recovery time, are a great addition. SVC isn't going to win any new followers, but die-hard fans won't be disappointed.

SNIPER ELITE
A brutal, nasty, violent game about a million miles from Silent Scope. Difficult, yet extremely rewarding
FPS - Issue 48 (November 2005) - 7.8/10

(MI01303E)
Sniper.txt
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Halo purists and sniper-haters, look away now. This is going to hurt. Because the camping deathmatch-ruiners have been given their own game. The kind of game where no amount of running around like a clockwork Rambo, or lobbing grenades about like snowballs is going to stop them. They're watching you, and they've got your squashy little head lined up between their crosshairs.
We're surprised Sniper Elite even made it to the shops, given the amount of time it's taken to get there (we first saw it in 2002), but we're even more surprised that, despite nearly four years of being batted between publishers, it's still managed to emerge as a fine game.
As much of the game is spent staring down a telescopic sight, Sniper Elite has been designed to truly push you and make you feel the sweaty-palmed pressure of being a real-life sniper. The war-torn streets of Berlin and beyond are muted, brown places, which make it difficult to see rival snipers and other enemies. The lens itself takes a little time to focus on targets, and details usually overlooked in other games, such as heart-rate, breathing, distance to target and wind speed, all affect the accuracy of a bullet. If you've just run across a debris-littered street to find the perfect vantage-point, chances are you'll be out of breath for a short while, making your aiming erratic and inaccurate. You'll also have to be quiet, and move at a snail's pace to stand any real chance of surviving. If you're prepared to spend the majority of the game crawling through crap on your stomach, you'll find this quite the experience. But Sniper Elite rewards only the patient gamer - those after quick-kill thrills and whizz-bang gaming should look elsewhere.
Making a kill is particularly satisfying, though, rewarding you for pulling off hits with stunning slo-mo bullet-cam views. The whole game will slow down, the camera following the bullet across distances of nearly a kilometre into someone's head or chest, with your victim's face often contorting into pain and shock as they fly backwards to the ground, their brains and internal organs splattering everywhere. Lovely. Gas canisters on jeeps and tanks can be targeted too, with the vehicle often exploding and turning anyone even remotely close to it into a flaming ball of screams. It's not pretty.
The range of missions is also fairly wide, encompassing the shooting out of a parked jeep column, or using those belly-crawling skills to reach a wounded comrade, but it's when you're peering through your lens that Sniper Elite comes alive. We hear the developers had a real WWII sniper on hand to offer advice throughout, and it shows. It really is the most accurate depiction of a scope we've seen in a game, easily outstripping Halo's sniper mode or the arcade nonsense of Konami's Silent Scope. It rewards patience and cunning over meat-headed blasting, and if you can forgive the smudgy visuals and super-hard AI, those cracking skull-poppers will seem that much more satisfying. Not for everyone's tastes, but it's a refreshing slant on the FPS genre.

SOLDIER OF FORTUNE II: DOUBLE HELIX
Standard FPS that capitalises on gore. Clunky controls
First-person shooter - Issue 18 (July 2003) - 7.0/10 - Xbox Live features ***

(AV02706E)
Soldier.txt
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Never underestimate the value of blood and guts. The original Soldier of Fortune allowed you to get busy like a modern day Jack the Ripper and dismember enemies at will. Got a shotgun? Then blow the sucker's head off. Want to get sick? Then crouch beside a corpse and practice your knife work. Hands, arms, legs - all are fair game. You could even take bits of their faces off or hack at a limb to see the bone. SoF was the goriest FPS ever to hit the market and PC gamers loved it so much they placed it in the premiership of titles with Half-Life and Quake.
And now we have the sequel and the first Xbox appearance of lead character John Mullins in Soldier of Fortune II: Double Helix. And yup, you guessed it - it's the same bloody mix of body parts and bone fragments that made the first game so popular. But the thing is, we're just not that shocked anymore. Even if you're new to the franchise, after the first 30 minutes you'll start to become immune to the over-the-top bloodshed and once that's stripped away you're left with a pretty flat FPS that suffers from some very PS2ish graphics. If it wasn't for the inclusion of Xbox Live then it really would feel like a step back in time.
Graphics aside, the game doesn't fall down hard in any particular category, it's just the lack of polish means that the overall experience is lacking in excitement and style and really does play like an afterthought port. The levels are often drab and generic with you just piling through the only route available and shooting anything that moves. Even potentially exciting stuff like hanging out of an in-flight helicopter while letting loose with an M60 gets tedious because of the poor presentation.
The inclusion of Xbox Live and System Link options may well save this title from the mire of mediocrity - we'll take a proper look next month. But as a single-player game it falls short when compared with new kids on the block, Return To Castle Wolfenstein and Red Faction II. So if you like your games bloody and want to count bodies, not polygons, then it doesn't get messier than this.

SONIC HEROES
Beautiful and fast. Inventive levels and great bosses, but cheap deaths and bad camera let it down
Platformer - Issue 27 (March 2004) - 7.7/10

(SE04304E)
Sonic.txt
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Some things you can always rely on. Dr Robotnik will always be round, Green Hill Zone will always be strangely chequered and Sonic will always wear cheapo trainers with a 'don't care' attitude. One thing you could never rely on was that Sonic, exalted in the days of the MegaDrive, could still perform in today's 3D world. Sonic Adventure 1 & 2 were full of speedy setpieces but felt more like tech demos for Dreamcast than enjoyable games.
Sonic Heroes still features lengthy on-rails sections, but is now far more interactive thanks to a new team-based dynamic. There are four teams to choose from, each with three distinct members. Team Sonic is the traditionalists' choice, Team Rose is for newbies, Team Dark for experts, and the obscure team Chaotix for masochists. Rather than controlling each team member, you pick the leader and the other two will follow you under adequate AI control.
Each team has three formations, depending on which blobby critter is under your control. Sonic, Amy, Dark and Espio can sprint faster and execute light dash attacks in Speed formation. Tails, Cream, Rouge and Charmy take their teams into Fly formation which lets you hover for a limited time and jump much higher. Power formation is the one you'll use most often, though. Knuckles, Big, E-102 and Vector unleash baneful special attacks, taking out the baddest enemies as well as obstructions and brick walls.
With these powers in mind, Sonic Heroes plays a lot like a timed obstacle course. Knowing precisely when to change formation is the only way to achieve a good ranking. Being in Speed mode when there's a wall to traverse will cost you precious seconds. It's an original concept that gives Heroes the feel of a racing game rather than a platformer. Sadly, the awkward controls for changing formation mean you have to play tentatively when you really want to tear through.
Pressing the Y and B buttons cycles through the formations, often leading to confusion about which comes next. It would have been more intuitive to assign a separate button to each one. As it is, you'll either end up stopping and starting or fall to your death after a bad character switch. To make things worse, such a mistake will cost you all the rings and power-ups you've gained so far. Restart points are plentiful but to really achieve a high ranking you'll have to start from the beginning.
Practice makes perfect, and when you perfect your technique in Heroes you're rewarded with a hypnotic display of speed and graphical splendour. On-rails sections, such as the vertigo-inducing rollercoaster route to Eggman's hideout, are a visual and technical highlight, but they also lure you into a false sense of security. You'll die many, many times before you've learned the safe routes. Some of the devices that are meant to speed up your progress are another problem. Hoops, dash pads and cannons propel you forwards at great velocity, but it's often directly into the path of enemies.
The camera is mainly to blame for all this and is the biggest flaw. Aside from clipping right through the scenery, it fails to adjust to a high angle when you're flying. This makes it almost impossible to see where the ground is, or isn't. Adjusting the view yourself is possible but extremely cumbersome when you're already under pressure. Light dash attacks often send you flying off ledges because the camera is facing in the wrong direction. Missed attacks like this are the most aggravating and downright unforgivable aspect of Heroes, especially because they're supposed to lock on automatically.
Every cheap death has a cumulative effect, slowly wearing down your enthusiasm for the bright, attractive characters and worlds. Sonic Heroes is a game you'll start out loving and end up being fatigued by after replaying levels over and over. It's still an awesome graphical showcase and a vast improvement over the last two Sonic adventures, but there's still much work to be done before the spiky one is back to his peak.

SONIC MEGA COLLECTION PLUS
This bumper pack of game-shaping platformers can't be missed, especially at £20. Mega indeed
Screenshots - Platformer - Issue 39 (February 2005) - 7.5/10

(SE06002W)
SonicMCP.txt
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A pinnacle in my teenage gaming years - Christmas Day, 1992, and I'd just fired up my brand new Sega Mega Drive. Gone were the days of finger crossing and whispering "Please load" at my Spectrum (any noise might disturb it). I spent the remainder of the day locked in my room, being blown away by the slick speed of Sega's spiky blue mascot.
Fast forward 13 years, and us lucky Xbox owners can relive the plinky pop years with this ace collection from Sega. Featuring every Sonic title ever conceived (a staggering 18 in all, from both Mega Drive and Game Gear platforms), including Sonic The Hedgehog 1, 2 and 3, Sonic & Knuckles and Sonic 3D Blast. As soon as the rings start chinging, you appreciate what fun and playable platformers they were, and indeed still remain to this day. Though a lot slower than we remember, these could still put a few Xbox titles to shame. The emphasis is just as much on exploration and collecting Golden Rings as speed, but we found ourselves recklessly blasting through levels in a bid to recapture our childhood excitement.
Whilst the other games do provide a ton of alternative excitement (the Mario Kart-esque Sonic Drift is a blast and Spinball features some zany levels), they can't really compare to the original four platformers in the series. Our pick of the bunch is Sonic 2, featuring superb, exhilarating level design and the choice of single-player or split-screen co-op, signalling the arrival of the ever-loveable Tails. There's tons of bonus material on offer including comic covers and illustrations, and the option to save your game at any point is a godsend. Old-skool maybe, but these are defining titles that younger gamers who missed out first time round really owe it to themselves to check out.

SONIC RIDERS
The supersonic hedgehog revs up for a spot of hover-board racing
Racing - Issue 54 (April 2006) - 4.9/10

(SE13511W)
sonicriders.txt
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When gaming mascots turn to novelty kart racers in a desperate attempt to 'do a Mario', it's usually a sign that all is not well. And although the karts have been replaced with surfboards - there's no tarmac to trample or motorways to mow through - Sonic Riders hardly bucks the trend for average kart-based capers. It's Sonic and co surfing the skies, but it's not done with any style or flair, sadly.
You'll be catapulting off a huge spider's web, riding a giant centipede and getting shot hundreds of feet through the air by a crossbow. Sounds thrilling, except it isn't really. There's a clever gimmick too, of course - each stage has multiple routes and shortcuts to take, depending on your racer's category (Speed, Fly or Power). Speed types can grind twisting rails, Flyers use hoops to shoot through the air and Power riders can smash through walls to discover secret paths. Hitting A at the right time on a ramp causes your rider to do a huge jump, allowing you to pull off stunts to charge up your Air bar, which powers your board.
Or course, no Sonic game is complete without Dr Eggman, and as usual he's after those Chaos Emeralds. Story mode sees him setting up a tournament to determine the fastest racer. Of course, Eggman does nothing without a world-dominating motive, so he gets competitors to pay one Chaos Emerald each to race. It could have been a pioneering set-up for a Sonic game, but it just ends up as little more than tit-for-tat arguments between Sonic and Eggman's team of racers.
Unfortunately, the gameplay is just as disappointing. For some stupid reason, the board's natural speed is much slower than Sonic if he just got off and walked, and that's just not right. To pick up the pace, you have to ride the turbulence streams (tubes of wind) created by a racer ahead. Once you're inside a stream, you can perform stunts that fill up your Air bar.
Your control is completely taken away during these on-rails sections, though, thus sapping the already small amount of fun you'll be having. You can manually recharge your Air by spinning the Left stick, but apart from that all there is to do is watch as your rider splashes down a waterfall towards the next section before full control is resumed.
The handling, during the bits where it actually lets you control your rider, is also unresponsive, an unforgivable flaw in the superfast futuristic racer genre. It's almost as if the gameplay was made with different tracks in mind. The walls are unavoidable, and you'll find it difficult to complete a course without falling off.
Multiplayer tries its best to save the day, though. Up to four mates can enjoy bouncing each other into the walls, but surprisingly there's no Live support. Aside from standard racing, look out for Tag mode, where teams of two share the same Air bar in a race to the finish. Nothing groundbreaking, but at least there's some fun to be had.
Overall, though, with its fundamentally flawed handling, glitchy physics and a tendency for the game to just play itself, Sonic Riders is a huge disappointment. We were hoping for high-speed thrills to rival any futuristic racer, but instead it's a sluggish ordeal of wall-bashing frustration. Sonic Riders should be damned to the bargain bucket with Crash Tag Team Racing (Issue 50, 4.9).

SOUL CALIBUR II
The most fluid fighter ever. Easy to pick up, tough to master, graphically superb
Beat 'em up - Issue 21 (October 2003) - 9.1/10

(NM00303E)
Soul2.txt
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Nearly four years have passed since Namco released the original Soul Calibur on Sega's Dreamcast, a shining knight of a game in terms of graphics, playability and style. Together with Virtua Tennis, it contributed to keeping Sega's console on life support but couldn't save it from the plug eventually being pulled. Back to the present and, while the blue swirl has long since been replaced by a green X, have we as discerning games players also really changed with the times?
The answer, although many of us would like to think we've grown up and become able to define the wheat from the chaff is, in reality, no. We still like the same type of games - we just like to see continual developments and improvements. But one genre that hasn't really moved with the times is the beat 'em up. It should have soared into the stratosphere three years ago, but it didn't.
Sure, Mortal Kombat: Deadly Alliance (Issue 13, 7.8) and Tao Feng: Fist of the Lotus (Issue 16, 8.2) are fine games, but are you still playing them now? Chances are, probably not. Dead or Alive 3 (Issue 01, 8.5), did wonders to showcase the graphical prowess of Xbox but still highlighted some fiddly control issues as the combat just didn't seem to flow the way it should. It seems the beat 'em up genre has been racing two steps forward and one step back with no real signs of bucking the trend... that is, until now. Soul Calibur II has arrived.
It's set amongst the incidental backdrop of travelling various lands to retrieve Soul Edge - a huge cyclopic sword containing more evil than all the Exorcist movies put together. The two-part (Normal and Extra stages) saga follows a mystically daft plot, which attempts to feel like Fist of the North Star but reads like a bad translation of Homer's Iliad. But forget the story - it's all about the gameplay.
The 20 fighters (five of which are hidden) take in the broadest of influences, from the original denizen of pirate evil Cervantes and his successor, the Soul Edge-slashing Nightmare, to newbies such as Necrid (a fiendishly brilliant creation capable of dynamically morphing his weapon into those of others) and Todd McFarlane's axe-spinning ex-CIA agent Spawn as the exclusive Xbox bonus. You are not simply limited to a collection of ninjas or the usual out-world-roaming freaks - the fighters are as diverse as they are plentiful.
Strictly speaking, all the characters are unique although some heavy hitters like Nightmare and Astaroth (imagine Street Fighter's Zangief has eaten Eddie Honda, choked to death and returned from hell with a blue tinge and a bloody great big axe) can carry even the most novice player through the early stages of all modes. The learning curve soon hots up though, no more so than in Weapon Master mode (the story mode) when you're faced with specific tasks, such as low gravity fights (where you can only harm your opponent in the midst of a flying combo) or facing a ridiculously short time limit (the only chance of winning the bout being a speedy ring out).
Graphically, the developer has really gone to town with the character art. Three different costumes for each character, tiny details like hair movement, Astaroth's beating heart pounding through his chest and neon light trails begin where DOA3 left off, only this time with a fluidity of movement that sets a new standard.
Character playability is second to none. Each fighter has different speeds and attacking range coupled with a multitude of special weapons techniques. You can use fakes to throw your opponent off the scent of a routine attack and conjure up endless freeform combos that succeed through perfectly responsive character dynamics.
Using the horizontal, vertical and circular strike system, both with and without weapons, makes getting into a basic fighting rhythm easy. It also provides a graduated jump onto advanced techniques such as parries, throws and powered-up moves, accessed by holding down the Right trigger. Causing harm to your opponent in later levels of the Weapon Master mode could be limited to a particular attack or defensive technique - some characters even take on invisibility. Similarly, your fighter could be handicapped by diminishing health or having an ineffective guard for the opponent's chosen weapon. Combat offers great sophistication, but wraps it in an intuitive and highly responsive control system.
As for your surroundings, backgrounds and arenas are exceptionally detailed with running water, stunning atmospheric lighting and great shadows. While nowhere near as interactive as the multi-level street battles of DOA3, Soul Calibur II's environments are plentiful and beautifully drawn. Dungeon levels harbour landmines, lava rings or quicksand and, with the inclusion of a number of fully walled arenas, Namco has made sure that progression through the game is down to lightning-fast brain power not just muscle-bound brawn or the size of your weapon (although that certainly helps).
Enemy AI is fairly challenging on certain levels, but once you've given Soul Calibur II a week of solid play, any difficulty bar Extra Hard shows repetitive cracks as you can spot attacks coming from routine stances a mile off. Minor gripe over, the title more than makes up for this slight lapse by its constant expansion in Extra Arcade, Survival, Time Attack and Versus modes, where you can use weapons gleaned in the Master mode to inflict all manner of pain on your prey. It is in Extra Versus mode where the longevity of Soul Calibur II really lies, as fighting another human opponent throws in the element of surprise, making this without doubt the most in-depth and satisfying two-player beat 'em up the Xbox has ever seen.
If you like fighting but prefer to sustain virtual injuries rather than painful broken bones, then buy this game. It's the new benchmark beat 'em up on Xbox.

SPARTAN: TOTAL WARRIOR
A gladiatorial epic that'll make your fingers bleed - this is endurance gaming at it's finest
Hack 'n' Slash - Issue 48 (November 2005) - 7.6/10

(SE13203E)
Spartan.txt
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The Creative Assembly is famed for creating the world-class Total War strategy series on PC. However, the only strategy required in Spartan: Total Warrior is the frantic button-mashing kind. Leave your brain at the door and lube up those fingers, because they're going to get one hell of a workout. If you don't, you'll end up with repetitive strain injury. It'll be interesting to see if they put an RSI warning in that part of the game manual that everybody ignores.
Crippling finger conditions aside, Spartan is all about epic battles, and the UK-based developer has done a great job making the graphics pack a seriously hard visual punch. Backing up the looks is a plot that serves up more mythical monsters than Jason and the Argonauts for you to hack and slash at. You play the Spartan, hailed as the saviour of Sparta, the bit of Ancient Greece he's from. All the pressure of saving your fellow men, women, children and chickens from the evil Romans and the odd pack of rabid barbarians comes with a price, though. And it's a reassuringly expensive price that your right hand is going to pay dearly for.
Spartan's opening level throws you straight into a furious battle, which pretty much sets the stage for the entire game. You can't help but smile when you hear the cries of hundreds of little men running to meet the enemy head-on in a sword-slashing fight to the death. It's one of those moments where you have to look around to find someone to share it with. If there's no one behind you, go fetch your mum and dad. They'll love it.
With over 160 units on screen at once - all going mental at the same time - it can be quite hard to see where your character is or what he's doing. The Spartan blends into the background of blood and gore perfectly, and you'll only figure out where he is after pulling off a special move that chops off the heads of those around him. It's the buckets of blood and flying noggins that give it away.
Combat isn't really the art form that Russell Crowe made it look like in Gladiator. Repeatedly hammering the life out of the B button makes your man wave his sword around like some sort of lunatic. You can perform shield blocks and thrusts with the triggers, which are more useful than they sound. These defensive moves are vital when you're surrounded and need a bit of breathing space.
Belting your enemies with the shield knocks them back, giving you enough space to get a grip of the situation. The more heads that roll the quicker you fill up your bloodlust meter. By clicking down on the thumbsticks you can perform special moves that'll take out handfuls of enemies at once. These moves depend on what sort of weapon you're clutching at the time, with different attacks suited to different situations.
Spartan's combat isn't all about swords, though - there's a little sorcery thrown in there for good measure. Which magical mega-move you pull off depends on what weapon you're holding, and these pack a much bigger punch. Of course, some very pretty lighting effects accompany all the magic attacks. It just wouldn't be right otherwise. And if all this hacking, slashing and magicking isn't enough, you also have the option to whip out a bow and fire arrows all over the place too. Spartan is brimming with intense, frantic, repetitive button-mashing action.
Each completed level takes you closer to becoming a legend in your own right. Smooth cut-scenes let you know what your next challenge is (though they all pretty much involve killing hundreds of Romans), but there are a few objectives scattered around each level that have to be completed before you can move on. Taking out guard towers and blowing up walls become second nature after a few levels. But every now and then you come up against a boss of truly mythic proportions.
You won't tire of all these epic battles, but your fingers certainly will. Spartan is possibly the finest example of endurance gaming yet made. Sure, it looks great and a lot of time, effort and liberties have obviously gone into the mythology and plot, but where are the epic strategy-driven battles that formed the meat and veg of movies such as Gladiator and Troy?
You might face several armies'-worth of foes at once, but you never get to command your own, and you don't get to call formations and tactics - surly the best bit - as the AI does all that for you. It's just you against the entire Roman army. We're sure we heard our Xbox laughing at us during some of the more intense button-bashing moments. Spartan is great fun, but we can't help but feel a little disappointed that the mighty Assembly's console debut isn't much more than a pretty-looking Dynasty Warriors.

SPAWN: ARMAGEDDON
A competent action game that stays faithful to the source material but is ruined by an awful camera
Shoot 'em up - Issue 27 (March 2004) - 6.9/10

(NM01202E)
Spawn.txt
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Comic book adaptations haven't fared particularly well in their cellulose-to-Xbox transition, with the only exception being the outstanding XIII (Issue 23, 9.0). Spawn, the most famous of illustrator Todd McFarlane's comic creations, already has one movie adaptation and a couple of last-gen games under the belt of his living, symbiotic costume, so will Armageddon turn out to be the prophetic end of him?
Initially events seem quite promising. The back-story of our anti-hero is played out through some great-looking cutscenes, smattered with McFarlane's customary dark and stylish flair. Spawn, previously an elite government assassin in life, is brought out of hell so he can see his wife once more, but must fight for the devil in the war between good and evil. A Necroplasm weapon has been fired on a near-future New York, and a portal to hell opened. Now you must fight for your survival, and that of the world...
Fans of the comics will immediately identify with the look of the game, as a suitably dark and gritty atmosphere is well conveyed, and having McFarlane advise on the development process has paid off. Your path is guided by green talisman waypoints, which, when touched, turn red and act as markers of your progress. However, these are made redundant by the linear gameplay, as our hero is limited as to where he can and can't go, and the old invisible-wall syndrome frequently curtails the potentially expansive environments.
Spawn has Necroplasm attack powers, which must be replenished by collecting plasm orbs. We're all for having some degree of help, but these are frequently laid out directly along the path you must take, like some hellish form of Hansel and Gretel. Whilst movement is mostly running and jumping, Spawn's chains come in handy as grappling hooks, allowing you to zip around the (admittedly small) area of a level, and his cloak provides a useful Glide option.
There are some winning touches. Hand-to-hand combat is achieved with his trusty axe, Agony, and although there aren't really any combo options, there is a liberal smattering of blood and gore. A large arsenal of weapons is at Spawn's disposal, including madcap machine-guns, brimstone cannons and a triple-barrelled rocket launcher, and these can all be upgraded with Soul Orbs, collected from slain enemies. However, your original chains are still the most effective weapons with the lock-on function.
The action never lets up either, and the bosses are huge and detailed, but the camera is an issue. How many times is a third-person actioner ruined by a camera getting stuck behind walls, randomly zooming in and out and limiting your view? Armageddon is guilty on all counts.
Spawn isn't the greatest comic book translation ever, but it's certainly fun for a couple of days. Unleash him if you dare.

SPEED KINGS
Burnout on bikes. Stylish game - everything looks and feels sweet
Driving - Issue 18 (July 2003) - 8.0/10

(AC01102E)
Speed.txt
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Whilst sweeping generalisations and ill-fitting comparisons are usually just a well-worn crutch for the lazy reviewer, occasionally there are titles that
really can be helpfully condensed into a three-word synopsis. Speed Kings makes the mini review simple: Burnout on bikes.
The arcade racer's been making a welcome return to gaming's centre stage and the success of Burnout (Issue 04, 8.2), both critically and at retail, has inspired Acclaim to extend the formula to the two-wheeled menace machines so beloved of leather-wearing macho types. And, thankfully, that formula has remained largely intact as right from the off the watchword here is fun. Speed Kings is at once exhilarating and demanding and, as with its spiritual four-wheeled forefather, weaving in and out of the traffic, albeit now on a huge powerbike, is pure gaming at its best.
The settings for the courses are all street based and as you progress through the game you will enjoy tearing up residential areas as diverse as New England and London. There are a good number of ways to race but the meat of the game circles around the, er, Meet mode: a championship of sorts but, due to the illegal nature of the street races, it's not called such. Each meet is a series of three races where the player competes against five other riders and tries to earn enough placing points to unlock the next meet.
For players who have been weaned on Burnout the game will feel unnaturally harsh, mainly due to the fact that it's much harder to fall off cars than bikes. In fact, you'll spend an awful lot of time bouncing on your backside along the Tarmac as you struggle to tame the beast between your legs and it will be a few bruises down the line before you're completing laps without taking a tumble. But the virtue of two wheels rather than four is the developer has been able to introduce some very neat tricks. By far the most stylishly enjoyable is the powerdown move. Should an unsuspecting HGV cross your path, simply hit the powerdown button to slam your bike onto its side and skid underneath the offending lorry. It's a great idea that looks dramatic and feels fantastic.
The levels are interactive and you'll have to respond to environmental challenges on the fly. For example, when traversing the Swiss Alps stage later in the game, you'll encounter a landslide that must be dodged. A boost gauge can be filled by performing various dangerous stunts mid-race, ranging from punching rival riders off their bikes ˆ la Road Rash to surfing on your bike at obscenely fast speeds. Firing off your boost will see all other vehicles become coloured blurs and the feeling of successfully weaving between them at supersonic speed is something the real driving simulators simply can't replicate.
Because players will be falling of their bikes with alarming regularity, Climax has included perhaps the most severe case of catch-up we've ever seen. This is a mixed blessing as, on the one hand it keeps the races exciting ensuring that the field never becomes overly spaced out, but on the other you'll always feels that no matter how well or badly you drive, success or failure is never far off. Overall this is a sublime package that, whilst labouring under the newly released Burnout 2's (Issue 17, 9.0) considerable shadow, could nevertheless become a serious sleeper hit.

SPHINX AND THE CURSED MUMMY
Gorgeous, huge and inventive. Starts slowly but impresses midway with some nice surprises
Platformer - Issue 27 (March 2004) - 8.1/10

(TQ03504E)
Sphinx.txt
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Sand-swept and smelling slightly like camels, Egypt has captured the imagination of adventurers for an age. From Indiana Jones to Sid James, all the greats have trodden its barren soil.
Games developers have often called upon Egyptian mythology for inspiration, but none have ever made the act of heart pickling, infant sacrifice and enforced embalming so accessible. Enter Eurocom. They're old hacks at turning the soft-focus lens on everyday terrors. Remember their nightmarish, dirty old man romp called 40 Winks? Sweet as cherry pie.
Sphinx and the Cursed Mummy is the tale of one boy and his withered, vacant-eyed corpse friend, Mummy (actually a young prince usurped from the throne by his elder brother). Cursed, embalmed and wrapped in bandages, he's cast into the dungeons to rot forever, saved only by a sprinkle of Eurocom magic dust and the need to make the game longer than ten minutes in length. Sphinx and Mummy embark on a quest to secure the throne and restore the peace that's inevitably lost when larcenist loonies take over.
The backbone of the game is the episodic nature of its missions, a real strength that defines Sphinx amongst its peers. Once either character has completed their objective, the story shifts to the other, and into a different genre. Mummy relies on stealth and puzzle solving, while Sphinx takes the more hands-on approach of murdering everything demi-god style (with a pinch of RPG thrown in for good measure). This interchanging of rules keeps the pace and story vibrant. Using cliffhangers to sew each episode together also keeps you hanging on and eager to progress.
After eight hours of play you'll still find yourself learning and discovering hidden talents. Sphinx earns a blowpipe for offing enemies from afar, plus the ability to capture and train animals for his own ends. Equally, Mummy learns the arcane art of invisibility, or douses himself in fuel, only to become a walking torch, as in Voodoo Vince (Issue 22, 7.9).
Although both characters eventually end up as contenders for the undead Olympics, it takes an age for them to get there. The earliest levels are poor and too explanatory. They chew over every aspect of what you're supposed to do before letting you get on and do it. These levels are devoid of imagination, too. There's something distinctly last-gen about them that doesn't sit right with the rest of the game, and this could put you off. Do try, though. You'll be wandering the halls of Mummy's palace dumbfounded at the pretty vacuity of it all for some time before you chance upon a secret panel or revolving door. Like we said, stick with it, you'll find them.
Another grumble is the lack of vocal talent. Grunting and moaning instead of speech is lazy. It would have added so much more zest if the dozens of characters you encountered actually spoke, but then, who's going to want to spend time with a dead guy whose eyes are being eaten by maggots? Well, chances are, despite the earlier levels, you'll want to do just that. It's not the most groundbreaking, tomb-shattering treat to grace the Xbox, but what it does, it does with constant flair. Look beyond the slower-than-slow start and you'll find yourself gazing upon a wonder. Perhaps not a wonder of the ancient world, but a wonder nonetheless.

SPIDER-MAN 2
Huge environment to explore: you'll be smashing and swinging in no time. Missions a bit repetitive
Platformer - Issue 32 (August 2004) - 8.6/10

(AV04305E)
SpiderMan2.txt
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At the end of his first blockbuster movie, the web-slinging wonderkid declared: "With great power comes great responsibility." He wasn't wrong either; this year's Spider-Man 2 movie will probably break all box office opening records, and as such Activision has a great responsibility to deliver a worthy videogame accompaniment. Fans of the first film would no doubt have lapped up the ace original game Spider-Man: The Movie (Issue 04, 8.0), yet SM2 takes a much more free-roaming path through the streets of New York, and we're pleased to say it's all the better for it.
The narrative intro is a bit superfluous if you've any concept of the Spidey phenomenon (and let's face it, who doesn't), though it does give Tobey Maguire and co the chance to earn a bit of extra cash on the side - in fact all the characters from the film are voiced by their respective thesps, adding great authenticity to the game. Spidey's a bit older now so has a bit more freedom to hang out late and pick up girls. More freedom in a literal sense too, because Spidey now has an entire scaled replica of New York City at his sticky fingertips.
All the recognisable landmarks are present, from Staten Island to the Chrysler Building and, of course, The Daily Bugle. A full-on, living, breathing, dynamic city is now your potential playground, and Spidey can explore to his heart's content from street level right up to the highest point in the city, the top of the Empire State Building. Spidey can literally climb up and over every single physical object, and the massive free-roaming environment is an absolute joy to explore.
This is complemented by a fantastic new swing technique, aided by a much more natural and satisfying physics system. The Right trigger still squirts magic white goo from Spidey's wrist, though this time your whippy web string will actually attach to a physical object, be it a building, tree, lamp-post or hovering helicopter. Gone is the invisible ceiling of the original game that saw our arachnid float along between rooftops, now you'll fall until your cord catches onto something. Holding the Left trigger at the base of your swing gives Spidey extra momentum during his pendulum motion, and releasing at the peak of the swing (A button) catapults the red-suited avenger way up into the stratosphere. It's possible to cover massive distances in one go using this graceful and fluid technique - vital for some of the tougher timed missions. This is a hugely enjoyable experience on the player's part, and the camera comes into its own by snaking along the streets and rooftops behind the character, really immersing players in Spidey's world and making them feel like Peter Parker taking his first, tentative suspended steps.
To accompany this free-roaming environment, the gameplay is suitably non-linear for the most part. As you canter through the huge city, your Spidey sense will tingle and you'll be alerted to a random street crime. These are entirely optional, often cropping up whilst you're en route to a main objective, and you've got the choice of undertaking these missions that include intervening in armed robberies, rescuing a dangling construction worker, or halting a stolen car. Whether you intervene or keep on moving, combat plays a huge part in Spider-Man 2, and has been significantly tweaked from the original game. A whole wealth of web- and fist-based combos are on offer, through the X and Y buttons, with B providing a rather handy dodge function whenever your Spidey Sense tingles. The complex combat actually requires a bit of thought and strategy, and is tactically more akin to a competent beat 'em up rather than standard actioner button-mashing.
It's important to carry out a certain number of these missions however, because doing your duty to the city results in hero points. They might not mean prizes but they certainly enable Spidey to purchase the numerous upgrades from the Comic Book Store. There's no fat sci-fi geek behind the counter but there is numerous swing, combat and health upgrades that make Spidey that bit stronger, helping on his quest. As well as beefing up the webslinger, these upgrade points play a vital role in unlocking further story missions. Initially fun, they quickly begin to grate, becoming very repetitive, very quickly. Fair enough if there was a separate roaming mode, but you get to the stage where you just want to get on with the story without faffing around earning the required few thousand points first.
And so on to the story then. Peter Parker is feeling the strain of being a superhero; his studies are failing, he's distancing himself from Mary Jane, though through OsCorp he does meet the brilliant Dr Otto Octavius. Like the film, he goes on to become Spidey's main adversary, though you'll have to fight through a fair number of irksome random missions to get your fix of the Octopussed outlaw.
And, it would be fair to say, that's the only real gripe we've got with Spider-Man 2, but it is a fairly major one. We love the idea of a completely free-roaming environment, but when you just want to hammer the intriguing (especially if you haven't seen the film) story, it's more of a hindrance than a joy. The swing system is fantastic and totally immersive, and it's a real joy to hare round the great-looking cityscape. The random missions, delivered by rather rough-looking generic characters, genuinely detract from the real game, and though paving the way for non-linear gameplay, are a bit much. But try not to get too bogged down in these, and we're left with an incredibly fun and authentic Spidey experience; just master the swing technique and you'll be content to fly around for hours, and the fantastically fast camera adds to the enjoyment. Pull on the mask and take Spider-Man 2 out for a spin - you won't be disappointed.

SPIDER-MAN: THE MOVIE
Highly enjoyable use of a licence; crackles with superhero smarts
Platformer - Issue 4 (June 2002) - 8.0/10

(AV00602E)
SpiderMan.txt
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Who doesn't want superpowers these days? Who wouldn't want to mow the lawn with their thoughts, knock bouncers down with a twitch of their little finger or leap supermarket queues in a single bound? Everyone loves a superhero.
Ask one what they do and they'll go on about championing the meek and defenceless, protecting Joe Public by retaining a sense of the everyman while battling evil from under the claustrophobic spectre of a 24-hour Big Brother society. But that's just a cover - what they really love is picking up cars like they were croissants, kicking ass and shooting beams of pure plasma out of many (if not all) of their bodily orifices. All that 'moral crusader' stuff's just so people don't get too jealous.
Spider-Man is one of the holy trinity of truly legendary superheroes along with Superman and Batman. But if these three were in a band, Spidey would simply have to be the lead singer. Why? 'Cos he's the most entertaining. Batman has the gadgets, Supes has the jawline but Spider-Man always has the fun. And that's what a good superhero video game should be all about - tooling the players up with powers, pointing them in the right direction then letting them loose on a criminal underworld populated by dumb goons and supervillains.
Just like the original Spider-Man game on PSone and Dreamcast, the Xbox version of this summer's movie realises Peter Parker's spider powers extremely well. All the powers are here and you're given a liberatingly free reign of control over them. Spidey sticks to pretty much any surface and can crawl from wall to ceiling and vice versa in an effortlessly smooth manner. Just, in fact, like a spider can.
It's easy to forget just how many kooky arachnid talents the main man possesses. While we were playing a later level that involved infiltrating the Oscorp building, we kept trying to sneak past the security cameras in a Solid Snake style. But then we finally thought "hang on - this is Spider-Man!" So we Web-zoomed to the roof, and strolled along it on all fours... simple. How embarrassing that we thought in a mere two dimensional, confined-by-floor sort of way. It's this great use of superhero abilities that makes Spider-Man: The Movie a slick and enjoyable game to play.
Spidey has an entire repertoire of powers to aid his battles against the Green Goblin, Shocker and The Vulture in sky-high scraps. In a plot that sticks fairly close to the movie, you're taken through the seedier pockets of NYC, from subways and sewers through criminal hideouts, to shiny corporate science labs and out onto the rooftops of the gleaming city skyline. The game mixes the set pieces with varying styles of play. Some tasks require full-on combat, others can be avoided with the shrewd use of shadow-hopping stealth. Certain levels see Spidey defending the innocent, while others see him pursuing the Ÿbervillains over and around the skyscrapers.
It's all refreshingly paced, too, with the 24 levels coming in short, punchy bursts. There are no mid-level save points, but this is only frustrating during one of the earlier levels that expects you to trash multiple goons before facing an end of level boss with a shotgun... mess it up and you're back to the start again. But subsequent levels all occur in lovely, digestible bite-size chunks. You're privy to a quick snippet of cut-scene for plot advancement, given something to hit/kill/find/save, and off you go.
Which brings us to the main flaw in Spider-Man: The Movie the game. It's not very long. On Easy, we hurtled through it in just under four hours. And while harder difficulties do provide a greater challenge, they crumble with just a little persistence. But while not having the greatest length, the game does have a fairly generous girth with plenty of pleasing additions throughout.
At the end of every level, for example, you're awarded points for speed, secrets uncovered and combat style in a performance evaluation. These are totted up and stored in a bonus account, which you can then spend unlocking new features and crazy costumes. For the completist then, it's not just about web-blasting your way through - you have to take a fair bit of pride and consideration to see the full selection of what developers Treyarch have put in place.
The second ladder in Spider-Man's tights is a handling glitch that seems to come into effect whenever you try to move both Spidey and the camera. It's a little tricky to explain but we'll try anyway, so put on your science hats, class...
Your character moves in the direction you point the analogue stick - think Super Mario 64, or any other 3D platformer. But spin the camera around, and Up suddenly becomes 'walk forward' (like Resident Evil, or Tomb Raider), so Spidey continues moving in that direction. You'll have to let go of the thumbstick for the control to reset itself to the new camera position. This may be intentional, but it feels clumsy in practice, especially for those clever player-director types who like to fiddle with the camera on the fly as the action dictates.
You could take the visuals to task, too, but you'd have to be a truly bitter villain with mole-like vision not to be impressed by some of the views on offer. For while interior levels can look ropey, the web-swinging scenes set atop the NYC penthouses are spectacular. Open-air boss battles consisting of continuous mid-air warfare, look and feel epic and magnificent. It's the stuff movies and comic books are made of.
So while it's not without flaws, Spider-Man is a thoroughly entertaining use of an at-one-time abused licence. It's a game where levels feel more like playgrounds than obligatory scripted events and where boss encounters are cool clashes instead of near-impossible obstacles. Creators of movie-game tie-ins would do well to play this to realise how a cash-in can also be rake in some fans as well as the cash.
You'll believe a man can walk up walls, and picking up the pad is as close as most of us will ever get to squeezing into a Lycra suit and squatting on top of a cupboard.

SPIKEOUT: BATTLE STREET
Perfect one-night rental fodder for fans of Double Dragon, but very limited in all other respects. Terrible split-screen multiplayer.
Screenshots - Beat 'em up - Issue 43 (June 2005) - 4.8/10

(SE04103E)
Spikeout.txt
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Welcome to the year 1987. Not a bad year, all things considered. Mel Gibson was busy tearing up cinema screens in cop-on-the-edge thriller Lethal Weapon, religious envoy Terry Waite discovered to his own cost what happens when you poke your nose into one Beirut terrorist camp too many and Michael Jackson had just released his third album Bad (oh, the irony!).
And the best bit? 1987 was the year Double Dragon burst onto the arcade scene - and we went mad for it, frankly. Remember? The staggeringly original (for it's time) scrolling beat 'em up where you walked a bit, beat some people up, walked a bit more then beat some more people up before facing off against a horribly muscle-bound boss dude? Ah, the number of school lunches we spent bombing down the chip shop just to shovel our lunch money into the sweaty Double Dragon machine in the corner...
So why all this slightly leftfield reminiscing? Because playing Sega's Spikeout Battle Street puts us strangely in mind of those halcyon days of Double Dragon yore. Here we are, in 2005, and we're still playing a scrolling beat 'em up where you walk a bit, beat some people up, walk a bit more then beat some more people up before facing off against a horribly muscle-bound boss dude. Progress? Hardly.
And yet we still there's a hint of that old Double Dragon thrill to be had as we strolled down yet another dodgy side street, pounding thug after identical thug. Perhaps it's a case of simple minds enjoying simple things, but you can't help but be drawn to a game that lets you become a 15 year old school girl with a foot long crowbar in her fist and the ability to perform high flying martial arts in six inch stiletto hills. No? Just us then.
The problems start once you take this ten minute, ten pence a go, throw away helping of fun out of its native arcade setting and force it onto the home console, because the result, typically, is a one-dimensional fighting game that you'll play once, finish, then barely touch again. And with that, your honour, the prosecution rests its case.
Because, while we'll be the first to throw our hands in the air and admit we enjoyed playing the impressively slick Spikeout Battle Street for the first fifteen minutes or so, there just no excuse for this kind of one dimensional gameplay when you've just forked out thirty quid for a game. But that's the crux of the problem: scrolling beat 'em ups are rarely good value for money, and it's even more a slap in the face when - as is the case with Battle Street - they're not even that good an example of the genre in the first place.
It's a pity, because all the vital scrolling beat 'em up elements are here - impressively bulky men with names like Tenshin and Jackal; ludicrously bouncy fighting ladies; endless streams of identical looking bad guys in bomber jackets; a ridiculous story based around an evil crime lord and a missing family member and the ability to pick up just about anything lying around and use it to cave somebody else's skull in - it's just that Sega seemed to have forgotten to add any of the charm and finesse that made games like Double Dragon and Final Fight so popular.
That's partly down to the huge, open combat areas that come with moving a traditionally 2D game into a three-dimensional setting. Trawling around searching for a fight in 3D simply isn't as much fun as all those old-school, sprite-based brawlers. Then there's the limited range of moves for each of the 12 characters (most of which have to be unlocked by completing the single player story mode) and the general sense that once you've ploughed through everything Battle Street has to offer once (about a day's play at most) you're left with a game who's long-term playability stakes look bleaker than a 16 year incarceration in Siberia's least friendly prison complex.
But the real let down in Battle Street is its multiplayer game and for a scrolling beat 'em up that's unforgivable. Huge, open-plan levels that allow players to run off in all directions, rather than being forced to stick together as a team, might sound like a great idea, but it meant Sega had to go for a split-screen approach instead of the more traditional, everybody on screen at once game - and the end result is tiny characters, confusing combat and not much fun for anyone concerned. Which is wrong Sega, very wrong.
Of course, you could always argue that Spikeout: Battle Street gets round this by being an online fighting game as well, where everybody gets their own screen to themselves, but we can't see this idea washing either. Scrolling beat 'em ups are meant to be played shoulder to shoulder - four like-minded individuals, arguing about who gets the next extra life or letting slip the odd stray fist into each other's kidneys - but, well, we can't really imagine this totally unique gaming experience working in an online format, especially when everybody playing could be literally thousands of miles apart. System link, maybe, but only if you pushed all the telly's really close together first.
Don't get us wrong. We're not setting out to discredit the scrolling beat 'em up here. As far as we're concerned Sega's Streets of Rage 2 is still one of the finest games ever made (and if they could ever make a sequel that looked and played as impressively as Ninja Gaiden or Dead or Alive Ultimate, say, we'd be totally sold) but Spikeout Battle Street is not the next generation scrolling beat 'em up we so desperately wanted it to be. By all means rent it for an evening of fun, just don't buy it and then expect it to last you more than a day.

SPLASHDOWN
A truly entertaining jet ski racer with lots of great courses
Racing - Issue 7 (September 2002) - 8.1/10

(IG02702E)
Splashdown.txt
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When it comes to water, no console can make the wet stuff look more convincing than Xbox. It crops up all over the place, looking enticingly splashy in games as varied as Dead or Alive 3 (Issue 01, 8.5), Halo (Issue 01, 9.7), and Enclave (Issue 06, 5.8).
It's one thing making it look nice, though, and another making it convincing to play in. Anyone who's spent a bit of time with Blood Wake (Issue 02, 4.5) will know that making a boat handle convincingly on water isn't the easiest thing to get right.
Arguably, only Wave Race 64 on the Nintendo 64 has ever created an accurate feeling of racing through water. But now, Splashdown has bobbed into view, offering the chance to cane a Sea-Doo in a variety of aquatic locations. The game came out on PlayStation 2 late last year, but brings improvements and two new courses for its Xbox bow.
At the core of Splashdown is a 20-race championship, taking in gorgeous scenery in places as far flung as Bali, the Great Barrier Reef and Miami. It looks smashing throughout. Not that any one area is spectacularly outstanding, though; instead, they all fit consistently well to make a deliciously solid-looking environment. It's all very colourful, and the water is well lit to avoid it looking overly oily and slick, as is often the case with game water. Everything looks vibrant, solid and chunky, giving Splashdown a healthy dose of immediate charm.
There's variety in the visuals, too. City-based races are interspersed with tropical areas, a race in a volcano crater provides a diverting change from tearing round a swamp, and the man-made arena courses are a hoot.
And as well as looking spiffing, parting the waves feels good too. It's not quite up to Wave Race 64, in truth, as the water doesn't feel quite as solid as it does in that game when it smacks into the hull of your Sea-Doo. But it's not far off, and racing through the water is still involving, especially when the subtleties of Sea-Doo handling become familiar.
Smoothly hydroplaning through shallow curves before dipping the nose of your craft and turning tightly around a buoy is top fun, and races can be very tight. With plenty of courses to play through, and all the sights being so pleasant, sitting down and racing through the game's Career mode is enjoyable. The effort is made all the more worthwhile because the two new Xbox-only courses are among the best on offer, with the console's extra horsepower being utilised to make choppier water. Negotiating rougher waves is a laugh, requiring plenty of skill to speed through with a respectable time.
That's not to say Splashdown is perfect, mind. Every now and then, opponents seem suspiciously overskilled, overtaking you if you make just one error. At other times, solid racing can stretch a field of CPU foes too thinly, making races a little solitary. As your skills improve, though, Normal mode rapidly becomes a breeze, so that the 20 enjoyable races are soon over.
In order to try and prolong the experience, the developer has put in a qualifying round before each race. This involves racing around the circuit on your own, setting a time which will hopefully be good enough to get one of the five spots on the starting line.
But it's something of a pointless exercise. Splashdown isn't a technical racer like Moto GP: Ultimate Racing Technology (Issue 04, 8.9); it's about racing on a fun course. And it's not as if qualifying makes any difference to the race outcome. Whether you start in first or fifth place, you can be in front by the first corner.
Making the opposition stiffer would have benefited the game more. As it is, the Hard mode makes for a tougher race, but you still need to qualify. But as far as big problems go, that's just about it.
The frame rate becomes a little stuttery on very busy corners, but never enough to spoil things, and the water could have done with being a bit choppier from time to time. But neither of these niggles is enough to dull the fun.
Splashdown should more than fulfil your needs for a darned good arcade racer. The lure of seeing the next course is strong and there are some treats in store for those who stick with it. Tightly negotiating the slalom turns on the Venice course, in particular, is very satisfying, as you can really feel the buoyancy of the water.
It may be a bit simple, and it won't occupy your Xbox for months on end, but Splashdown offers a great-looking and very enjoyable ride.

SPLAT MAGAZINE RENEGADE PAINTBALL
The safest possible way to shoot paint at other people
Shooter - Issue 58 (August 2006) - 5.4/10

(TT14701W)
splatmag.txt
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Paintball videogames are for the weak! Why else would you play a paintball videogame rather than do the real thing, other than to avoid getting a body covered with the nasty red boils you get when paintballs batter your skin? Scared of a little pain? Then this first-person paintball simulation is the game for you! You big wuss.
Renegade Paintball's career mode is basically an offline warm-up for Live games. You choose from several paintballing 'greats', including a 13-year-old, erm, 'professional', and various attractive women who apparently write for paintballing publication Splat Magazine and a few generic bots with names like 'Hairy Andy' or 'Newbie Candy'. It won't matter who you choose though - there's practically no difference between them, visual or otherwise. There are Elimination matches (shoot all of the opposing team), and capture the flag games (capture... their flag), on either Woodsball and Speedball arenas - the former predictably takes place outdoors with lots of trees and rocks to hide behind, the latter is set indoors, with plenty of inflatable cover. The smaller Speedball arenas are a lot faster, and because it's one-hit 'kills' in paintball you'll be doing plenty of, erm, respawning.
The problems with the single-player begin with some pretty hefty gameplay imbalances; the odds feel totally stacked in the CPU's favour and your AI buddies are comparatively useless. On anything other than the easiest difficulty, the AI opponents use their zen-like powers to nail you from the other side of the woods whenever you pop your head out from behind cover, while your CPU buddies run around doing as they please - except they never seem to be able to hit anything and they absolutely refuse to capture flags.
Another dent in Renegade Paintball's battered bonnet is the truly awful control setup - there's no auto-aim and the stick calibration is all over the place. It's a trial to get your cursor anywhere near your opponent in a heated shootout, let alone when your AI antagonists have more accuracy than Clint Eastwood with a sniper rifle, six cans of Red Bull and a box of Pro Plus.
At least when you're playing on Xbox Live everyone's in the same boat. Once you actually find a group to play with - in itself, no easy task - a session of random paint-spamming is usually what you end up with, thanks again to the dodgy controls. The Live experience itself is riddled with bugs, and being booted back to the lobby after every match - especially as games can often be very short - is incredibly annoying.
But there are some redeeming features. The built-in field editor is a nice addition, letting you take existing arenas and tweak them to your liking, by adding extra giant inflatable things, for example. You can even take your constructed arenas on to Live and share them with the world - when you start a game with your custom map, joining players will automatically download it.
Another of Renegade Paintball's few appealing features is (perhaps unsurprisingly) stolen from Greg Hastings' Tournament Paintball. Holding down the Left trigger and using the Left stick lets you lean around corners for sneaky pot-shots, then snap back behind cover as soon as you release the stick; this is a useful manoeuvre, especially in fast indoor games.
Splat Magazine Renegade Paintball is an okay bargain-bin FPS, but it just doesn't compete with proper 'grown-up' shooters. Although that's hardly a surprise - a simulation of a simulation is hardly the best recipe for success, especially when the first word in its title is 'splat'.

SPLINTER CELL: PANDORA TOMORROW
Enhances everything that was good about the original
Action adventure - Issue 27 (March 2004) - 9.3/10 - Xbox Live features ****

(US02502W)
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The original Tom Clancy's Splinter Cell (Issue 10, 9.0) was a gaming revelation. Purists may scoff and claim Solid Snake is the Sultan of Stealth, but they need only take a look at the numerous accolades and mountains of praise heaped upon Sam Fisher's first covert insertion. After extrapolating all the best bits of every stealth game ever made, we were left with an outstandingly atmospheric and extremely playable third-person actioner. It seems that whatever Tom Clancy puts his name to turns to gold, and although his moniker is distinctly absent from this sequel, previous glimpses through our night vision goggles and hushed whispers captured over laser microphones hinted that complete with a rumoured online multiplayer mode, Pandora Tomorrow could be something very special.
Gameplay is, unsurprisingly, very similar to the first Splinter Cell game. Players undertake missions involving specific objectives provided by your CIA backup (and Fisher's mentor), Lambert. A terrorist cell, headed by Suhadi Sadona, has stolen a smallpox virus, and is threatening to release it in the US unless daily ransom demands are met. Fisher travels all over the world trying to uncover the plot, paving the way for a fantastic variety of mission objectives including hostage rescue, trailing suspects, defusing bombs and assassinations. Because of the covert nature of the operation, lethal force is occasionally not permitted, and here is where Fisher must use his Pandora's box of gadgets to silently knock out enemies. Each level, from the gorgeous-looking Indonesian jungle (the first real outdoor outing for Fisher) to the exhilarating train pursuit is significantly longer in this sequel, though this only provides greater scope for more absorbing puzzles. Although there's greater character interaction in PT, and more varied conversations, Fisher is a lot more hard-bitten this time round, and the whole tone of the game is a lot darker - it's often necessary for Sam to kill innocent people just to ensure his own survival.
SC was renowned for its groundbreaking graphics, but by that measure, SC:PT boasts a positive earthquake of graphical goodness. The cutscenes are drastically improved, with the opening intro (set in East Timor, where we get introduced to Suhadi Sadono) displaying amazingly lifelike characters and water effects.
After a stylish depiction of the terrorists' raid on the US Embassy, it's straight into the first mission; namely, entering the Embassy to rescue a captured CIA programmer. There's no tutorial as such; players are gradually introduced to the Third Echelon way of thinking through handy pop-up hints courtesy of Lambert. This is a great way of easing the player into the action, and a more inventive way than the CIA training camp at the start of SC. The whole thing is surprisingly easy and remains the core of the gameplay for the duration of the game: don't be heard and don't be seen.
The developer makes a point of showing off its real-time lighting effects at every opportunity, and rightly so. Never before in a game has the environment had such an influence on both the graphics and the gameplay. Every slat of wood, every partially drawn blind or curtain, every nook and cranny will all cast amazingly lifelike shadows, which our spy must use to his advantage when negotiating each level. SC:PT still retains the gritty feel of the first game, but complements this with some vibrant outdoor environments. Fantastic bump-mapping too means Sam Fisher is even more detailed, with every little ripple of muscle on display. Ooer!
If you thought the first SC was impressive, wind your neck back in because PT blows all your preconceptions about character animation out of the water. Fisher's silky smooth movement is unbelievable, be it running, climbing or jumping, and it genuinely feels like you've got a real person's life in your hands as soon as you get inserted. We loved the way Fisher scales a drainpipe, then seamlessly shifts his bodyweight over to an adjourning ledge, all in one continuous, fluid movement. Brilliant!
To complement his new look, Sam now has even more moves up his sleeves. The innovative camera, a strong feature of the first title, is back, and it's thanks to this that such a wide range of moves are possible. Crouched in a doorway, but need to see what's round the corner? No problem, thanks to the fully rotational camera that will automatically zoom in and out to avoid getting stuck, making cautiously exploring the environments a pleasurable, and not painstaking, experience.
Staying hidden is still crucial, and to aid this Sam has a whole host of new gadgets and features at his disposal. A quick click on the Right thumbstick activates your built-in binoculars (complete with adjustable zoom, night and thermal vision), which saves the previously frustrating action of drawing your rifle, zooming in, then putting it away again just to see what's up ahead. Hiding the limp and lifeless bodies of fallen enemies was always an entertaining and vital part of the first game, but annoying was not the word if you got near the end of a level, only for one of their comrades to find an ill-concealed corpse way back and raise the alarm - thus forcing you to try the whole level again. Now, the newly designed stealth meter clearly shows your varying degrees of visibility, and flashes when you are completely concealed - so now you know exactly where it's safe to effectively hide a body. Sam's puckered up this time round, and has a great new feature enabling him to wolf whistle at enemies to get their attention - highly effective for drawing them into the shadows where he's lurking to dispatch them.
Your gun too, has been modified, offering a range of zoom options and a customised barrel optimised for silent kills, and the great new interface system means selecting and applying gadgets both looks and feels a lot more intuitive.
The game forces players to use a lot of these gadgets quite early on. You get the rifle, complete with Sticky Shockers and Diversion Cameras on only the second level, and right from the off it's vital to use Sam's night and thermal vision to progress. This does speed up the whole learning process in general, but there is an assumption that gamers have already played the first Splinter Cell - when you stumble across Wall Mines, for example, there's no explanation for how to safely defuse them.
Whilst we're all for challenging gameplay, the first SC was notorious for some annoyingly difficult sections, and we've got mixed feelings when we say PT repeats this right from the start. It's no fun when games are a complete walkover, but some gamers may find the difficulty has been cranked up a fraction too high. On most levels, a display shows the number of alarm stages you're allowed to trigger, either by noisily disposing an enemy or being spotted. This is fine where lethal attacks are permitted, as if you remain quiet for long enough the alarm stages will eventually decrease, and it's easy to take enemies out from a distance. When lethal force is not authorised however, foes must be dispatched with either Sticky Shockers or the low-impact Airfoil rounds, or by a swift crack to the head. Whilst this means Sam must stay hidden right up until a bad guy is almost on top of him, more often than not they'll emit a yelp when hit, raising the alarm stage. The difficulty of killing enemies is compounded with each increasing alarm stage, as they go from wearing normal clothes (body shots count), to wearing flak jackets (headshots only) to wearing helmets (face shots only).
Opinion is divided on whether SC:PT can be called a non-linear game, as although it isn't strictly open-ended (you ultimately have to reach the same goal at the end of each level), due to the amount of different gadgets at your disposal and the slightly different routes through each scenario, there are many, many different ways of working through the game. The upside of this is that there's always a great variety of things to do throughout the levels, you're given a huge amount of freedom, and replayability is immeasurably increased. The downside, however, is that it's quite easy to bypass a cache of ammo and health, leaving you stuck at the next checkpoint with low energy, an empty clip and several angry guards - forcing you to backtrack to the previous save point and replay a significant chunk of the level. There is a fair degree of trial and error gameplay, too, and although the enemy AI is intelligent in an immediate sense, they behave in exactly the same way each time you repeat a stage.
SC was a great standalone, single-player title, and although they say in the kingdom of the blind the one-eyed man is king, in the kingdom of the Live the one-spied man won't last two seconds. The inclusion of Xbox Live-enabled, four-way multiplayer madness takes stealthing to the next level, as gamers choose to play as Shadownet Operatives or defending Mercenaries in a whole host of maps and scenarios. Having the Spies controlled via third-person and the Mercs as first-person is a fantastic way of balancing out the gameplay, and perfectly complements the guards' superior weaponry against the spies' more refined movements. Multiplayer mode encourages the spies to step up the pace a bit, and the emphasis is less on sneaking and more on frantic dashing into areas to defuse the ND133s. Far from ruining the stealthy experience, this genuinely enhances the gameplay, and allows you to charge through the levels in the complete opposite way to the softly softly approach necessitated by the main game.
By enhancing everything that was good about the original Splinter Cell, the developer has surpassed itself both graphically and in gameplay with the sequel. The single-player game is a thing of beauty to both behold and play, and although occasionally frustrating, is immensely satisfying. The multiplayer mode, however, raises the online bar and paves the way for a new breed of game - and believe us, things don't get any tenser than this. It's an absolute gem, as Fisher again sneaks out of the shadows to silence any possible opposition with extreme prejudice.

SPONGEBOB SQUAREPANTS: BATTLE FOR BIKINI BOTTOM
Faithful to the cartoon series and completely insane, but not inventive enough or as mad as it should be
Platformer - Issue 33 (September 2004) - 7.0/10

(TQ02602E)
Spongebob.txt
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Mmm... okay. So then... SpongeBob. A sponge who lives in a pineapple under the sea and, for reasons unexplained, has an arse like a trapezium. We're pretty stumped. If this is kids' television then bring back the Playbus. Harder perhaps than comprehending the adventures of an aquatic, cellulose polymer brick, is the task of basing a game around him. Those poor developers.
Well, base a game around him they did, and, not surprisingly, they've kept things pretty tame. Battle For Bikini Bottom (snigger, titter) is a fine old platformer, nothing more, nothing less, just a little briny between the ears. You'll be collecting sparkly shells, boshing bad guys, flicking switches like every other platform before it, and collecting gems/tokens/coins in order to unlock other sections of the game. Chances are you've played SpongeBob already, you just don't know it yet.
Thankfully, there has been great attention smeared over SpongeBob, ensuring that all his friends, enemies, and cartoon environments have been included. Even Gary the meowing snail makes an appearance (eh?!), which is sure to please the fans of SpongeBob, but something that leaves us old cronies completely befuddled. You're also able to play as Patrick the starfish and Sandy Cheeks the scuba-diving cat throughout the course of the game, and although these guys often have different abilities to 'Bob, the tasks you're asked to complete with them don't alter course too much. You'll still be hitting switches, leaping from platforms, and clouting tracksuit-wearing trout.
There are a few sub-games to SpongeBob, such as bungee jumping using the elastic in your square pants, bubble riding, and the Crash Bandicoot-inspired tongue-surfing sections (lay on your own tongue and slide down a slope smashing boxes for goodies). Plus, there's plenty, and boy do we mean plenty, of oddball humour, and although this gives a fairly standard platformer a little left-of-centre zest, it hasn't gone far enough. It's strange how, for a cartoon that has attracted cult status and is probably responsible for liquidizing the brains of an entire generation, when it comes to indulging in the madness, it's all a little too tame. We wanted to come away from Battle for Bikini Bottom declaring the genius of the feral pigeon and defecating in our shoes before a coloured pill and a kiss goodnight from Nurse, not feeling slightly smug that we've collected all 100 golden coins. Still, if you've got a crazy kid that needs reining in after one too many sessions of SpongeBob on a Saturday morning, this could be the perfect antidote. The ten levels should keep them quiet for some time, and it's got all the great SpongeBob flavour with none of the nasty side effects!

SPONGEBOB SQUAREPANTS: LIGHTS, CAMERA, PANTS!
Mental, brain-hurting party game starring the boy-sponge and his undersea friends. A bit too kerayzee-mental for its own good
Party - Issue 50 (XMas 2005) - 5.6/10

(TQ25003E)
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Flip burgers, catch burgers, go faster, flip burgers, catch burgers, go faster, flip burgers catch burgers, go faster... Take orders, make orders, serve orders, repeat! SpongeBob leads a crazy, crazy life, but we're not sure if taking part in it is all that good for your health.
Sold as a 'party' game, Lights, Camera, PANTS! is as baffling and unfathomable a title as you're likely to find. Every 'game', of which there seems to be hundreds of the psychedelic bleeders, is an assault on the senses. If it's not working in the fast food store, it's lifting weights against muscle-bound sharks, cliff climbing while a conveyor belt above spews rubbish down on you, or taking part in a John Travolta-style dance-off against robots.
Things are so fast and frenzied it'll no doubt make the perfect party game to any 14-year-old with access to his parent's booze cabinet and the pin number to unlock Men and Motors on Sky. This is not a party game for anyone who likes things ordered and with definable goals. It's all about bashing buttons randomly and looking around to see whether your rivals have cottoned on, or are just as clueless as you are. It's probably the only party game we can think of where skill doesn't seem to matter, but being a frantic, spotty hyperactive boy is probably an advantage.
It features all the characters from the TV show, but that doesn't matter because you'll be so knee-deep in button sequences and flying hamburgers you won't even notice. Odd is not the word. Grab a packet of aspirin and judge for yourself.

SPY HUNTER
Instantly enjoyable, totally superficial shoot 'em up chase action
Action - Issue 4 (June 2002) - 6.7/10

(MW00402E)
SpyHunter.txt
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When people stay faithful, it's nice. All too often, some age-old arcade franchise gets exhumed and stretched across a 3D engine whether it needs it or not. It's the gaming equivalent of a QVC presenter - a previously popular but now D-list performer resurrected in a ham-fisted attempt to add a touch of class. How refreshing, then, to see that Spy Hunter barely strays from the spirit of the 1983 original, a classic arcade blaster.
So the Peter Gunn Theme is still there, and the gameplay is still a frantic piece of high-speed chase action over tarmac and water as you attempt to thwart the world-crushing plans of the maniacal Nostra cult. You know the type - vague world domination theory, white cat, big world map with flashing lights...
Again, you've got your transforming superspy vehicle, all turbo boost, guns recessed behind gleaming bodywork, beverage holder fitted as standard. It's the centre-piece of the game and it handles well, striking a nice balance between simplicity and depth. For all its boys' toys, though, it can't reverse, which is a good indication of the fire-and-forget nature of the missions in Spy Hunter.
Each mission has several objectives, but the primary goals always involve driving really fast or blowing stuff up. There are common tasks to each mission - minimise civilian casualties, collect glowy orbs (Satcoms) - and you have to revisit some levels to open up later missions.
So, if everything is in place for an explosive, shallow arcade shooter, what's wrong? Two things, and do pay attention, James...
First, the action itself feels flimsy and random. Getting attacked from all sides is a pain, and returning fire is an awkward hassle. Sometimes it's better to speed on through, finger clamped on the machine-gun trigger, since your energy bar seems to take a meatier battering when you try to put up a considered fight.
Second, to put it bluntly, it looks like a Nintendo 64 game, a washed-out world made in grey. In fact it's actually nothing more than a direct PS2 port. Considering what Xbox is capable of, Spy Hunter offers it no challenge whatsoever. This could, and should, have been a lot better.

SPY HUNTER 2
A no-frills blaster on wheels. Ace sense of speed, amazingly detailed explosions, but no substance
Action - Issue 27 (March 2004) - 5.9/10

(MW02703E)
Spyhunter2.txt
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Being a spy, or 'spy hunter' for that matter, does not mean chasing people through the streets of New Orleans in a Transformer. Just because Bond does it, doesn't make it big or clever. Being a spy hunter, especially in the 21st century, means more than racing along a stretch of road avoiding mines and shooting the bejesus out of everything.
It may have washed way back in the '80s arcades, but not in this fast-paced world of nano-technology and subversive counter-intelligence. For God's sake, Roger Moore used to be 007, haven't we learned anything?
The story, which is helpfully explained via an onboard computer called Leonie 2.0, is the usual Eastern Bloc nonsense, but that's utterly forgivable. The game is arcade through and through, so you don't need to be bamboozled with spytalk and convoluted plots. But that doesn't mean you're licensed to neglect the agonisingly thin gameplay. It needed beefing up, especially since this is a sequel, but what you're essentially left with is a checkpoint chaser. Racing (always against the clock) from the beginning of a track to its often miserable end does not a good game make. We suspect this was obvious even during development so, to divert your attention away from the path-following monotony, someone pulled out the 'let's make it so difficult people forget how linear it is' card. It is exceptionally difficult, and this isn't counter-balanced by any semblance of reward. Dazzling pyrotechnics, glorious FMV sequences and triumphant fanfares are sadly lacking, especially as these would be the only things worth suffering SpyHunter 2 for.
Granted, there's an amazing sense of speed to your super-duper spy car, and when you're whipping it along a frosted mountain pass with explosions all around, you could be forgiven for thinking you're in a different game. Unfortunately, although your car is exceptionally fast, it appears to be made of pie tins. The slightest breeze or insect hitting the windshield and it explodes or transforms into a lesser vehicle. The car turns into a bike, the boat into a hydrofoil. The first time the small transformation sequence kicks in it's actually rather impressive, but you'll soon find out that you might just as well have transformed into sausage for all the good it does you. The primary vehicles have dodgy targeting systems at best, but the smaller craft are belly up before they've begun. And then what? Well, even if you're at the very outset of a mission, or nearing its climax, it's straight back to the start to do it all over again.
In its meagre defence (it's guilty, we know that, but let's hear it out), it's certainly not the ugliest set of wheels in the lot. Explosions pirouette and shoot off into the sky satisfyingly, missiles snake their way through water before kicking up a huge spray, and the graphics engine is fairly competent. The handling is just the right of side of average, and for the most fleeting of bubblegum moments it's not bad. The rest of the time though, it's the Inspector Clouseau of spies; a real, bumbling Maureen from Driving School excuse of a game.
Games have changed since we all shoved ten pence pieces into slots way back when, yet arcade updates on the whole never seem capable of letting go of the apron strings. Imagine, just for a second, that SpyHunter 2 had been done like Grand Theft Auto III (Issue 25, 8.9) instead. Good, eh? We shall say no more on the subject.

SPY VS SPY
Don't remember the original? Don't worry, this is nothing like it. Platforming fun; a right giggle in multiplayer
Screenshots - Action/puzzler - Issue 40 (March 2005) - 6.8/10

(TT13201E)
SpyVsSpy.txt
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Any self-respecting gamer over 25 will have fond memories of the classic Spy vs Spy titles. Pioneering the way multiplayer games were played, their legacy lasted over ten years, until the public grew tired of 2D puzzlers. Now Take-Two has decided to breathe new life into the bullet-riddled lungs of the sleuthing series.
We use the word 'sleuthing', but the real espionage flavour of the originals has been lost in the translation from 2D puzzler to 3D platformer/actioner. That's not to say the grey matter doesn't get put to use, because every mission/environment in the single-player Story mode involves players being intuitively lead through a series of simple (very tame) scenarios. Occasionally the environment allows you to set a trap for your nemesis, though this is merely a case of walking into a specific area, with the resulting comedy caper played out in a disappointingly pre-rendered cutscene.
What's much more satisfying is the option to play the Classic or Modern version of the game. Classic involves negotiating the familiar apartment setting, trying to acquire five hidden items before your foe. Stealth is much more paramount here, and the emphasis is on placing snidey traps to scupper your opponent. Context-sensitive controls allow your Spy to sneak around (though not quite up to Sam Fisher's standards), but this placid padding does prevent your character leaving footprints. The Modern mode plays much the same, only over the same maps from the single-player campaign.
This new direction allows for a revamped and rollicking multiplayer mode. Up to four players can try to command an arena in one of the many game modes like Last Spy Standing and Deathmatch variants. The maps aren't huge, but due to the random nature of available weapons, are a real laugh. Spy vs Spy is quite a detraction from its roots, but a refreshing update nonetheless.

SPYRO: A HERO'S TAIL
Accessible, addictive and boasts huge environments. Numerous replayable mini-games for endless hours of play
Platformer - Issue 36 (December 2004) - 7.0/10

(VU05202E)
Spyro.txt
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Here be dragons. Not nasty fire-breathing ones that'll munch several fair maidens for breakfast mind you, but cute, fluffy purple ones that, aside from having a mean line in comic asides and a badass 'tude, are pretty adept at saving the world. Vivendi's long-running Spyro franchise debuts on Xbox, boasting bigger levels, bigger baddies and a whole host of new friends for our loveable lizard to play with.
The typically convoluted storyline details how the Red Dragon (an evil Elder Dragon, not a disfigured, family-slaughtering serial killer) has scattered Dark Gems throughout the realm.
The result? The entire realm has turned evil - mwaaa-ha-ha! It's up to Spyro to explore the large, expansive environments, smashing the Dark Gems along the way, and restoring good to the land. In a neat touch, every time one of the evil stones is smashed, the environment dynamically changes before players' eyes. So it was worth that ten-minute jumping marathon to reach the top of that nearby mountain then...
Collecting gems is the staple of any generic platformer, and Spyro has the chance to amass more bling than J-Lo. Use these in exchange for items at the wily Moneybag's shop, and you can purchase all manner of different items such as Lockpicks, Teleport tokens and various attack upgrades to aid your overall quest to bring light back into the world.
Salubrious shopkeepers aren't the only creatures you'll meet along your travels, however. Spyro: A Hero's Tail features tons of different colourful characters to interact with. In a brilliant touch, players can assume control of several of these, each with radically different abilities to Spyro. New guy Blink the Mole and the brilliantly funny, stiff upper-lipped Sgt Byrd line up with old pals like Hunter the Cheetah. Use your funky friends over specific levels and mini-games to earn more bartering items (Dragon Eggs and Light Gems). These sub-levels are just as much fun, in some cases better than the main game itself and provide a great variation in both pace and gameplay. We loved the spectacular flying levels in particular, where a jetpacking Sgt Byrd takes to the skies and players have to complete certain challenges, like shooting down a flock of vultures in a given time limit.
As for Spyro himself, the game sticks firmly to the tried and tested format of the previous titles. Explore the environment (in his prancing, cutesy camp way) and once each realm is clear, engage in a not particularly challenging boss battle. Only this time round, the benevolent beastie has loads of new powers available, as each level necessitates. All-new Electric Breath destroys robots, whilst Ice Breath (he obviously had his Wrigley's Extra this morning) is great for cooling things down when the heat gets too much. Although character and level detail are fairly bland, the animation is decent enough, though Spyro has a nasty habit of skidding around like his claws were made of Teflon - this can be very annoying when precision jumping is frequently called for.
A Hero's Tail is actually fairly hefty, with enormous levels to explore. Obviously a younger gamer's title, plenty of colourful visuals and the addition of so many replayable mini-games should keep the kiddies enthralled (and quiet) for hours at a time. Which is surely the sign of a decent kids' game, right?


SRS: STREET RACING SYNDICATE
Deep and detailed, though the lacklustre races will have you nodding off at the wheel. Handling is sluggish and AI is confusing
Screenshots - Racing - Issue 43 (June 2005) - 6.0/10 - Xbox Live features ***

(NM01902E)
SRS.txt
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Haven't we had enough of these by now? Generic street racers featuring tattooed, clichéd stereotypes who drive around in crews and strive to earn respect just as much as they do cash, spouting laughable 'yo' street talk. Yawn. SRS wants to be in the cool street racers' gang, but no amount of shiny new paint or the latest tyres will get this kid accepted - it's just too much of a wannabe.
The game revs off the grid promisingly enough; you're subbed in at the last minute to drive for a notorious crew, and players will easily blast through the race in a souped-up beast. It's a massive shame then, that this was merely a taste of the game's potential. You're given the chance to race for yourself, but relegated back to the standard Golfs and Imprezas so familiar to games of this type. We appreciate the story element requires this, but it's a frustratingly massive step back to trundle round a circuit in a seemingly sloth-like entry-level motor.
Speaking of which, races themselves are about as electrifying as an unearthed Van de Graf generator. Vehicle handling is very sluggish, and there's not the slightest sensation of speed. 120mph, the speedometer reliably informs us? We could crawl blindfolded through quicksand faster than this. AI drivers are annoyingly inconsistent as well. You'll easily overtake the field in a matter of seconds, and should theoretically build up a noticeable lead. However, scrape a corner or clip and oncoming car, and the AI cars will magically appear right on your tail, regardless of how fast you've been storming through the last couple of laps. There's no real damage modelling either, but repairs must be made to your car if you're careless for a few races.
There's a respectable number of races on offer, found by cruising the streets and looking out for each denoting icon. Dive into the obligatory custom shop and you'll be presented with a baffling array of upgrades for your car. The huge amounts of cosmetics are easy enough to grasp, but if you don't know your cars then you'll struggle to contemplate the mind-boggling performance enhancements. Great for enthusiasts, but daunting for the rest of us. We're accustomed to handy auto-upgrade options in games of this nature, and the lack of one here is annoyingly apparent.
Multiplayer is obviously catered for, and SRS boasts two-player split-screen, and both System Link and Xbox Live for up to four players. However, the game still suffers from the same frustrations as the single-player mode, and unfortunately races feel stagnant and uninspiring. SRS features an impressive amount of depth, but the lacklustre gameplay may put the handbrake on you ever really appreciating it.


SSX 3
Loads of stuff to unlock but it's just a glossy remake of its predecessor
Extreme sports - Issue 23 (December 2003) - 7.9/10

(EA06002E)
SSX3.txt
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Whether you've actually done it or not, everybody knows snowboarding is immense fun, and has a somewhat extreme image associated with it. The previous two SSX games concentrated on this aspect rather than being realistic simulations, and now the third title comes blazing down an icy black run of fun onto Xbox.
An all-new feature is the Conquer the Mountain mode. Three huge environments (peaks) are available, but have to be unlocked in numerical order. Each peak is divided into Race, Freestyle and Freeride disciplines, which are split into a further four different routes to, once again, complete in numerical order to unlock the next.
Far from lycra-clad funboys slaloming through poles, the Race sections involve breath-taking rides down sheer faces incorporating jumps, gaps and rails. Freestyle is pretty much the same sort of deal, only you're up against the clock to amass astronomical amounts of points through amazing combos. Yep, that's right, the crazy cats with the even crazier moves are back with a vengeance and, as we said before, the emphasis here is clearly on over-the-top, totally unrealistic tricks.
Pull off several good combos in a row, and your Special meter will fill up. Once this reservoir of radness is complete, hold the boost button for a quick burst of speed - vital for a sprint finish or to get bigger air off the enormous jumps. Perform several consecutive special moves and you'll fill up the Uber-meter, which allows you to pull off mad moves for big points.
Freeride is exactly that; explore each environment and complete tasks to unlock more costumes and earn cash. Pop into the mountain lodge to upgrade your stats and buy clobber - it's all standard fare for extreme sports titles.
So how does it differ from its predecessors? Well, it doesn't. The races are searingly fast, and whilst the exploration aspect does add a bit to the gameplay, you're far too limited as to where you can and can't go on the mountain. There's a decent amount of stuff to unlock, including special tricks individual to each character, but it still feels like we're just retreading the same old territory. There are only so many tricks you can pull before it feels repetitive, and although there are only three environments, the difficulty curve on the races is considerably steep.
If you don't own any of the previous SSX titles, this is definitely worth checking out but, at the end of the day, it's just a glossy remake of its predecessor.

SSX TRICKY
Fast and furious, but it needed souping up to become great
Extreme sports - Issue 5 (July 2002) - 7.5/10

(EA00403E)
SSXTricky.txt
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Snow may be rarer than rocking horse poo down round these parts, but games featuring rad dudes grabbing phat air down the icy slopes certainly aren't. Following the success of Amped (Issue 01, 8.7), you can now sample the manic trick-based racing thrills of SSX Tricky - deservedly a huge hit last Christmas on PlayStation 2.
The game won legions of admirers for its addictive, all-action gameplay and superb visuals, and now that the Xbox version has finally reared its head in the UK we were keen to see just what's been done to the game in the way of upgrades. Sadly, after playing spot-the-difference for several hours, we found it almost impossible to tell the two versions apart.
Okay, the texturing and bump-mapping look a wee bit better on Xbox, and there's a slightly different control configuration, but there's nothing to make this version stand out from the original. It's a pity to have to report that stingy old EA has failed to provide any new tracks, characters, costumes or boards.
But if the prospect of playing a carbon copy of a decent PS2 snowboard racer doesn't bother you, then there's plenty to admire. SSX Tricky gets the balance right in that it's easy to pick up but hard to master, in the tradition of all the best action games. And while no match for Amped in terms of graphics, it has a purist, arcade appeal that gives it the edge in terms of pure gameplay.
Whether you choose to play the speed-based World Circuit, the more trick-oriented Show Off mode or the chilled-out Free Ride, your early trips down the slopes will inevitably be tainted with frustration. More often than not you'll be eating snow as you crash and burn in the pursuit of the many cool combos.
Stepping back into the excellent training mode for a while is a must. It has the dual purpose of demonstrating moves that increase your character's ability and introducing the super high scoring Uber-tricks.
With some top tricks in your armoury, the game suddenly falls into place; you begin to win medals, unlock better boards and, in turn, improve your character's stats - essential for progress through the tough later tracks. It's this carrot-on-a-stick system within the game that has you returning for more.
Familiarity breeds contentment, and not only do the moves get easier and more satisfying as you get deeper into the game, but each of the ten huge tracks also has hidden paths and shortcuts, some of which you have to find once the pace hots up.
As for multiplayer fun, the obligatory two-player mode is present, and is just as much fun as it was on PS2, but you have to question why EA hasn't chucked in a four-player mode as an Xbox bonus. Given the power of the machine, it seems a basic oversight, and would have given gamers a little more bang for their buck.
As it stands, SSX Tricky is a solid game, but one which hasn't taken advantage of the mighty hardware at its disposal.

SSX ON TOUR
Snow-bound trick-busting, now on two bits of wood rather than one! Whatever will they think of next?
US Sports - Issue 49 (December 2005) - 7.4/10

(EA13001E)
SSXOnTour.txt
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It's been two whole years since EA's last snowboarding extravaganza SSX3 (Issue 23, 7.9), and what has the software giant come up with since? Jet-powered snowboards? No. A time-travelling storyline where rival snowboarding gangs battle via TXT MSG for 'respect'? No thanks! We'll tell you what it came up with: skis.
Correct us if we're wrong, but isn't the whole point of the SSX series based on how much cooler snowboards are? Throwing in the option to glide down a snowy mountain on two bits of fibreglass instead of one smells a bit like EA trying to squeeze the last dregs from a series that reached its 'peak' quite some time ago. SSX's evolution from straight snowboard racer to monster alpine trick-buster was pretty much complete with the last game. All On Tour manages to do is simply rehash the same old formula, throw in a few new tricks (hence the skis) and hope we won't notice.
Some things have changed, thankfully. The front end in particular, which groans under a heavy sheen of MTV 2-licensed imagery and hand-drawn menus done by a cartoonist who's been sniffing his felt tips a bit too long. It's certainly eye-catching, if a little headache-inducing, and together with the equally MTV 2 soundtrack gives SSX On Tour a really cool and unique sense of style.
The format of the game, however, feels bizarrely underdeveloped for an EA effort. Like SSX3, there's one huge mountain split into several peaks, each with numerous trails to board and ski down. But instead of completing challenges that allow you to start further up the mountain, thereby slowly expanding the play area, On Tour simply offers random 'Shred' challenges - complete them and you can enter races and trick-offs versus the usual SSX masters. It's messy and unstructured and won't encourage you to keep playing.
It's a pity, as some of the design work in SSX On Tour is superb, with interesting courses full of endless short-cuts and secrets. The trick system is virtually identical to SSX3, but it's satisfyingly easy to pull off all kinds of OTT shape-chucking. Suspiciously familiar, but still a genuine alternative to the rather prim Amped 2 (Issue 23, 8.9). Dude.

STAKE FORTUNE FIGHTERS
Not a bad idea but a mess of a game with few redeeming features
Beat 'em up - Issue 19 (August 2003) - 2.5/10

(MD00401W)
Stake.txt
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The premise behind Stake Fortune Fighters sounds promising - a good old beat 'em up tournament in the vein of Super Smash Bros. Melee and Power Stone. Unfortunately, the reality is more like death by a thousand paper cuts, as Stake proves through its poor gameplay and dodgy graphics that imitation isn't always flattering.
The eight characters are about as generic as you can get, with a mishmash of ideas pillaged from the Tekken and Virtua Fighter series. You've got your basic warrior type, as well as the obligatory lethal OAP and chick with big boobs. There's a little bit of explanation in the manual as to what these characters are doing at the tournament in the first place, but as far as the game goes, it doesn't make a lot of difference.
Once you've chosen a character it's straight into the action. This takes place over eight maps, with a varying number of opponents for each one. There are a few attack moves per character and some very basic combos, varying from handy range attacks to hard-to-target techniques that just resemble giving your opponent a big push. The back of the box seems to imply some kind of interactivity with the environment, but what that actually means is you can pick up and throw a few specific objects, rather than just uprooting trees and random boulders. There's a bit of fun to be had here, whether you're setting freeze traps, miniaturising opponents or simply lobbing bombs about. There's very little variation and physics to the throws though, and it's all too easy to get caught in your own blast radius.
The maps themselves could be a hell of a lot better - they're very poorly designed with some major clipping issues. Not only can you get stuck in them, but you can also slowly jump further inside the map until you fall out the other side. Things aren't helped by an unwieldy camera system and the fact that, despite a mini-map, you can't actually see all that much of the level at any one point.
There's very little difference between the single-player game and the multiplayer one, apart from the fact that your friends are probably a lot more interesting to play with than the crappy characters. Although this game is so poor you risk losing mates rather than entertaining them.

STAR TREK: SHATTERED UNIVERSE
Decent little shooter. If you can stomach the difficulty, it's rewarding and enjoyable
Shoot 'em up - Issue 30 (June 2004) - 7.0/10

(TM01602E)
StarTrek.txt
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As well as providing ample illogical discussion material for Trekkies to debate over their pints of Romulan Ale at sci-fi conventions, the Star Trek licence has actually spawned a few fairly decent games on PC.
Not to be outdone, Shattered Universe on Xbox is actually a decent little shooter. Nicely mixing 1960s kitsch with more familiar Next Generation astrophysical anomalies, we follow the adventures of newly promoted Captain Sulu (voiced by original actor George Takei) aboard the USS Excelsior. As per Star Trek custom, the ship stumbles across a wormhole that transports them to a mirror universe where the Federation doesn't exist and the evil Imperial empire is in power. The newly morphed ISS Excelsior turns against the tyrannical ruler and must fight its way across the galaxy, ultimately to a path home.
Missions are the standard escort/protect/ destroy fare, and although story-driven cutscenes punctuate levels, each stage can quickly become monotonous. Every punishing level is harder than a bunch of convict Klingons, and both difficulty and frustration are compounded by the fact that additional objectives frequently pop up towards the end of a level. Annoying is not the word after sweating blood and tears blasting through a level for half an hour, only to have your decrepit ship fall apart on you after the third 'surprise' attack by an Imperial enemy ship. Each playable ship has various attributes and weaknesses, and although the first few would be better off with spud guns than the laughable lasers they boast, the later ships muster up much meatier weapons.
A 3D space shooter may be the obvious genre for a Star Trek licence, but when done with the capable style here, the result is more big bang than vacuum. Not quite as good-looking as the luscious Seven of Nine, the graphics are still nice and firm, although fine detail is often sacrificed for more impressive scenery and draw distance.
A major advantage of Shattered Universe is the fantastic use of the analogue sticks for your craft's handling. The Left thumbstick controls the general direction, while the Right determines the amount of pitch and yaw, and you'll not always be "going forward 'cos you can't find reverse" thanks to the triggers. It's immensely satisfying to combine these advanced controls during a hectic dogfight and turn on a sixpence to get that final kill shot in on an enemy, though it's just as easy to lazily thrust forward and back when fighting a behemoth enemy mothership.
Shattered Universe certainly doesn't reach Warp 9 by any expectations, but it does the licence no harm at all, and at 20 quid it's top value for your credits. Beam this up for a bit of fun, mindless blasting.

STAR WARS BATTLEFRONT
One of the most remarkable Star Wars games ever. A joy from start to finish, every time
Action shooter - Issue 35 (November 2004) - 9.0/10

(LA01705W)
StarBatt.txt
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Long have we waited, long have we suffered the likes of Obi-Wan (Issue 03, 3.3) (yuk) and Jedi Outcast (Issue 10, 6.5) (mmm?). And for what? For this. For the Star Wars game you always hoped you'd have the chance to play, for a Star Wars game that rewards you abundantly for being a fan, and for a Star Wars game that lavishes you with every detail, droid and blaster from every moment of every film. This, even more so than KOTOR (Issue 20, 9.5) for those of us without a disposition for RPGs, is the ultimate Star Wars game. The ultimate.
From the icy wastes of Hoth watching lumbering AT-ATs quiver into view on your telescopic lens, to the log-swinging Ewok craftsmen trapping Scout Walkers between felled trunks like chop-sticks, everything is here, and you get a hand in it all.
The premise is simple. Epic battles (land, not space, but watch out for Battlefront 2 if our source at LucasArts is anything to go by) are re-enacted and you can replay them exactly how you'd choose if you were there. Up to 24 players can go at it on Live, blowing each other into smithereens, just as a lone player can go against 23 bots in Campaign mode. You have to obliterate one side and overthrow their command posts before they do it to you - easy.
There's very little to distinguish Live and single-player modes, such is the quality of bot AI, and although Battlefront is very much a multiplayer title, unlike other titles specifically tailored to be played in company, the single-player campaign will make you grin as wide as the galaxy itself. Environments are recreated to a perfection little seen in games. Sweeping vistas, music that dances off your goosebumps, cameos from Vader and chums, and a crazy collection of vehicles will have you returning time and time again. You even get to see glimpses of Episode III and the Wookiee planet Kashyyyk.
Such is the madness on screen, don't be surprised to be caught in the middle of huge pyrotechnic firefights which can threaten to overwhelm you with their ferocity. There literally is no lagging, slowdown, or loading of any kind; you're just plunged into it. To help you survive the brutal assaults you can play via either first- or third-person perspectives, and the control systems are fluid whether you're galloping over the dunes of Tattooine (watch for the Sarlaac's tentacles) or steaming towards a crippled AT-AT, a tauntaun under you, and a rocket launcher in hand for any survivors.
The choices you make very much dictate the outcome of battles, too. The AI is so perfect that if you were to sit back and watch, numbers on each side would deplete steadily until the battle's won. With a little interjection from you and depending on how good a strategist (and shot!) you are, the fight will sway either way. By giving the simplest of orders you can command men to hold their ground or follow you into the fray, thereby altering, almost imperceptibly, the tide of war. Don't worry though, the strategy is just another asset, not a necessity for success. That of course comes down to your trigger finger, and ability to fly through spitting hot laser fire in skies that are literally shredded by Imperial hate.
We can't quite get across just how playable Battlefront is, other than saying again that this is what you always hoped a Star Wars game would be. Apart from a constant need to switch perspectives and invert your axis when switching between ground skirmishes and vehicle battles, this is as perfect as you had hoped it would be. A tremendous, sweeping, beautiful game and further evidence, if it be needed, that Xbox Live is the way forward for gaming. Wow.

STAR WARS BATTLEFRONT II
It's one small step for Han, but one giant leap for Han's kind. Battlefront goes orbital...
MMOFPS - Issue 49 (December 2005) - 9.0/10

(LA02601W)
SWBII.txt
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With Anakin now safely suited and booted inside his iron lung, LucasArts is opening the floodgates with Episode III content. We weren't allowed to see any Episode III stuff in the first Battlefront, save for a peek at Chewie's planet Kashyyyk.
So the most obvious conclusion to draw with Star Wars Battlefront II is that it's simply the first game with some of those CG Episode III planets stapled to it. Not so. The Star Wars universe is huge, so we're treated to a broad range of planets and locations from all six movies, not just from the last film. Leia's ship the Tantive IV, Dagobah, Jabba's Palace, and the Death Star all make their sequel debuts, and a great exercise in Rebel-zapping they prove to be too. But Battlefront II is far more than just plonking the entire bulk of the previous title into pretty new locations.
We cried out for the chance to take to the stars in the previous game - and now you can. Hulking great Star Destroyers and Rebel Transporters go at each other like two galleons in space, while players rush from hangar to hangar, strapping themselves into any number of smaller ships to launch David vs Goliath-style strikes at the enemy's weak spot. You can spiral into enemy bridges to take out their command (risky, and not particularly effective), or land in an enemy hangar, then sneak to the reactor core on foot to shut it down from inside. As you can probably gather, Battlefront II is a monster game, but it never feels lacking or poorly populated. Whole battalions of Stormtroopers, droids, Rebels and separatists swarm about with the kind of AI that sends a shiver up your spine. If you want to get close to a spawn point this time, you're either going to need some seriously chunky hardware, or be a superb sniper. It's relentless.
Because of the grander, busier gameplay, though, LucasArts has had to find a way to level the playing field. Enter the Jedi! Each Jedi or Sith has their own ability, be it Palpatine's lightning blasts, or Yoda's bounce attacks, and these can be employed for short bursts during a match once a team captures a certain number of spawn points, or kills a set number of enemies. They're a great way of turning the tide of war, and watching the faces drop on unsuspecting rivals is priceless when they realise your failing tactics were just a plot to play a saber-waving trump card. It adds a depth to the game that wasn't there before, and means that a lone gunner can make as much difference as a perfectly executed squad strike.
As if that weren't enough, there's a proper solo mode this time, following the exploits of the 501st Stormtrooper division. It feels a little like a well-meaning gesture than an actual crank-up in the single-player stakes, but it's well done and adds oh, a good 15 minutes to the game. At its core though, Battlefront II remains a walloping, beautiful example of what Xbox Live can do. It's bigger than the first, it's better than the first, and if there's any justice, it'll be what everyone will be playing come release. Impressive. Most impressive.

STAR WARS JEDI KNIGHT: JEDI ACADEMY
The only big change from Jedi Knight II is Live compatibility. Shabby presentation
First-person shooter - Issue 24 (XMas 2003) - 7.7/10 - Xbox Live features ****

(LA01102E)
StarJK.txt
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Spare a thought for the stormtroopers. If they're not getting cleaved with lightsabers or blasted in their hundreds, they're being throttled to death by their own masters. We've lost count of how many we've killed over the years. In fact, it now takes really good gameplay to keep us from never wanting to see another Star Wars game again. Sadly, Jedi Academy fails to deliver, barring very scarce improvements over last year's mediocre Jedi Knight II (Issue 10, 6.5).
One major change is the chance to build your Jedi from scratch. There's a guilty pleasure in being able to play as an overweight Rodian with a double-bladed sabre. Force powers are customisable too, but don't expect the same level of stat-fiddling as in KOTOR (Issue 20, 9.5).
After each level, you're given a stat point to upgrade your powers. It's a pity that points aren't awarded on the basis of how many enemies are defeated or how long it took to complete the level. You trundle through missions with no real sense of urgency or excitement. Despite this, Jedi powers like levitation and Force Push are still fun to use. We'd have liked some new ones, though. Don't expect any crises of conscience either - in this game you're a good guy, pure and simple.
Levels are a bit more varied in this sequel. One has you riding a tauntaun through the icy wastelands of Hoth and another has you saving prisoners from a rancor. Our favourite scenario is when you crashland on Blenjeel. A hideous sandworm lurks below the desert and you have to keep off the ground to avoid being eaten.
Unfortunately, the graphics are a letdown, whatever planet you're visiting. Coruscant and Tatooine should be thriving with smugglers, traders, scum and villainy. Instead, all we get are a few scattered R2 units and one ugly bounty hunter after another. It's not as if the enemies behave convincingly either. Some of them just stand still while taking multiple hits and we've even seen one of the bosses accidentally jump to his death. This doesn't really add up, because the AI for multiplayer bots is actually quite solid.
Multiplayer is definitely the highlight of Jedi Academy, especially with Xbox Live. Up to eight warriors can fight at one time, or you can use seven bots if you aren't on Live. Most arenas are carefully designed with multiple raised platforms, elevators and pitfalls. Force powers have to be used with great skill. The real excitement begins when you're caught in the middle of a four-Jedi lightsaber melee and suddenly there's enough fireworks to make the graphics quite appealing.
Ultimately, if you're going to climb into a Jedi's robes, it has to be for the right reasons. Jedi Academy fails on almost every level as a single-player FPS, but succeeds as a very different multiplayer experience.

STAR WARS JEDI KNIGHT II: JEDI OUTCAST
Better than Star Wars: Obi-Wan, but it still doesn't pull up any trees
Action adventure - Issue 10 (December 2002) - 6.5/10

(AV02104E)
StarJK2.txt
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A lightsaber is undoubtedly the coolest weapon never invented. Forget the sword of Excalibur - the Jedi's fluoro stick of death is the special branch on the weapons tree. Playing with one, and a little bit of feelin' the Force, are the biggest attractions of Star Wars Jedi Knight II: Jedi Outcast.
What you're served with here is a Lucas cocktail of two parts Dark Forces (the original Star Wars first-person shooter, of which this game is a descendant) and one part Tomb Raider; originally shaken and stirred in a PC and now offered up on Xbox.
If you have visions of immediately firing up your trusty 'saber and slicing and dicing Stormtroopers left, right and centre then you're going to be in for a long wait.
Several levels need to be completed before things start to actually become fun. The early stages are like playing Dark Forces by numbers. Go to room A, kill all the dumb bad guys and flick a switch. Go to room B, kill all the dumb bad guys and enter a code. Go back to room A and flick another previously hidden switch that lets you go to room C. Go there and kill all the dumb bad guys. Then try and find a route to room D. Rinse and repeat...
There's no sense of urgency to events. Much of the experience simply involves running around an empty map trying to find out what switches need to be activated in order to enter new areas, many of which look like the end result of a go at Star Wars Scenery Builder v1.1
Even after you've earned the way of the lightsaber and started learning cool force tricks, it's still just a case of having more novel methods of killing the Empire scum while finding codes or hunting down keys to open other areas or activate a beacon.
One redeeming feature is the Jedi Arena option, a series of multiplayer games - with bots for single players - unlocked as you progress through the main adventure. The arcade-style enjoyment of swishing the lightsaber and using Force powers you get in these events is missing from the game proper.
There are a few genuine moments of Star Wars magic, such as walking into a full-scale lightsaber battle, and rare occasions of interaction with well-known characters from the movies. It's just that these good bits are wrapped up tighter than a Jedi's robe in winter, resulting in a frustrating chore of a game with infrequent highlights that could have offered much more.
More innovative missions would've better complimented the kudos of wielding the glowing rod of death.

STAR WARS: JEDI STARFIGHTER
A dose of enjoyable space combat needing more action to shine
Shooter - Issue 5 (July 2002) - 7.4/10

(LA00502E)
StarJS.txt
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Life on other planets? Who knows. In recent years, it's been more likely that we'd discover a packet of moist towelettes on the dark side of the moon than find a decent video game based on Star Wars.
Collectively, they've formed a solar system of dull, lifeless rocks orbiting the LucasFilm licence, with only an occasional comet of bright, shining creativity truly reflecting the franchise.
Before this metaphor string becomes too spacey, let's just say that Starfighter is a pleasant sight in the night sky. You take on the role of two pilots: Adi Gallia, a well-spoken Jedi swot and Nym, a mercenary with plenty of 'tude, each with personal reasons for battling the dastardly Trade Federation, but ultimately joining forces to achieve a common goal.
It's Star Wars by numbers but, luckily, it's not a stinker. The missions vary in setting between average space battles and grand air-to-ground spats, and accurately capture the Star Wars motif of a band of plucky, talented underdogs fighting the odds and nefarious baddies for the sake of the universe.
You've a tight leash over the control of your craft and, despite every button having an important job, everything slots together nicely during play. You're rarely asked to make deft manoeuvres, since the action centres on deciding which things to shoot first rather than acrobatic air-to-air showdowns.
It's not as glam as the recent Rogue Leader on GameCube, but then it's not meant to be. Starfighter is more about dumping you in the hot seat of a Jedi craft with free reign of approach on a mission, as opposed to reliving some of the movie scenes in the comfort of your living room.
As such, it could do with a bit more depth and variety to flesh out the enjoyable skeleton of a space combat game that's already in place.
The game isn't faulty in any way, but it does begin to feel a little bland after extended play. Missions border on the repetitive, and sometimes it feels like the only variation comes in the form of the setting. You're scrapping it out with a fleet of enemy Scarab laser-fodder in deepest space, and the next you're doing the same job on the surface of a planet, battling around a base rather than a space station.
It can feel a little pedestrian, too, when you're taking potshots from afar (using the admittedly lovely zoom scope function) and wearing down the shields of the larger ships can be nothing but a chore.
Missions do feature the occasional crafty objective to break up the usual role of protect, seek and destroy. A stand-out moment, for example, occurs during the final mission of second chapter The Dragon's Den where you're required to fly into the bay of a Trade Federation installation and take out the reactor core.
You'll have to swoop under the hangar doors and manoeuvre around in a cramped space, making for a refreshing change of pace and scenery. Jedi Starfighter needed more clever tasks like this to punctuate the stagnant flow of sameness that some missions tend to evolve into.
What Starfighter does, it does well - better than some of the half-finished naffware we've played over the past few months - but it lacks that spark of thrilling adrenaline needed to elevate it into first division material.
It feels a bit unleaded and skimpy compared to the mad, hi-octane pyrotechnic rush of Gun Metal, but it's still a likeable and slick portion of space-based laser brawling.

STAR WARS: KNIGHTS OF THE OLD REPUBLIC
One of the most compelling games on any console ever
RPG - Issue 20 (September 2003) - 9.5/10

(LA00302E)
StarKOTOR.txt
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Before we go any further into this review, just take a moment to close your eyes. Well, metaphorically at least. Now call up all your memories of past Star Wars videogames: the not so good, the bad, and the downright bloody atrocious. Gather them together in one single chamber of your mind and let them seep away into a distant galaxy far, far away. You don't need them anymore. These were not the games you were looking for.
The numerous quick-buck film tie-ins that have plagued Star Wars' video game mythology over the last two decades have had their time. Forget them. At long last it is time to enter the living, breathing Star Wars universe that every man, woman and child who ever loved the films has always ached to view from the inside looking out.
Knights of the Old Republic isn't your standard Star Wars game. In fact, it isn't in any way your standard video game, because BioWare - the developer of Baldur's Gate: Dark Alliance (Issue 08, 8.5), MDK2 and the PC smash hit Neverwinter Nights - has succeeded in blowing open not only the whole tiring role-playing game genre, but also the world of adventure video games for good.
Any self-respecting gamer needs this title in their life. However, reviewing Knights of the Old Republic is a difficult proposition - to do it justice we really need to talk about the game, but by talking about the game we run the risk of spoiling elements that are best discovered by the virgin mind. So, if you're feeling brave, have a quick glance at the final score, smile to yourself and go make an essential Xbox purchase. But if you need to know a little more - and on your head be it - then read on, young Padawan.
Pigeonholing Knights of the Old Republic into a traditional video gaming genre is no easy feat. It draws upon so many elements from gaming's rich heritage that it deftly defies simple classification. Combat has all the fervency of a beat 'em up while the adventuring story is more akin to the 'choose your own adventure' books of yesteryear than anything else. But we'd better tell you now that underneath the bountiful layers of gameplay goodness rumbles a crusty old Dungeons & Dragons dice-rolling RPG engine. But fear not, you won't need to don a Red Dwarf T-shirt and avoid washing your hair to enjoy this masterpiece.
BioWare has taken only the very best elements of role-playing dice-based combat and gameplay and cunningly disguised them so the headache-inducing number-crunching is simple and enjoyable for the newcomer, yet deep enough for the hardcore. Combat, with characters using every imaginable weapon from the films and more, is in real-time but can be paused and tackled in the more traditional turn-based fashion if you so desire. In fact, how you want to play this game is more in your hands than ever before.
The meat of the game sees you controlling your own unique character, traversing seven planets and involving yourself in hundreds of mini-quests, building your character's own personality and unique story. As the game progresses, you slowly find out you are no mere nobody but have a strong affinity with the Force and a sense of destiny. Jedi training ensues and you choose your own path through the game with the overarching concern of either allying yourself with the light side Jedi or the dark side Siths.
If you hate RPGs and are feeling tempted to dismiss this right now - don't. There is so much more to KOTOR than floaty hit point numbers and inane NPCs. In fact, blink and you'll miss the fact this is an RPG at all. Whereas a traditional RPG has you levelling up by gaining experience points solely through fighting, KOTOR dishes out Exp for a multitude of reasons. Successfully convince a Sith guard to invite you to her party or pick a complicated lock to gain access to a high-security building and you'll not only further the story but also earn valuable experience to put towards your character's development.
You begin by picking your character, their sex, features and skills, ranging from ability at hacking computers to proficiency in persuasion. There's an option to let the Xbox choose all this for you, but to know your skills is to know your character. Then it's straight into the action as you find yourself aboard a vast spaceship under fire from the Sith armada.
Your ship has been attracting Sith attention due to its cargo: a valuable female Jedi Padawan by the name of Bastila. So far so New Hope, but if the names seem unfamiliar to you that's because this story is set 4,000 years before the events of the films. Whereas past games have relied on the stars of the films, from R2-D2 to the ubiquitous storm troopers, KOTOR relies on its own merits as a game to attract the punters.
The benefits of this anonymity are clear. While the comforting core basics of the Star Wars universe such as the Force, the Empire and the Jedi are present, the rest is a blank canvas. So the player approaches with no preconceptions or understanding. The ending of the story is unknown. The nine characters who join your party through the adventure are colourful and varied and right from the off you feel the weight of the universe around you, evidenced in the lavish care and attention in the minutiae of the plot and coherency of the world.
The main innovation in the game other than the combat is the interaction with NPCs. In most RPGs it quickly becomes tedious clicking 'A' on every man, woman and robot so they can spew out their pre-prepared and largely irrelevant comments. In KOTOR, talking becomes one of the most enjoyable aspects of the game as, after every sentence uttered by an NPC, the player has to select a response. You can play the good cop, the bad cop or just be plain indifferent if you prefer.
As you can fashion your own response to every conversation in the game, BioWare brings the issue of the light and dark side into play. By playing the bad guy and being rude to everyone, you will begin to shift towards the dark side, while being good and helping the weak will increase your light side affinity. This tussle between good and evil provides one of the focal points for the game and produces one of the most interesting innovations seen in games of this type for many years. Every action has a reaction but, unlike in most games where the player is placed on rails and must behave within the constraints of the game, in KOTOR you are given a freedom of choice that will ultimately affect the outcome of your adventure.
The game constantly throws moral choices at you. While many are clear-cut choices between good and evil (such as whether you should murder someone to steal their money or help them instead), some are not so easy to choose between. For example, at one point in the game you will encounter a distraught woman who has lost her droid. It transpires that her husband passed away some time earlier. An expert with technology, he had made this droid based on his own character to look after her if he died.
Said distraught female thinks the droid has been kidnapped and commissions you (should you want) to find him. Later that day you find the droid on a suicide mission. He informs you that the woman had got just a little too attached to him and had been treating him as her husband (if you know what we mean). He had run away to kill himself so that she would be forced to create new relationships and friendships with humans. Should you convince the droid to go back to the woman or should you aid his suicide? It's no easy moral choice (no matter whether you are looking to go to the dark or light side) and so the game forces you to think about what you would really do in this, albeit unlikely, scenario.
Because it's you making all the choices dialogue-wise, you soon become deeply attached to your character, far more so than in traditional pre-scripted Japanese-style RPGs. At each level-up point you can choose the stats and skills that you want to increase, adding even more control to the proceedings. So if you want your Wookiee to be an expert in healing your party and your droid to be a genius with computers, simply develop them as you see fit. Then select your party from the pool of characters that have joined you and approach problems whichever way you want.
The stunning soundtrack, mirroring themes from the films, helps to add to the epic sense of adventure, and the graphics, while not the best seen on Xbox, certainly do the job and provide some beautiful and varied vistas, from grey cyberpunk slums to rolling sunset-drenched hills. Perhaps the most impressive feat, however, is the fact that every single line of dialogue in the game is spoken. When you take into account all the possible responses to your answers, it makes the mind positively boggle and the feeling that you are participating in a huge film is accentuated.
KOTOR is one of the most compelling games we have ever played on any system. Prepare to lose meals and sleep over its problems and driving storyline. The pace of the adventure never lets up so, like the films, you are bludgeoned into sitting and watching what happens next. The game might not be for everyone, but the fact you now take an active part in the story and what happens makes the whole experience more transfixing than George Lucas could ever have dreamt. Mark our words; to fans of RPGs, developers looking to enter the genre, and even to games in general, KOTOR is as significant as Halo.

STAR WARS: KOTOR II: THE SITH LORDS
Takes all that was good from KOTOR, places it in a far more oppressive place, then throws you in to deal with it
RPG - Issue 37 (XMas 2004) - 9.3/10

(LA02002E)
Kotor2.txt
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Your eyes flick open and you're floating in an automised treatment tank. To your left and right, other treatment tanks, inside of which bob the swollen corpses of those you do not know. On the medical bay floor lay scattered droid parts, medical equipment laid to waste, and the bodies of dozens of Republic soldiers. You have no clothing, no companions, no weaponry, and the ship you are on is tumbling through the blackness of space, crippled and belching out power cells. You are the last known Jedi Knight, and this is, by all accounts, your last hour alive. Expect no mysterious realisation of your Force powers as in KOTOR (Issue 20, 9.5), there will be no Jedi training at the peaceful Dantoonie academy, and there most certainly is not a merry band of outer space misfits eager to join you on your romp through the stars. You are alone and frightened for the vast majority of the beginning of KOTOR II, and that is exactly how it wants you. For a sequel to such a classic title, it was almost expected that the follow-up would 'do' an Empire Strikes Back. Well, it not so much 'does' an Empire Strikes Back, as 'out does' it. If you want dark side fury and hopelessness for all that is good in the galaxy, KOTOR II's got it in spades.
Beginning the game as you do (in a pair of pants with the entire Sith on your back), the natural instinct is to equip yourself with a lightsaber as soon as possible, but this, as with so much else in KOTOR II, is something you must pay for in blood and sweat. Nothing is a given in The Sith Lords, and this includes your not-so-merry band. For the first few hours of play (four or five without subquests, touching double figures with), there is nothing to do but run. The hunt is on and you'll find yourself making desperate, frantic dashes across many worlds to escape the Sith's clutches. Initially there is no choice of destination (unlike the original), for the first hours are desperate times that see you lunging from one stay of execution to the next while you try and piece together what the hell is happening. You will be worn, beaten and humiliated by the time the pursuit eases a little. You'll resent the game for making you suffer hours of relentless, seemingly hopeless fleeing, but trust us, you'll appreciate it. Obsidian's decision to make you defenceless for so long was a risk, but the moment you cobble together your first makeshift 'saber it's like rediscovering what made KOTOR so great in the first place. And from then on in, you're armed almost well enough to start investigating this most devious and delicious of stories. "I am your father" doesn't even come close.
By the time you finally knock together your lightsaber you'll have met and worked with several new companions from across the galaxy. Unlike the cock-sure Mission and Wookiee pal Zalbaar, or cantankerous but loveable gramp Jolee Bindo, this new bunch are far from affable. Each has an agenda and seems to be helping you only because it suits them, not because they are particularly beheld to you. This causes friction within the group, which, naturally, you're left to resolve. The implementation of potentially volatile 'side taking' within the party is just the first of many new, interwoven elements of KOTOR II. Depending on how long you listen to someone, or how often you heed their advice, their opinion of you will rise or fall, as will their Force alignment. Others in the party who disagree with your actions (light or dark) will then cease to offer help, so there is potential for your team, the people you'll rely on to save your life, to implode from within. As well as saving the galaxy it seems a Jedi must be trained in the art of family counselling too. The seemingly obvious answer to this is to go around doing the right thing, but as Kreia, the Obi-Wan of the piece, points out, simply doing the right thing is no longer adequate. Through the new Force Bond you can see, via Kreia's telepathy, the consequences of your actions. You may give a beggar credits, but then to witness him murdered for them makes you question and second guess everything you're asked to do. There are deep, entangled machinations at work, and every consequence, be it the smallest gesture, directly affects your team's fate. Trying to be good can, from a certain point of view, lead to the dark side.
As the mystery of KOTOR II slowly unravels, so does the galaxy. Eventually, the free-roaming planet-hopping of KOTOR comes back into play, but don't think for one minute we're going to tell you why. Suffice to say, it's something far graver and more complex than piecing together parts of a star map.
Carth Onasi's homeplanet Telos makes an appearance, as does Jedi academy planet Dantooine. New planet Onderon and its moon Dxun, mining planet Peragus, Sith homeworld Korriban, refugee world Nar Shaddaa and the Mandalorian world of Malachor V all make for good exploration. Each is swollen with adventure, but it would've been nice to have visited at least one familiar planet from the films. The mere appearance of Tatooine in the first game gave it a grounding and familiarity and, while KOTOR has always seemed to pride itself on being unique from the movies, the lack of movie locations this time makes the galaxy seem more distant and unwelcoming. The planets lack KOTOR's awe and splendour, and aren't as visually arresting. These are bleak, uninviting places that all have more than a touch of the dark side about them. Whether it works or not is a matter of conjecture but maybe it's just another bold move to reflect the game's tone.
On each world there is a goal to be met by way of subquests and chatter much like in KOTOR, but the dialogue has been streamlined considerably, allowing more time for those panicked, breathless escapes and battles that threaten to overwhelm you at every moment. This also serves to make Darth Sion, Darth Nihilus, shadowy antagonists and 'other' Darths far more of an enigma than Malak ever was. Whereas some indication of Malak's motives and weakness were hinted at, this time there are none. You cannot train in any specific discipline in the hope it'll be the one you think will serve you in the final conflict because you simply don't know the shape of the threat. The best you can hope is to avoid Sith detection and make the best of your gifts. There are a few new ones, but still caution is recommended. Just because a glut of chokes and mind controls have been introduced doesn't mean your task will be any easier.
Force Scream, Force Revitalise, Beast Control and Battle Meditation seem to have the greatest impact, but the learned physical attributes really pack a wallop. When you're on your way to becoming a fully fledged Force-user, moves blaze from your body. You'll scream through the air towards an opponent on the other side of the room and strike them down before they've even raised arms. The air will crackle as you unleash volley after volley of hits and, thanks to the vastly improved work benches, just about everything you possess can be modified. New lightsaber crystals add colours and attributes; old weapons can be stripped of their component parts and remade into grenades, mines or upgrades. Chemicals and compounds can be conjured on lab benches to create new medipacs or antidotes, just as you can now imbue your 'saber with its own Force alignment. Whatever you do, it does. If you're focused and wise, its strike will be sure; if you're quick to anger, the hit ratio will fluctuate wildly.
Despite the handy, but not necessarily vital peripheral differences of Force powers and upgraded attacks, the core of KOTOR II is still BioWare's engine and game structure. Obsidian has added new feats but more would've been welcome. The Jedi body models didn't all have to be human, did they? And fully customisable faces should be a prerequisite these days, but aren't included. But what Obsidian has done is wise. It's realised that the strength of this fledgling series lies not so much in gadgets and gizmos, but in the plot and its telling. Extras in KOTOR II are just about adequate, and the return of time-wasters like Swoop Racing and Pazaak are okay, but it's the story that's the clincher. It doesn't have the spectacle or rip-roaring adventure of KOTOR, but what it lacks in dazzling planets and invention is more than compensated for by the undeniably superior story. The war you fight this time is a war against unseen enemies and unsure consequences. It is a war of shadow and silence that strikes at you from the darkness, and from that confused awakening in the automised treatment tank to the final wrenching, sucker-punch twist, you'll be totally and utterly mesmerised. An equal to KOTOR's might.

STAR WARS: OBI-WAN
A criminal waste of the Star Wars licence
Action adventure - Issue 3 (May 2002) - 3.3/10

(AV01501E)
StarObiwan.txt
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Are you a Star Wars fan? Do you enjoy seeing your favourite fantasy world routinely abused when it appears in game form? If you're nodding, then you'll appreciate Star Wars: Obi-Wan for offering hours of license-wasting fun.
It's not like this is a game without ideas, rather that the good ones are just badly implemented. So good idea - lightsabre control is assigned to the right thumbstick, theoretically allowing you to fluidly swish the weapon as you navigate the levels.
And bad application - it has all the deftness of the Wanster hacking through an invisible jungle with a Duracell-powered machete, making the Jedi look like a post kick-out drunk doing Luke Skywalker impressions, 'Zwingg' sound effects included. Graceful combat goes out the window, skirmishes are awkward and it just doesn't allow for any application of skill.
Still, there's good idea number two - Jedi moves. While these allow our Obi to Force-throw objects towards enemies, push distant bad guys over ledges, execute big jumps and even activate a bit of slow-motion bullet time, Max Payne (Issue 02, 7.9) did it first and much better.
Taking out a battle droid with your Lightsaber, leaping out of trouble and killing a couple more by Force-throwing a nearby rock into them is satisfying stuff. And yet...
Although Force skills are the most enjoyable aspect, you never feel as if you're ready to Jeddy because the game's sloppier than tonguing Jabba the Hutt. The lock-on camera system (focusing on enemies) doesn't work properly, and the poor overall design does its best to suck out any fun derived from messing about with cosmic forces.
Example? Getting shot by a distant sniper hidden by fogging is frustrating because you can't do anything about them during Saber duels, and annoying because you can't counter them skillfully. How do you stop these off-screen enemies ruining everything? By hammering the attack buttons, running a lot and hoping they don't get you. The way of a Jedi this is not.
Another thing going to waste during an Obi-Wan session is the Xbox graphics chip. This looks like a PSone game with a slightly higher resolution - rubbish textures, scant detail and a stuttery frame rate make it a truly abysmal game to look at and a missed opportunity. Let's hope Knights of the Old Republic puts a bit of credibility back into the increasingly battered Star Wars licence.

STAR WARS: REPUBLIC COMMANDO
An amalgamation of every quality shooter but one that works so well and is so much fun to play it's forgivable
Screenshots - FPS - Issue 40 (March 2005) - 9.0/10

(LA01902E)
SWRComm.txt
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It is a time of great celebration in Lucas Valley. The games unleashed from the bearded one's empire used to be of variable quality, but they've recently crept into 'outstanding' territory. First we had a double helping of that 4,000-year-old RPG stuff to wrap our grey matter around, and now we get this little beauty. It's the polar opposite of all that dialogue-based soul-searching and Jedi hocus-pocus, but boy oh boy, is it good. And there's not a single lightsaber in sight.
Republic Commando is no normal FPS, despite its fairly run 'n' blast appearance. It borrows heavily from Full Spectrum Warrior's (Issue 30, 9.2) breathless tactical forward-thinking gameplay, just as it happily picks over Halo 2's (Issue 36, 10.0) sense of epic storytelling (although never matches it, naturally). There are claustrophobic Doom 3 (Issue 40, 8.5) moments stuck in conduits and corridors creeping with death, and there are elements of Aliens thrown in for that extra zesty 'soldiers in shit' touch. In fact, Republic Commando is as much about the survival and comradeship of your four-man squad as it is about killing aliens. The brothers - Boss, Scorch, Fixer and Sev - act as individuals when required, but work best as a cohesive unit. They are the most vital weapon in the game and are devastatingly intelligent. And the AI? God knows where LucasArts got it from, but it's flawless. Not once did the characters get in our line of fire or act in any way to suggest AI oversights or corner cutting. Their swift, surgical approach to combat has to be seen to be believed. And, better still, whenever you want to take control of them, they obey.
With a simple order system controlled solely through looking at something on screen and pressing 'A', the right person for the job instinctively goes and does whatever it was you'd hope they'd do. If you want a door breached, a mine laid, or a droid dispenser 'dealt with', the AI reads your mind and goes off to do its job. Not once did the AI fail us, and that's fantastic.
Levels also make damned sure we make good use of the squad, throwing us into what would surely be no-win situations if guns and blasters were our sole dependence. By a quick assessment of the situation and a few barked orders to the men, we were mounting turrets, holding back seas of droids that would seek to flank us, and, by the skin of our clone teeth, managing to somehow secure success. It's bastard hard in parts, but thinking on your feet will get you through where blasting will only get you fried.
Aesthetically the levels could have done with a little more invention and quantity. Geonosia, an abandoned Separatist ghost ship, and Wookiee planet Kashyyyk are our lot, and despite the epic scale of each, Star Wars is so rich with worlds and cultures, it's a shame more wasn't made of it. What we do get through, is attention paid to the smallest aspects which are, like the AI, flawless. Lighting, particle and character physics are all exemplary. Seemingly trivial squad banter manages not only to add exposition and explanation to situations, but fleshes out the team beyond the obvious two dimensions, and the score is movie standard.
Some might piss and whinge that LucasArts has effectively recreated a simplified Full Spectrum Warrior in space (only with the ability to actually shoot) then felt compelled to label it Star Wars. There are very few indications that this is actually a galaxy 'far, far away' save for a few Wookiees and stray R2 units, but none of this matters. The experience treads that fine balance between shooter and strategy so well, that any non-Star Wars moments (shotguns and pistols in space, purlease!) are easily forgiven. It may not even be that original in the big scheme of things, especially as it borrows the juicy bits from just about everything else we've played, but it does so with such relish and panache that that too is completely forgivable. A clone it may be, but a clone of merit nonetheless. Take a bow George, you've done it again.

STAR WARS: THE CLONE WARS
Forgettable solo. Online, it's an intense mix of action and strategy
Action - Issue 18 (July 2003) - 8.0/10 - Xbox Live features ****

(LA00402E)
StarClone.txt
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As Yoda would knowingly say, "First Stars Wars game for Xbox Live, it is. First Stars Wars game on Xbox that's any good, too, it is."
Oh, and as if that wasn't enough, it's the first Star Wars console game to be based on Episode III of the long-running Lucas saga. That's right, The Clone Wars actually has very little to do with Attack of the Clones.
Although it starts with the battle of Geonosis (the bit before Yoda fights Dooku in the film), the plot revolves around giving the Republican side a hand in a fully fledged galaxy-wide war against the Separatists. Dooku, as you'd expect, features heavily as the arch-villain behind a scheme to build a machine to harvest the Force from all living things. Fear not, though, young Jedi, as you've got access not only to Anakin Skywalker but Obi-Wan Kenobi and Mace Windu, too. Not Yoda though, for all his teasing appearances.
Gameplay is a 16-level mix of combat in vehicles, on foot, on land and in the air. The only thing missing is the space war aspect, for which we'll refer you to the competent Star Wars: Jedi Starfighter (Issue 05, 7.4). In the course of one mission you're often called to switch transport rapidly: one minute you'll be on foot breaking out of a prison compound, the next you'll be escaping on a barnstorming STAP (Single Trooper Aerial Platform). You also get to pilot Speeder Bikes, two-legged Assault Walkers and dinosaur-like beasties called Maru. For the most part, though, you're on the ground in a speedy Fighter Tank or swooping around above it in a Gunship.
The controls are fairly similar throughout, and each vehicle has a special weapon, be it the turbo boost for escaping sticky spots in your Fighter Tank or the Gunships' homing lasers for taking out gun turrets. The quality of the missions varies pretty wildly. About half are dull, repetitive affairs, particularly those that require continuous circling in the Gunship as you clear an area of enemies. The rest, however, are frequently quite engaging and exciting, whether you're ambushing convoys or chasing sentry drones on your Speeder Bike.
But by far the best part of the missions is the sense you have of being a small cog in a much larger conflict. The battlefields of Clone Wars are littered with hundreds of units, from battalions of droids and clones shooting on the ground to fighters and transports zooming overhead. At several points in the game you also get a couple of squad mates, who can be directed with the Left directional pad to attack or defend at your bidding. For atmosphere, it's hard to beat.
Overall, though, single-player mode is not half as good as it should be, limited as it is by the controls (you do a lot of strafing) and dimwitted enemies (which are varied but require all-too-similar tactics to defeat). The final snag is the length of the game: it'll take most players a mere eight to ten hours to complete.
Despite these shortcomings, The Clone Wars is still a sensory treat. The number of vehicles the game's engine shifts around is nothing short of awe-inspiring, and units are rendered with a purist's adherence to the films. As you'd expect for a Star Wars licence, the audio is top banana, with a great cinematic score playing host to authentic laser blasts and some voice acting that could give Ewan et al a run for their money.
Which is all good news for the main reason you should buy Clone Wars: Xbox Live. While you can play the four multiplayer modes - Duel, Control Zone, Academy and Conquest - offline, Conquest only truly comes into its element online. Where Duel is a straight deathmatch, Control Zone a King of the Hill mode and Academy a co-op fight against AI swarms, Conquest is a little different. It's a two team game, and each side starts off with an HQ. The objective is to destroy the opposition's one.
Simple enough, you might think, but matters are complicated somewhat by outposts dotted around the map. Loiter on these outposts and your presence builds turrets followed by a factory to make units and an emplacement for a special weapon. You can even dock with these bases to take control of the weapon - one of which enables you to shoot and then control lethal missiles to pound the opposition with. As if that weren't enough to contend with, your HQ is also invulnerable until its shield generator gets shot up (which, invariably, happens a lot).
The result, especially with four players on each side, is an intense and demanding multiplayer action game with a large dose of strategy thrown in. It also makes great use of the Voice Communicator - if you don't talk, your team quickly gets outflanked and outmanoeuvred. It may not be anything special offline, but online Clone Wars will have you coming back time and time again. If you have Xbox Live, buy it you must.

STARSKY & HUTCH
Easy to play, good control, with lots to unlock and interesting modes
Driving - Issue 19 (August 2003) - 6.8/10

(EM00501E)
Starsky.txt
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When I was a nipper, if I hadn't misbehaved, I was occasionally allowed to stay up past my bedtime to watch Starsky & Hutch. This was '70s suburban England and in my house this was a cultural revolution. I'd normally have to fight my corner just to get a glimpse of the Daleks, never mind the gritty mean streets of urban America. Not that I understood much of what was going on. The pimps and hustlers that seemed to litter every downtown street corner could easily have been mates of Big Bird and his Sesame Street gang, such was their over-the-top lurid outfits.
Many of the characters in the show talked funny, walked funny, and had pretty weird names such as Huggy Bear (who, to my surprise, didn't look anything like Fozzy from The Muppets). The real attraction was that cool red car and those two smart-mouthed detectives who kept sliding across its bonnet in bell-bottom flares to the sound of wah-wah pedals squelching out funky tunes. But memory lane can go on forever - it's time to decide if '70s icons can cut it on next-gen consoles, and what better way to put it to the test than courtesy of Messrs Starsky and Hutch.
If you're old enough to remember the wise-crackin' crime-fighting duo, then you're certainly old enough to remember a classic arcade game called Chase HQ. It involved a series of police chases where you relentlessly pursue the baddies and run them off the road. It spawned a lesser-known sequel called Special Criminal Investigation where, at the touch of a button, a guy would climb out of a window and fire a gun at the intended target.
It's from this type of game that Starsky & Hutch largely draws its inspiration. The title is a driving/shooting game in which you and your trusty partner take to the mean streets to deliver your own brand of justice to all manner of car-loving villains. Law and order in the world of Starsky & Hutch normally involves shooting or ramming the target cars until they come to a grinding halt. But it's not as simple as just making sure the opposing cars don't pass their next MOT - the game is based as much on viewer ratings as it is on inflicting maximum vehicle damage.
The game views itself as an extension of the Starsky & Hutch TV show with the bulk of the missions taking place in Story mode. Each level represents an episode, with six episodes spread over three seasons. How well you do is entirely based on your Viewer Rating, which acts as both a countdown clock and a threshold to all the unlockable goodies.
Your viewer rating is affected in a variety of different ways. Shooting the bad guys is always a good option but you can also attempt cool stunts, shoot exploding barrels, drive through boxes, pull off long skids, drive on two wheels... basically anything that would be deemed exciting in order to keep the TV-loving public watching. If you get shot yourself, or run over a civilian, the viewers switch off... which would never happen in real life.
You'll be able to plough through each episode as long as you bring the runaway bad guys to a halt, but you won't be able to progress through to the other main Season stages until your Viewer Rating warrants enough gold badges (medals) to continue. This means that you'll play stages repeatedly to find ways to give you that valuable extra 50 viewer points and adds a precious drop of longevity in a title where the gameplay doesn't stray much from the first episode.
The city is littered with more power-ups than a Mario Kart track and you will spend as much time shooting icons as you will shooting the target car. You'll also get the chance to execute special events, which are generally automated sequences that are activated after you either drive through or shoot at a relevant icon - good for upping your vital Viewer Rating.
Handling is a doddle - at least with a single player using a controller. Aiming is based on a reticule that decreases in size and changes colour when you're guaranteed a decent shot. This is handy but it does make it a bit railed as you're not really free to target and shoot where you please.
The duo's beloved Zebrathree car behaves in a typical arcade driving fashion, so brace yourself for plenty of dashboard-grabbing handbrake turns and suspension that's more springloaded than a Magnum with a hair trigger. If you have wealthy mates, you can set up a driving/shooting combo team with one using a steering wheel and the other using a lightgun. We had mixed results with this - the steering seemed so light we were driving using two fingers (and not the way Max uses two fingers when behind the wheel) and the gun needed recalibration after playing through each stage. This may be a hardware issue on our side but it's still worth noting.
Starsky & Hutch is certainly a very entertaining title - there's no denying it's great fun to peg it through a narrow litter-strewn alley in hot pursuit of a bad guy, and jumping over ramps and blowing up barrels is always a laugh... but it's only going to take you so far. The episodes get repetitive quickly because, no matter how many unlockables there are, it'll never disguise the very one-dimensional style of gameplay on offer.

STATE OF EMERGENCY
Simple, comic book arcade thrills with no pretensions of greatness
Action - Issue 17 (June 2003) - 6.6/10

(TT00603E)
State.txt
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When you've got a good thing going, milk it. Such was the philosophy of Rockstar Games who followed up the comic Ÿber-violence of GTA3 with a controversial riot sim that enabled players to beat AI-controlled foes into unconsciousness with a decapitated head. Sound like fun? Yes, we thought it might.
Now more than a year old on the PS2, State of Emergency's anarchic mayhem has been unleashed on Xbox, somewhat surprisingly considering the game wasn't exactly adored in its original inception. However, while the general gameplay has barely been tinkered with, there are two very good reasons why this 'update' might appeal. First is the lure of the new multiplayer modes for up to four joy-bashers to partake in. Second is the generous £20 price tag.
Set in a totalitarian future, the game's virtually redundant storyline tells the tale of rival gangs revolting against 'The Corporation'. And that's it. All this game is concerned with is rioting, maiming and total destruction. Two modes of play are available - Kaos and Revolution. Kaos is the most satisfying. It drops your chosen bruiser into the middle of a mass-scale rampage, where your aims are generally to muster a fixed number of points in set time limits. This is achieved by completing objectives, such as wiping out highlighted gang members, destroying vehicles and slaying rival gangs. Weapons are freely available, from bats, meat cleavers and park benches to rocket launchers, Molotov cocktails and discarded body bits. Revolution mode is near-identical beat 'em up fodder but with a sketchy unfolding tale that requires players to undertake specific goals such as protecting a gang member or retrieving documents. Sadly, the goals are all pretty mundane.
The addition of the various competitive and co-op multiplayer modes significantly bolsters the game's appeal. Multiplayer Kaos and Multiplayer Last Clone Standing are gruesome fun, but Deathmatch swallows the proverbial biscuit in terms of sadistic pleasure. Laying into a 40-strong crowd of baton-wielding henchmen with a burst of machine-gun fire isn't as controversial as it sounds because the events carry about as much credibility as an episode of Crossroads.
The main problem with State of Emergency is its repetitiveness. Playing is little more than an endurance test of how many times you can bash your gamepad buttons without losing patience or the feeling in your fingers. Also, there are only four environments to vandalise, and they hardly transcend the boundaries of human imagination.
Yet despite its obvious lack of longevity and sophistication, State of Emergency is surprisingly enjoyable, especially in the multiplayer modes. It's nowhere near as tasteless as its concept suggests, and we can think of far worse ways to spend 20 quid.

STEEL BATTALION
Will only appeal to gamers who appreciate a truly in-depth simulation
Mech shooter - Issue 14 (March 2003) - 7.8/10

(CC00202E)
SteelB1t.txt
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Steel Battalion and its Xbox Live update, Line of Contact, must rate among the most daring videogames of all time. Its creator, Atsushi Inaba, was so unsure at how Capcom would react that he conducted a large part of development without letting even his bosses see it.
Releasing a 40-button controller that could only be used with Steel Battalion games was a big gamble for Capcom, not just because it's expensive but also because it demands some serious dedication as a gamer.
Committed is one word for the Steel Battalion online community, but obsessed is a little more accurate. Don't expect to sign in and discover hordes of badmouthing children because most SB players are in their 20s and 30s, and totally serious about making the most of their £120 investment.
They're not only addicted to the intense three-on-three mech battles, but a whole host of features that you might not expect. Online trading, auctioneering, chatrooms and lobbies tailored for tactical planning demonstrate how the game integrates Xbox Live in new and advantageous ways.
At the heart of this online revolution is Campaign mode. Campaigns last for 60 real-time days with four armies of about 1,000 players competing over 100 territories. At the end of each week, Capcom's server tallies up how many skirmishes your army has won and awards territory to the victorious force. A single victory in battle, although important, won't change the overall outcome, transforming Campaign mode into a team effort on a massively multiplayer scale.
Players who thrived on the individual achievement of MechAssault (Issue 11, 8.0) online will still find satisfaction here, though. Medals, titles and rankings are awarded to expert players, displayed on your profile for everyone else to see. Aspirations are high and everyone wants a profile that will make new players shudder with fear.
Being a novice player isn't at all fun, unless you stick to players at your own level. Optimatch helps with this, but it won't help you to learn the controller inside out. Neither will it assist you in unlocking the more powerful Vertical Tanks (VTs) that only high-ranked players can purchase. At least you can be sure of earning ranking points, whether you stand triumphant or end up as smelting material.
Having only three VTs to choose at the start does seem a little too restrictive, but that's where trading and capturing comes in. Drop into any chatroom and players will be willing to trade VTs that you can't normally use, including some that Capcom releases onto the servers as limited editions. There's also a market for second-hand equipment, saved action replays and custom insignia designs. Capturing VTs is an evil technique where you deliberately shoot an enemy's legs off in battle. Their souped-up pride and joy then becomes yours to use or even sell back to your tearful victim.
All of these unique features create an unexpected MMORPG out of a graphically stunning mech warfare game. Most of the screens on this page are from Replay mode, the best way to appreciate the dirty but strangely alluring environmental effects. The VTs are also spectacularly designed, mind-boggling when you think that there are more than 30 to choose from. In-game, you're always confined to the cockpit view, but even this is intensely detailed and different for every single VT.
No matter how compelling, Steel Battalion does still have technical faults. The learning curve is absurdly steep (a good excuse to practise with the offline prequel), the interfaces are cumbersome and the servers are often laggy and unable to cope with five-on-five battles.
However, if you're looking for a game that truly makes the most of Xbox Live features then this is the most inventive to date. Teamwork on an epic scale and a simulation so realistic that you can almost smell the napalm makes this undeniably the greatest robot-fighting game of all time, albeit one you'll have to pay a premium for.

STEEL BATTALION LINE OF CONTACT
The best robot game ever. Evil learning curve, but well worth it
Mech action - Issue 29 (May 2004) - 9.0/10

(CC00901W)
SteelB2t.txt
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The time of judgement has arrived, then. Steel Battalion: is it a good game in its own right, or just a gimmick, designed to accommodate the use of a gigantic novelty controller? Well, this review would be a lot easier to write if only the question were that simple - but the truth is, the game and its outsized giant of a controller are inextricably linked.
No matter how much you've read about Steel Battalion, or Tekki as it's known in the East, you're probably not prepared for how utterly mental it is until you've set it up in your house. It's as terrifying as it is appealing, as repellent to attractive women as it is bewitching to gaming fans. The practical question of where the hell to put it will be of as much importance to a buying decision as the sheer cost of the thing.
Should you overcome those hurdles though, you'll switch it all on, and get to the bit where you power up your mech for the first time. Then the controller bursts into life, all the buttons light up, and the whole thing starts to become something a bit special. A start-up sequence of no less than eight different buttons and switches is required before you can even get your Vertical Tank (VT) moving.
If the complexity of starting your mech up sounds a bit of a pain, then you should give up on the idea of enjoying Steel Battalion right now. Once in the field, the action only gets more brain-achingly complicated - just walking in one direction while looking in another, and constantly negotiating the environment effectively, can take a long while to feel natural.
Thankfully, you're not bombarded with the full array of the VT's functions right from the off. Trickier functions such as communication and chaff are sensibly only gradually introduced as you progress through the missions, meaning that mastering the controls is not as nightmarish as it might have been. It's still harder to learn than driving a car, though.
Once the controls finally start to click, Steel Battalion can be immensely enjoyable to play. Using the VT's functions correctly to clinically take out a group of enemies is as satisfying as any other game you care to mention - as with anything that's initially very difficult, getting better at the game is a very rewarding experience.
And the wealth of detail groups the game alongside titles such as Dead or Alive Xtreme Beach Volleyball (Issue 14, 8.0) and Metal Gear Solid 2: Substance (Issue 13, 7.2) - it's clearly been a massive labour of love for its developers. Small things, such as the way the mechanical parts of the VT's dash move, or how the video feed suffers interference as you take damage, really help to make the experience more intense and believable, over and above the immersion already provided by the controller. Play the game with a decent surround sound setup or just a quality pair of headphones and it's easy to get swept up in the action.
Be warned, though: if ever a game will delight some and alienate others, it's Steel Battalion. The learning curve is very steep and can frustrate at first, and it takes far more effort - both physical and mental - to play the game than almost any other we've ever played. There are so many buttons, so much to keep track of, that for many the game could prove too much effort - more like work than fun.
Another issue is that the weight of expectation such a high price tag and exotic peripheral brings could prove too heavy for the game to bear. Whereas the Dreamcast's Samba De Amigo and maracas screamed out 'Fun!' to anyone who picked it up, the appeal of Steel Battalion isn't so universal. Ultimately, it's only going to appeal to gamers who appreciate a truly in-depth simulation and aren't put off by having to concentrate very hard indeed.
If you've considered the above and are still gagging for some Vertical Tank action, though, it's likely you'll find plenty to enjoy in Steel Battalion. It's by no means perfect: there's some pretty bad pop-up on occasion, and some of the presentation is a little cheesy. What's more, the much discussed save game deletion - die in the game and your save gets wiped - is a step too far in the direction of realism if you ask us. What might sound like a neat touch is in fact quite irritating when the event comes, particularly if you're a few missions in.
But despite the negatives, there's something fascinating about Steel Battalion. Regardless of whether it's because the controller has more lights on it than a fruit machine, or because the game itself is just so convincing and atmospheric to play, progressing through the levels is gripping stuff. And let's face it - if you've ever wanted to pilot a huge robot in a gritty future war, you're never going to get any closer than this.

STOLEN
A stealth game brought unceremoniously into the limelight by fundamental flaws. Disappointing and frustrating
Screenshots - Action adventure - Issue 41 (April 2005) - 5.0/10

(HP00101W)
Stolen.txt
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We feel robbed. Hours of our lives have been taken from us, but unfortunately Stolen didn't steal our hearts at all. Guilty of kleptomaniac criminality itself, Stolen lifts elements from just about every other stealth game out there, yet manages to bungle the entire job in one fell swoop.
At first glance everything looks promising: a sultry female lead, some nice lighting effects, and enough gadgets to make Inspector G jealous and which should make each tiptoeing task (stealing artefacts, hacking computers etc) enjoyable. This is true to some degree, as we used lead character Anya's impressive cat-like ability to swing, vault and slink our way through the shadows. But like an embarrassing uncle at a family wedding, all too familiar camera issues make an unwelcome appearance early on. Jerky rotation is compounded by the camera frequently getting stuck in walls, doors, and any other surface those inconsiderate developers put into the world. Factor in some fiddly controls (particularly during first-person mode where the R thumbstick switches from 'Look' to 'Zoom' with no warning), and we've got frustrating gameplay issues after hardly scratching the surface of the first level. Not so promising after all.
Once we become au fait with Anya's box of tricks (sonic emitters, tripwires and the like), the game picks up and we can indulge in numerous absorbing (read: time-intensive) stealth setpieces. Sonar vision is a great little touch that allows players to see through porous materials, such as doors; Anya has the ability to quietly whistle to create her own sonic waves from which to read. But it's the niggling itch you can't scratch, Etonian-sized schoolboy errors that really let Stolen down, requiring extra time to overcome a simple situation.
Anya has at her disposal Nullifiers, which, the handy Item interface reliably informs us, are used for incapacitating lights, guards and security cameras. Excellent, we thought, rubbing our fingerless Kevlar hands with glee. Reality hits home however when we tried shooting out lights to create our own cover, only to find these digital darts largely redundant. Frequent objectives required us to cross brilliantly (as in bright, not accomplished) lit areas, with no alternative but to get spotted by patrolling guards. Very occasionally we stumbled across lights that were 'shootable', though this is of little consolation after such disappointment.
Appalling guard AI doesn't help either. Confined to retreading the same route again and again, even getting spotted (and shot at) doesn't deter them from blithely waving a flashlight in your direction before getting bored and going back to their posts. If you do get close to one, combat is a tediously repetitive bout of trading blows with the Y button, fastest finger first style. Anya's tree-hugging inability to kill means guards will come round after a frustratingly short time, then hide for a while, then get bored and wander back to their doughnuts. There's almost no point in being stealthy.
It's a shame. We really wanted to like Stolen. However, after being spoiled over the last few years by the brilliance of the Splinter Cell series, lacklustre and ultimately flawed titles like Stolen get spotted a mile off. More bungling thief than Entrapment-esque vixen, this is a criminal excuse for a stealth 'em up.

STREET FIGHTER: ANNIVERSARY COLLECTION
You can play any fighter against any other, but very little else has changed. Live play is a bonus
Beat 'em up - Issue 35 (November 2004) - 5.9/10

(CC01503W)
StreetFight.txt
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Tatsumaki Senpukyaku! Shoryuken! Um... Judo Chop! Yes, it's been 15 long years down this old videogaming highway, but still those cries ring out across the land as misty-eyed nostalgia has us looking back on the SF collection. Bundled together are Street Fighter II (World Warriors, Championship Edition, Turbo, Super and Super Turbo editions), and Street Fighter III: 3rd Strike, and what a weird sight they are.
Times have a'changed and, as fondly as we remember Street Fighter, we can't help but look upon it like an old dog. You love it but if it pisses on the floor one more time you'll put it down.
To add some spruce, this collection is online compatible and you can play any fighter against any other, whether it's Ken from the original SFII or Turbo Edition Ken with his extended Dragon Punch. But beyond that, very little has changed; it's all just been opened up and laid bare. Every SF character is here, but they're still animated at a framerate which these days wouldn't make submission.
Thankfully, despite the clearly creaking gameplay, the Xbox controller deals well with the demands of the multi-button combos, leaving your thumbs mildly aching rather than crippled (handy when those car-smashing levels have been included again), and there is a certain sense of feeling like a kid again when you get Blanka to frazzle his opponents, but we've grown up and moved on, just as this series should have done. Catching up with Chun Li and chums is fine and the replay value is bolstered by the chance to play all the character variations but it's one strictly for nostaligia buffs.

STREET HOOPS
Unrewarding and uninvolving sports fest with little substance
US sports - Issue 9 (November 2002) - 6.2/10

(AV00301E)
StreetHoops.txt
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Being dope and being dopey are two separate things. Someone should explain the difference to the teams in Street Hoops, because as they do their thang on the 14 urban courts in the game, they clearly have the two concepts confused.
Your players just don't get involved in the play as much as the CPU opposition's do. When you're defending the basket, your opponents are swarming the key, each one threatening to break at any second and pound home an air dagger of a slam dunk.
But when you're on the attack, your team is reluctant to get anywhere near the basket, milling about and leaving you with the sole responsibility of getting in there and scoring. At times, they just stand around, possibly fantasising about a sponsorship deal.
It's frustrating when your crew are so apathetic. Fluid, satisfying action doesn't happen as often as it should, despite your best efforts. Players having dazzling ball skills is all well and good, but when they connect together in such a patchy manner, the end result is a letdown.
Schizophrenic use is made of the controller. Being able to pass with the Right thumbstick is an inspired idea - just point with it, and pass. Certain moves, however, require use of the White button and the Back button, and reaching for those two just isn't practical when you're in the thick of the action (the same thing goes for Mat Hoffman's; Issue 09, 5.0).
In fact, you'll probably have the most fun fiddling with the between-match options available in Career mode. With your earned cash, you can invest in a tattoo (think hard: in-game laser removal treatment costs a fortune), or kit your team out in ghetto fabulous neck ice and gold chains, just so your opposition knows how loaded your boys (or girls) are. Pay a visit to the hairdresser, too. Cornrows come highly recommended.
But outside of these cosmetic distractions, the game proper is underwhelming. Sure, a flamboyant Tea Bag move is always satisfying, replay and victory pose included. But setting moves up just isn't slick or as fun as it should be.
Street Hoops is definitely the most streetwise game on Xbox so far, but it only has a little substance to back up all that bling-bling.

STUBBS THE ZOMBIE IN REBEL WITHOUT A PULSE
Brain-eating action where YOU are the zombie! Without a pulse, without guts, and without a clue either...
Action - Issue 53 (March 2006) - 6.6/10

(AY00202E)
stubbs.txt
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Stubbs The Zombie is a truly strange game, but we can't put our finger on precisely why that is. It's built on the Halo engine, it's about turning the world of man into a shuffling horde of brain munchers, it's original, funny, and spectacularly well intentioned, but there's a strangely hollow thud in everything under the bonnet. It's as though developer Wideload had all the ingredients ready for a perfect title, then dropped them on the floor on the way to the oven.
Rebel Without a Pulse (is the subtitle an indication of future Stubbs games in the works?) is a collection of many bright ideas, none of which are developed to their full potential. Our undead hero can drive about in tractors and 'Clodmobiles' - clearly just the Warthog and Banshee with different skins - but it never really feels as though he should. He can detach his noggin and roll it around like an explosive bowling ball, but does the game ever actually need you to do so? Nope.
Stubbs lurches from one location to the next without any kind of story to explain why. He can be eating farmers one minute, then blowing up a dam the next, but it's never very clear why he's doing it. Sprinkled as it is with funny moments, Stubbs always feels like a series of slightly broken, unfinished bits and pieces of a modified Halo engine, squished together in the best way Wideload could manage.
While Stubbs is chomping brains or possessing people with his ghoulish hand and you're 'in the moment', the game can actually be great fun. Watching chewed corpses get up and start chewing for themselves made us feel a little paternal, we have to admit. Shoving zombies about and towards the action in search of fresh meat is fine and dandy, but that's all they really do. We can see that Wideload has tried to make the most of the zombies in the game's puzzle elements, by having them complete electric circuits or utilising them as shields. But as with so much in the game, the zombie mechanics never feel like they're actually working properly - rather like actual zombies, we suppose. Your new undead friends will shuffle about a bit and eat a few heads capably enough, but they never shift up a gear, always ambling about when the game should be racing along.
The strongest part of Stubbs lies on the surface in the form of what there is to see and hear, rather than touch and play. The soundtrack is superb, rich with classic 50s rock 'n' roll, love songs and Hawaiian melodies. Chewing heads down to the neck to the sound of The Chordette's 'Mr Sandman' is a highlight, while watching all-American teens run about screaming while 'My Boy Lollipop' plays over a diner's jukebox is classic stuff.
The kitsch 1950s Americana is everywhere you look in Stubbs, from mad scientists waving laser beams about, to the strange grainy filter Wideload has dolloped all over everything. Fresh off the back of Destroy All Humans! (Issue 44, 8.4), Stubbs feels somewhat samey (although to be fair it was in development at around the same time, and the team has done well). But, for all the natty ideas and incidental goings-on that take place as you shamble your way through the game, there's a distinct impression that Wideload thought the words 'built on the Halo engine' would carry all the weight. But Halo should have been the foundation for something great, not a crutch to lean against. One bad guy is even called Chief Masters. We don't need reminding, and it does the game a disservice.
Creating Stubbs from scratch might have been a wiser idea. At times it feels like little more than zombie's clothes on scraps of Halo code, less fun than it sounds. It's a brave attempt to do something different, and flashes with momentary munching goodness, but like the poor zombie himself it just doesn't have the guts to see it through.

SUDEKI
One of the best-looking games on Xbox. A brillant, vibrant adventure romp with superb AI
RPG - Issue 32 (August 2004) - 8.7/10

(MS01001W)
Sudeki.txt
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We can just see it now. The episode of Jerry Springer where some RPG fan with a blue rinse is singing the praises of Sudeki. He's changed his name to Tal and has turned into a pyromaniac, setting off fireworks left, right and centre to show off his 'skill strike'.
Do you fall into this category? There's no shame in it because we've all been there. Spending 40 hours on Knights of the Old Republic (Issue 20, 9.5) and Final Fantasy VII was absolute heaven. But we're not the only ones; it's equally apparent that the makers of Sudeki are just as mad about adventuring.
We can't confirm that the Climax development team has pink hair, but it's obviously been reading obsessively the encyclopedia of Japanese RPGs. Just like the aforementioned fireworks, Sudeki is a sprinkling of oriental elements, mixed to explosive effect. It's an extremely traditional role-player, most obviously a throwback to SquareSoft's Secret of Mana and the massively popular Legend of Zelda series.
In Sudeki's awe-inspiring introduction, we're introduced to four heroes living in the fairytale kingdom of Illumina. They're cute and they're annoying but it's little wonder when they live in such peaceful and prosperous times. It's all thanks to Queen Lusica who rules the bright empire like a vindictive mother-in-law. Her latest scheme is to protect the kingdom from invaders by creating a powerful energy shield.
To achieve this, she needs magical crystals and that's where you come in. Controlling Tal, Ailish, Buki and Elco, you venture out into hostile lands and deathtrap dungeons to retrieve the magical stones. Although we can't get away from the fact that the four heroes are horribly clich?d ('traditional' can only go so far), the team dynamic is still very entertaining.
That's not just in the way that teamwork is required to solve puzzles, but the way the characters squabble just like friends do in real life. Elco's the lovechild of Dexter and Harry Potter, but he still thinks he's a ladies' man. This really annoys Ailish and Buki who don't take sexism lightly. Buki is especially peeved when the two blokes stumble into the trap of Nassaria the siren. Funny moments like this go a long way to making you warm to the four discordant heroes.
Sudeki's plot winds and twists cleverly, making sure that you control all four heroes rather than just sticking to your favourite one. In the opening mission you'll control just Tal, but from there on you'll use different parties. Learning how to make different heroes work together is bags of fun.
In combat, teamwork is especially important. Battles are real-time and there's a massive difference between the sword-swinging warriors Tal and Buki and the projectile-firing sneaks Ailish and Elco. Melee combat is a lot like Dynasty Warriors (Issue 23, 6.5). You tap away at the X and A buttons to hack 'n' slash, and the better your timing, the more damage you do. There are about 20 normal combos to learn.
In comparison, ranged combat is totally wacky! When controlling Ailish and Elco, the game switches into FPS mode, but sadly it's not particularly good. Very little skill is required to point your crosshair in the right direction and hold the trigger down while running backwards. Even the teleporting monsters have trouble catching you. We reckon that melee combat has the edge, but shooting is useful if you want to take the cheap (but energy-preserving) option. One good thing about ranged combat is that some projectiles pass through multiple creatures, adding an element of skill. Tactics also come into play as you choose which 'enchantments' to add to your weapons. These add spice to your attacks, like afflicting the enemy with poison and weaker armour.
If you're an RPG purist balking at the frantic real-time combat, don't give up just yet! Bringing up the quick menu makes everything slow down to quarter-speed, giving you space to choose from a list of Final Fantasy-style 'skill strikes'. These setpieces are a great visual sensation, not to mention extremely damaging to any enemies foolish enough to be in the vicinity.
Sudeki's monsters look so incredible though, that it seems a shame to slay them. They're an odd mix of killer robots, insectoid sorcerers and Harryhausen-esque mythical beasts. When it comes to monsters, the bigger the better. Sudeki's boss creatures, particularly Krenn and Nassaria, are easily the highlight of the game. The animation is superb, their range of attacks always surprising and their AI first-rate. We're always pleased to see monsters working as a team, and Sudeki's magical creatures will usually enchant and heal their kinsman rather than just attacking you. Beating them first will save you a lot of grief.
But it's not just the creatures that look amazing. In Sudeki you get three worlds to explore, and they all look absolutely astonishing. When walking through Transentia for the first time, you really won't believe that this is just a game. Wherever you look, there are incredible details like windmills turning in the distance or legions of mining robots wandering the walkways far below. It's easy to lose yourself, but thankfully you'll never actually become lost.
Although it takes around 15 minutes to walk from Illumina castle to Brightwater on the opposite side of Light World, the HUD game map is so good that you'll never take a wrong turn. This is also partly because the worlds are very linear, but more on that later.
Sudeki's intelligent game camera also helps you enjoy the gorgeous worlds to their fullest. The camera tracks behind your party, switching to cinematic angles when you're doing skill strikes and solving puzzles. Best of all, the camera can always be rotated and zoomed using the Right thumbstick. You'll never miss out on the best view of the action.
It's undeniably a very linear game, and the sub-quests don't have enough of a hook to make you want to complete them all. Whether you fall in love with this will really depend on whether you prefer sprawling worlds with little detail, or Sudeki's smaller worlds with mind-blowing quantities of graphical splendour. Personal taste will also decide how much you like the storyline. It isn't freeform in any way, but it's still enthralling and very well realised.
Ultimately, Sudeki falls a long way short of the scale and longevity of Knights of the Old Republic, but then again, it's a very different kind of adventure. We love Sudeki. It's a colourful, beautiful adventure with a refreshing and distinctive feel. We're sure you'll be dyeing your hair pink in no time.

SUPER BUBBLE POP
No addictive qualities, and full of bad techno cheese
Puzzle - Issue 15 (April 2003) - 4.0/10

(JA00404E)
SuperPop.txt
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Get the puzzle formula right, and you get a stupidly addictive game. See Tetris for details. Also, if your puzzler includes bubbles and cutesy characters, ˆ la Puzzle Bobble/Bust-a-Move, it should be really good fun. Super Bubble Pop has the bubbles and cute characters - could it be a Puzzle Bobble for our times?
The concept is simple. You control the chap/ chapess at the bottom of the screen, and must use their bubble-firing gun to launch spheres of varying hue at similarly coloured bubbles nestling at the top of the screen. When three bubbles of the same colour meet, they'll burst. Repeat until you've cleared the screen and eventually the level.
As you'd expect, this is trickier than it sounds, thanks to several factors. As with Puzzle Bobble, you'll often find that the bubble you really need tends to be a no-show, forcing you to manage your bubbles at lightning-fast speed if you're to win the level. To make matters worse, the bubbles slowly move towards the front of the screen, and if they reach the front it's game over. Add in special blocks that hinder or help, plus various power-ups, and there's potential here for plenty of nightmarishly hectic puzzling.
Sadly though, it doesn't get anywhere near Puzzle Bobble's status as best bubble-based puzzler. For a start, the mechanism that made PB so skilful - the aiming technique that allowed for angled shots and so on - is replaced here by a more basic left- and right-scrolling style of bubble shooting, making it less involving to play.
The way the bubbles work isn't engaging either. There are no satisfying chain reactions or combos; the puzzling is basic, and feels like Space Invaders with colour-matching. It has the frustration element in place, but not the addictive quality that makes you want to keep playing.
And the production values are awful. The whole game feels like a cross between a cheesy European pop video and an early '90s Amiga tech demo. Super Bubble Pop is as hectic as any puzzle game you care to mention, and the two-player mode offers some entertainment, but ultimately you can't shake the feeling that it's just puzzling by numbers.

SUPER MONKEY BALL DELUXE
Deliriously happy visuals, spot-on comedy sounds, and a hefty dose of Japanese mentalism. Incredible fun
Screenshots - Party - Issue 41 (April 2005) - 8.6/10

(SE05602E)
Monkey.txt
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Jumping into a cold vat of melted ice lollies on a hot summer's day. No, that's not it... Getting a head massage from a yodelling koala while fluffy kittens tickle your feet with their little paws. Nope, still not there... Okay, how about dancing naked through a field of wispy grass while the clouds wink at you and the sun warms your bare arse?
Actually, forget it. We're trying to put the unbelievably happy yet undeniably weird feeling that Super Monkey Ball Deluxe gives you into words, and we can't. Since SMBD is such a simple game, let's put it in simple terms: it's monkeys in balls, and it's super. Oh, and it's deluxe too.
Super because the gameplay is straight from God's own big box of fun, and deluxe because us lucky Xbox owners get all the content from Super Monkey Ball 1 and 2 on GameCube, with some extra goodies chucked in on top. Yup, this is a compilation of two old 'Cube games, but don't let that put you off - it's banana-flavoured genius.
But before we start crunching numbers, let's talk about how Super Monkey Ball Deluxe actually works. Using the analogue stick, you tilt the stage so that your Monkey Ball rolls in the direction you want it to go. Get it to the Goal and you've completed the stage, and any bananas you collect along the way give you points. Fall off the stage or run out of time, and you've failed. It really is that simple.
This is the game analogue sticks were designed for - every tiny tweak elicits a teeter or a totter, and energetic prods send your simian spinning off with sparks flying. For the first 20 or so levels it's more enjoyable than petting puppies, and happier than a meerkat on stilts.
Then it gets tough. It's still fun and addictive, but now it's more like picking a scab, or tonguing a mouth ulcer - painful, but you just can't help it. Soon stages are ridiculously, unbearably, joypad-breakingly hard. It's the type of difficulty that makes you squint your eyes and lick your lips until they're dryer than a sandy flip-flop. Happily, though, you'll want to keep playing until you finally nail that dastardly stage. Just one more go. Just. One. More. Go. Suddenly it's 4am.
And there are plenty of stages to beat. Super Monkey Ball Deluxe drags 114 from the first game and 140 from the second, then bungs in more than 50 monkey-spanking new stages on top. Once you've ploughed through the main game you can also take on the new Ultimate mode, which orders every single stage in ascending order of difficulty. It's a huge challenge, and multiplayer mini-games add some awesome variety.
Okay, so it doesn't offer the same thrills as a Halo 2 plasma sword killing spree on Xbox Live, and it's essentially a Greatest Hits collection of two old GameCube games, but Super Monkey Ball Deluxe is so stuffed full of sunshine, rainbows and happiness that we don't care. If you fancy some simple, addictive, straightforward gameplay fun, you'd be monkey mad not to peel this banana of crazy genius.

SUPERLEAGUE RUGBY LEAGUE
An appalling mess: dreadful animation, uncontrollable players, few teams, last-gen physics
Sports - Issue 31 (July 2004) - 3.3/10

(HE00102E)
Superleague.txt
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Oh dear. This is nasty. If you're Australasian and have problems with co-ordination, there's the remotest possibility you'd enjoy this. Then again, if you're Australasian and have difficulty putting one foot in front of the other, there's very little chance you'd have made it to the UK in the first place to sample this, um, 'sample'. Oh, what an apt word.
Superleague Rugby League is a colossal muddle of a game, a bedraggled floater that meanders between awful and just plain unplayable, a factor that isn't helped by the exclusion of every team except the Aussie Superleague. It's a little like FIFA releasing an entirely exclusive game based on the escapades of a Poundland-sponsored Sunday league.
But the narrow appeal of Superleague Rugby League is narrowed further by the sheer incompetence of the control system and engine.
As with the majority of sports titles, the player you control is indicated by an icon of some sort, in this case, a circle that follows you around. Unlike most sports games, the idea of controlling a player is little more than wishful thinking. Your man moves and slides around like he's on ice, often sliding left on a wave of blissfully ignorant inertia while you've spent the past ten or 15 seconds trying to send him in a different direction. Finally get him to go where you wanted and he'll now glide off on that course for another eon with his head up his arse, unaware that you'll soon need him to go somewhere else. These are the good times. At points the control system seemingly just stops altogether, leaving you pirouetting on the spot like a musical box ballerina.
To further add to the illogical shambles, the camera is set so far from the pitch it's like trying to control a match from the cockpit of a Boeing 737. When something remotely interesting happens, the camera reacts with such apoplexy and frenzy you can almost feel your television juddering off the table. Everything wobbles, shifts, and jolts, leaving you stunned like a freshly clobbered fish and open to attack. You'll lose the ball for sure, and if you do manage to regain it don't expect any help from your AI-free team. They'll be stood rigid like sculptures, often walking through each other or j-j-juddering on the spot like man-size sex toys. And let's not dare tread the path regarding the crowd animation, but suffice to say the words 'Dawn of the Dead' spring to mind.
Superleague Rugby League is an exercise in pointlessness, a game weak in content and laboured in execution. It makes you wonder just how something so painfully atrocious was ever given the go ahead. Are the Aussies purposely giving us fuel to fire at them? First the World Cup, now this.

SUPERMAN: THE MAN OF STEEL
Boring levels, rubbish combat, and a dreadful control system
Shooter - Issue 12 (January 2003) - 3.0/10

(IG02204E)
Superman.txt
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Videogames and superheroes are like salt and vinegar - a natural complement to each other. After all, what better way is there to extend the existing universe of popular fantasy characters than by making them interactive, rather than just reading about them in a comic or watching their exploits on the big screen? And besides, the fan of a superhero is also most likely to be a fan of games, so it's a natural double-header and everyone's a winner baby - especially the sales and marketing guys salivating to the sound of cash registers going ka-ching!
Well, in theory that works. Except when you take the most famous hero of the bunch and place him in a game suffering from such poor execution you'd think it was the victim of a firing squad shooting blanks.
As the Man of Steel your job is to save humanity (and in particular Metropolis) from the likes of Brainiac 13, Metallo, Bizarro and their armies of flying minions. The villains plan to rob secret futuristic technology from the city and use it to their own ends to cause all manner of nasty shenanigans.
In classic deceptively 'rubbish game' fashion, Superman doesn't immediately look like a complete waste of time and money. Upon loading the game and choosing the only available option of Story mode you're presented with half-decent cutscenes before arriving in a sprawling - and it has to be said, good-looking - 3D cityscape that makes a decent first impression.
The illusion of quality still remains as you sweep down amongst the skyscrapers in between floating cars and land on the road below. But as soon as you set off on your first missions the symptoms of a game in terminal decline begin to make themselves known.
The gameplay consists of a continual series of aerial combat sequences or time-based rescue/fire-fighting operations. On the combat side, much of your time is taken up with eliminating flying robots or other suitable baddies. As Superman, you would consider yourself to be very capable of dealing with metal menaces and indeed you're blessed with heat vision, freezing breath, a big punch and telescopic x-ray vision.
But the first obstacle is that many of your enemies are colour coded, meaning you're limited as to which method you use to deal with them. A purple target means you have to use your heat vision, yellow means you need to punch them out.
It's a terrible way to depict superhero combat, forcing the player to relinquish virtually all control and engage in a tedious exercise of colour-coded button-bashing.
And then there are the handling issues. Superman is supposed to be as fast as a speeding bullet, but he handles like a rusty Reliant Robin - sluggish, unresponsive and generally a chore to control.
Flying in a straight line is easy enough, but try and do a sharp turn and you'll find out that you just can't. The Man of Steel handles like he's built of the stuff - especially when so many missions involve poorly displayed objectives that need to be accomplished in a short timeframe. You'll end up turning the air as blue as Superman's leotard when he once again ploughs headfirst into the side of a burning building rather than quickly extinguishing the flames on the other side.
With the fatally flawed combat system, terrible handling and ultra-repetitive missions, there really is very little to say in support of this title. Even the reasonably impressive Metropolis backdrop lets itself down by being surrounded by invisible walls forcing you to return to the predetermined mission path. And there are no pedestrians to be found anywhere in this supposedly sprawling urban dwelling.
Thanks to the poor gameplay, you're left feeling that at no time throughout the "adventure" are you fully in control of a superhero with special abilities, and surely that's the whole point of a game with 'Superman' in its title?
Circus Freak Studios has done the Yuletide bit by serving up one of the biggest turkeys of the festive season. Make sure you avoid this title and you'll have yourselves a much merrier Christmas.

SWAT: GLOBAL STRIKE TEAM
An accomplished FPS with realistic graphics and arcade action
Squad-based shooter - Issue 23 (December 2003) - 7.7/10

(VV03702E)
SWAT.txt
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To use an old cliche, videogames are a lot like buses. In this instance, you wait for ages for an involving FPS with voice-activated commands to come along, then two arrive at once. And while the release of Rainbow Six 3 was accompanied by a flashbang of hype and anticipation, SWAT used stealthy tactics to slip relatively unnoticed into our office.
TAC-3 (Commander Kincaid, sharpshooter Lt Lee and Tech expert Lt Jackson) are an elite unit of the LA SWAT division, and are leased out to resolve global terrorist situations. Take in various locations around the world, such as Russian Power Facilities, LA banks and London Tube stations as you strive to thwart the exploits of the Dragon and Omega gangs - an international drug cartel and all-round bad guys to boot.
There's no 'I' in 'team' - you'll need to use each member effectively to accomplish tasks throughout all 21 missions. Issue a wide range of orders via the D-pad or, impressively, the Voice Communicator, including "Breach door", "Secure area", "Defuse bomb" and "Use control panel".
While not quite pot-smoking hippies, these peace-loving guys prefer to use non-lethal force to neutralise enemy threats. Missions are graded on several performance criteria, including melee attacks, peaceful restraints and hostages rescued. The better the rating, the more upgrade points you'll earn, enabling you to customise your weapons, resulting in some ferocious firepower. And so begins a novel spin on an otherwise run of the mill shoot 'em up, where rather than blasting through the entire level, it's in your best interest to take your time and subdue opponents rather than kill them. Wounded enemies can be cuffed and restrained, while others will surrender when they feel threatened, or are ordered to. Rules of engagement state that you may only fire when fired upon, and any use of unnecessary force will significantly harm your performance rating. This greatly increases replay value, as you'll want to get every medal in every mission.
Add a Time Attack mode, two-player co-op and four-player Deathmatch modes, and SWAT proves a reasonably well-rounded shooter. Reasonably, because the inclusion of Xbox Live play would have taken this title from good to great. Downloadable maps and uploadable scores are offered, and are some consolation. It's a pity that players can't jump between squad members during levels, and can only use them at certain points predetermined by the game. There are always going to be comparisons between this title and Rainbow Six 3, and unfortunately for the former, the Rainbow boys swat this clean out of the air.

SX SUPERSTAR
Formulaic average-looking racer with a few aesthetic pleasantries
Extreme sports - Issue 19 (August 2003) - 6.6/10

(AC01602E)
SX.txt
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Now you would have thought after the success of MotoGP 2 (Issue 17, 9.4) and the Burnout-on-bikes Speed Kings (Issue 18, 8.0) that there's nothing Climax couldn't do with two wheels. Sadly, this arcade fantasy racer may well prove to be the fly in the ointment.
The two main game modes consist of the fairly unstructured Arcade and the far more interesting cheeseathon Championship. In Championship mode, you can choose from a multitude of international riders, all of whom are fairly nondescript since SX Superstar avoids all things corporate, including official licences. Characters, bikes, sponsors and tracks are all firmly tongue in cheek.
Starting off in a ramshackle apartment not unlike a student hovel, your main aim in SX is to rise from Amateur status through to Pro while making as much cash as possible, dodging stalkers and dumping your girlfriend every time you win a race (just like real life... or so says Climax). Thankfully it's all done over an answer machine so there's none of that nasty silent discussion stuff that goes on in real relationships.
Races themselves take place over five countries in three types of area. There are arenas - one per country - which are essentially track-based dirt bowls with jumps, obstacles and nice little country enhancements like bombing it around the Coliseum in Italy or through the pyramids in Egypt. Baja stages are off-road sections, which are again country specific and expand the game's appeal further as shortcuts, hidden jumps and changes in layout differ depending on the difficulty level. And lastly there are 'special' optional races which consist of trick contests, uphill races and even a Microlite challenge, which imaginatively involves chasing a plane around a mountain.
When it comes to gameplay, don't expect rocket science in terms of bike dynamics or rival AI. It's arcade all the way and if you're looking forward to Colin McRae depth you're going to be disappointed. As you progress through the levels, upgrading bikes becomes essential. In each class you begin with a basic 'Tiny Tim' from 125cc in Amateur, 250cc Semi-pro and 500cc for Pro. Sadly the only noticeable sensation that differs with the bikes is a negligible increase in speed.
Handling is painfully simplistic once you have got to grips with powersliding through corners by feathering the Right trigger and realised that landing the machine upright when returning back to Earth after a 300 metre cliff jump is fairly important. From here on in, winning races and titles is a mere formality and not because of pure gaming ability which, for those with a short attention span, may be fun but in reality is never a good thing.
The biggest crime committed by SX is the ludicrously stupid actions of the other riders. With skills more akin to Mr Bean than Ricky Carmichael, it's not unusual for four out of six Pro riders to fall more than once in a five-lap race, often leaving their skidding bikes to act as an obstacle, taking other competitors along for the ride. This factor alone induces a heavy dose of catch-up which in turn takes the title's unrealistic attributes to dangerously daft heights.
It's not all bad news, as the game does have its niceties. The 24 tricks that can be pulled off in the now-standard 'Tricks=Points=Nitro' gauge are done with flair, adding a little spice to races, and can come in useful when overtaking on straights. The water and dirt particle displacement isn't too shabby either. This said, it isn't quite enough to save SX Superstar from banishment to bargain basements in the near future. It's one of those generic 'seen it all before' titles, when both on paper and with the heavyweight backing of Climax it could have, should have, been so much better.

SYBERIA II
Well presented, but sometimes irksome and lacking the quality and depth of its predecessor
RPG - Issue 38 (January 2005) - 6.0/10

(MI00801W)
Syberia.txt
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As adventure games go, Syberia II is hardly groundbreaking. Almost identical in look and feel to its excellent PC/PS2 predecessor, it picks up the story of New York lawyer Kate Walker (that's you by the way) and the stereotypically eccentric shock-haired inventor Hans Voralberg, who's looking for the mystical woolly mammoth-inhabited island of Syberia which, he claims, is somewhere north of Russia.
Hoping desperately that the old loon isn't just suffering from a chronic bout of senile dementia, you set off by train to help him look for this so-called glacial paradise, stopping off at a series of rather isolated and often slightly sinister locations along the way.
Each area is packed full of brain-teasing puzzles. These usually charge you with wandering around, interacting with colourful though badly acted characters and finding objects - some of which are harder to track down than a virgin porn star - that can be used to solve each problem.
Sadly, the quality of the puzzles falls well short of the first game's superbly crafted conundrums, with many feeling rather arbitrary and subsequently too detached from the main thrust of the story.
The plot also fails to impress, and never manages to reach the magical heights of Syberia's captivating yarn, at times feeling like a poor man's Tim Burton movie on acid. However, there's still just about enough quality shining through to make you want to push onto the next part of the game.
Syberia II teems with fairly attractive and intelligently imagined locales, though taking in the sights is made unnecessarily clumsy thanks to some hideously unresponsive controls and ludicrous movement restrictions. Kate might be able to tell you what a Deposition is, but ask her to walk over a tree root and she'll display the intelligence of a professional halfwit. Who dropped out of school. When they were six.
Ultimately, this is the type of game that'll probably only appeal to a select few. If you're after a slow-paced, puzzle-packed experience with a half-decent story and plenty of characters with which to converse and interact, then Syberia II is just about worth a look, especially if you've played its superior predecessor and want to know how the story ends. But if you prefer more bang for your buck, then we suggest sticking with Halo 2 (Issue 36, 10.0), Star Wars KOTOR II (Issue 37, 9.3) and reputable Dutch brothels instead.

TAK 2: THE STAFF OF DREAMS
A great little Xbox debut. The main game's littered with fun puzzles, while there's a ton of great challenges to boot
Screenshots - Platformer - Issue 41 (April 2005) - 7.0/10

(TQ13903E)
Tak2.txt
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We'd be dreaming if we said Tak 2 was a groundbreaking platforming masterpiece, but this is actually a very polished and enjoyable romp. Nicely rendered cutscenes progress the typically nonsensical story, though the overall presentation and charm more than make up for the tale.
Tak leaps around each well-designed and retina-scorching environment with intuitive ease, though there's no option to alter the tricky, horizontally and vertically inverted controls. Each level involves many engaging puzzles, but none are ever taxing on the grey matter. Collecting the right ingredients, when prompted, allows you to summon JuJu spirits to aid your quest. More impressively, concocting different JuJu potions unlocks additional mini-games for the Dinky games section, including snowboard races and Phoenix Fights. Brimming with nice touches, this is a solid platformer for more than just kids.

TAK: THE GREAT JUJU CHALLENGE
The scrawny Pupanunu boy and his stick return for more costume-wearing jungle-based antics
Action - Issue 53 (March 2006) - 6.8/10

(TQ24402E)
takjuju.txt
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Tak is a hero now. He has defeated evil and saved the land. You would think he'd relax a bit, abuse his hero status and make fit Pupanunu girls fan him with giant leaves and feed him grapes. But no. He clearly is as much of a dork as he looks.
There's no arch nemesis for Tak to hit with his little stick anymore. So Tak enters the Juju Challenge, in which he has to go up against the best warriors of other tribes to complete a series of obstacle courses and puzzles within a time limit. These obstacle courses basically translate as large platform-filled levels, rather like the ones in Tak 2 (Issue 41, 7.1). Nothing out of the ordinary, then.
But wait - the difference this time around is that Tak isn't working alone. He teams up with the half-wit hero, Lok, who tags along every step of the way. Surprise, surprise: both characters have differing abilities, making for the need to swap control from one to the other in order to get through the 'all-new' co-op obstacles. The thing is we can't decide whether this makes the game more enjoyable, or just a hell of a lot more tedious.
Lok is bigger and stronger, so he's better for bits where you need to lift stuff, like explosive barrels. He can also pick up and throw Tak to higher platforms. Right, that makes sense. But Lok can't swim because he's... scared of fish? That's funny, but lame. So you use Tak to swim (who's smaller and would be more vulnerable to aquatic predators). But Tak can't climb vine-covered walls. WHY THE HELL NOT? He's a little bush-boy. He looks like he's Mowgli's cousin. Mowgli can climb like a monkey ninja. We've seen him do it on the telly. So you have to use Lok, who we'd have billed as the heavier, less agile character. Having to swap for basic things like swimming, climbing and jumping high is a pain in the ass. Not fun.
The co-op aspect is used to better effect on other occasions. You walk into a room with a series of platforms, but they're too far apart to jump across. You discover some switches that raise stepping stones between them. The idea is that you leave one character to press the switches, while the other jumps across the stones to the far side. As we did all this, we asked ourselves: is this fun? It's not bad in two-player split-screen co-op, where each player takes half the strain. It can be done quicker that way. But it's not as cool as the animal puzzles that have always been in Tak games since the beginning of the franchise.
Oh well. At least you get to dress in that wicked chicken suit again, and a new lobster suit, too. The cut-scenes made us laugh, too. Lok is a total buffoon and he'll crack you up. But he doesn't make this more than another average, slightly tedious platformer.

TAO FENG: FIST OF THE LOTUS
Highly enjoyable, frenzied and fun. Lovely arenas to trample
Beat 'em up - Issue 16 (May 2003) - 8.2/10

(MS02002E)
Tao.txt
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This really is a game of two halves. A pair of warring factions are vying for control of a sacred artefact, which makes for a messy business considering that each one possesses a single half of the thing, and is desperate to get its paws on the other, bringing the whole thing together. It's a supremely powerful object, so the factions - Pale Lotus and Dark Mantis - despite sounding like a Chinese set menu for two, are locked in brutal combat for possession of it. Nasty combat, too, the kind that's not afraid to use its nails, leave teeth marks all over your bum cheeks and play havoc with the upholstery.
So, there you have it. Twelve combatants, comprised of six from each faction, battling it out in typical beat 'em up fashion. Each button corresponds to a limb, with the R trigger allowing for some nifty extra manoeuvres. The battles take place in detailed arenas that feature oodles of breakables, which probably pushes the insurance premiums sky high. But that's all just preliminary ceremony to bring you up to speed - with all that polite bowing out of the way, we can get on to the fight proper.
So, what is there to separate the game from its Xbox dojo-mates, namely Mortal Kombat: Deadly Alliance (Issue 13, 7.8) and Dead Or Alive 3 (Issue 01, 8.5)? Firstly, it's a bit more furious than any other beat 'em up around. Everything in the game can be ruined. Not only can you trash the fighting arenas in a variety of ways - furniture splinters convincingly and the floor shatters like a bar of Caramac dropped from the Eiffel Tower - but you can also dole out some serious GBH to your opponent. As the battle wages over three rounds, dark bruises form on faces, mouths trickle with blood, clothes tear and scuffle and, generally, by the end of the match the loser will look like they've gone 12 rounds with an abattoir, and lost. Fighters haven't looked this bruised and battered since Rocky. There's a nice level of detail that helps to make the fights feel like true battles, as opposed to just clinical meetings of fists and feet.
Not only that, but it's actually possible to shatter the limbs of your opponent by raining down blows on them when they block. Not only does it sound plausible, but it's a great idea that encourages people to take the initiative and get stuck in. No cheesy perma-blocking here, not unless you want one of your arms flapping uselessly by your side like an old sock.
There's a bunch of other cool ideas, too. When you're backed up against a wall, you can use it to launch a particularly vicious attack, so getting cornered by a button basher isn't much of a worry. Add that to the ability to spin and leap off the scenery, and your position in the arena suddenly becomes as strategic as it's ever been. And boy, do those arenas look sweet. Bathed in a solar flare's worth of lighting effects and heat hazes, along with slick reflections and the pitter-patter of falling rain, it looks the business. The characters aren't slouches, either. They don't, however, move that gracefully, which make the fights feel a little messy and clunky at times.
Just for the record, as far as video game boobs go, this one's got the best. They jiggle in just the right places. Take that, DOA Xtreme Beach Volleyball (Issue 14, 8.0). Ahem. Anyway, just for the record, like.
Ignore the crass Americanism in the form of some cheesy dialogue and miserable character design, and you're in for a frantic beat 'em up that will allow you to tear up the joint in more ways than one. In terms of quality, it falls neatly between DOA3 and Mortal Kombat, and makes for one of the most involving and action-packed fighting experiences around.
This is highly enjoyable scrapper fare, and not a duff duffer with any obvious flaws. It's not the best beat 'em up on Xbox, as it's pipped for that accolade by Tecmo's finest, but it's an extremely worthy contender for your time. It's solid, detailed, swift and bundles of fun that, like trapped wind, is even better when shared with a friend.

TAITO LEGENDS 2
The supreme classics collection makes a not-quite-so-legendary return
Arcade - Issue 54 (April 2006) - 6.5/10

(EM03401W)
taito2.txt
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You know what it's like. You eat all the good chocolates first, and are left with a collection you could pick your way through eventually but you're never going to do it in one go. Then you realise there's a whole new tray of chocs underneath and you gorge out on that one as well. Well, that's Taito Legends 2 summed up in a big chocolatey metaphor, even if the latest collection isn't quite as mouthwatering as the last.
Taito Legends 2 has far more Rainbow Island- and Bubble Bobble-inspired games than the previous collection, with the likes of Insector X, Fairyland Story and erm, Liquid Kids - all rare treats that we might not remember, but will instantly like all the same. We're just not sure about the weird names, though. Still, they were more innocent times, weren't they?
Taking its lead from the previous collection, Taito Legends 2 is another well-balanced chest of treats, tempering odd Japanese creations with some good old hack 'n' slash and space shooters. The likes of Growl and the amusingly named Violence Fight are right up there for a little short-term burst of action, while the classic Darius Gaiden makes a return to the land of the living as well. Get in!
We like the new inclusion of longer-lasting Taito games this time around as well, and this will undoubtedly prolong the retro experience. A little touch of Dungeon Magic and Arabian Magic are great examples of how RPGs began, and as simple as they are, it'll prove a hard heart that isn't melted by them even if, like the majority of the games in here, you've never actually heard of them before.
Space Invaders buffs will be going a bit mental too with three versions included here, and while some people may ask whether that many are actually needed, let's not forget this package includes a further 30-odd titles to tinker around with. But one question remains that we hope will be addressed for the final line-up - Taito, didn't we beg, didn't we plead, didn't we cry out for the third part of the Bubble Bobble trilogy, Parasol Stars? Why no include? Why? Bad Taito.
That said, cast your eye over this complete list of games and see how many you can remember without Googling them. Some are classics, some are obscure and long forgotten, but playing them is like rediscovering an alternative universe where Rainbow Islands became a side-scrolling shooter, and Bubble Bobble was actually about dwarves. Honestly, we're not lying. Not as good as the original by any stretch, but for another wide-ranging box of retro goodness, and a hefty collection of new titles, Taito is still the last word in retro titles.

TAZ: WANTED
Swish cartoon graphics, but confusing and frustrating gameplay
Platformer - Issue 8 (October 2002) - 5.9/10

(IG01302E)
Taz.txt
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Starting life as an occasional bit-part character in Warner Bros. cartoons, Taz now has his own series featuring lots of atrocious Australian accents and much raspberry-blowing, as well as a number of video game starring roles under his furry belly.
Taz: Wanted is based around Taz's main abilities - spinning and eating - but it isn't just standard platform guff. Instead, there are a number of 'Wanted' posters featuring Taz's face that he's got to destroy. Bonus objectives of destroying scenery and collecting sandwiches are there so you can earn extra cash.
So it's not just a walk-in-a-straight-line-and-jump-on-people's-heads game; there's lots of exploring to be done, and lots of trial and error involved in figuring out how to reach and destroy each poster. This stops it being a simple, light-hearted game for kids and turns it into something that takes a lot of time and effort to work through.
There's lots of going back on yourself, lots of frustrated looking at high platforms and wondering how on earth you're going to reach them, and lots (and we mean lots) of dying.
Thankfully, there's also no limit on the lives you can lose, or any life system at all. If Taz sinks in water, he's reinstated on the nearest shore. If an enemy attacks him, he'll get punched in the face repeatedly until he runs away. If he gets caught by a zookeeper, he restarts from a cage $500 worse off. This means that you only leave a level when you finish it or admit defeat for the day and quit. It also means you need to get used to constantly being placed somewhere else in the level when you're just trying to go about your own business.
It's a tricky game with confusing stages, lots of wandering around, some completely and utterly illogical puzzles, fiddly jumping and a frustratingly large number of 'deaths'.
But it really does look lovely, and there's enough stuff packed into each stage to give hardened gamers a fun 'collect 100 per cent of everything' challenge. The bonus two-player games (racing, smashing stuff up, time trials) are an okay way of spending half an hour, too.
But with gameplay as clumsy and awkward as this, it's impossible to recommend to kids or anyone else looking for some cartoony fun.

TD OVERDRIVE
Bad handling makes this depressing
Driving - Issue 4 (June 2002) - 3.8/10

(IG00702E)
TD.txt
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Travel the world competing in different kinds of races around San Francisco, Toyko and London! No, it's not Project Gotham Racing (Issue 01, 8.9) although the cities are the same. Blaze along at high speeds, weaving in and out of everyday traffic! No, it's not Burnout.
This is TD Overdrive, and any similarities it has with those two games are entirely overwhelmed by the fact that this one is rubbish.
The 'twist' here is the 'Underground' mode which puts you in the shadowy world of illegal street racing. A nice idea, but one executed in spectacularly poor fashion.
The graphics deserve a special mention for their amazing shoddiness. Vehicles blink in and out of existence, as do whole buildings. In-car view is just normal view with your car removed. Driving's no fun either. Cars won't power slide, traffic deliberately gets in your way and you can get stuck inside rocks.
On another console, at another time, TD Overdrive would be an acceptably average racing game. On Xbox, with Gotham and Burnout around, this is just depressing.

TECMO CLASSIC ARCADE
A small, workmanlike collection that includes one or two genuine classics. Okay, but there's better out there
Arcade - Issue 50 (XMas 2005) - 6.1/10

(TC01402E)
Tecmo.txt
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The neverending project to ruin your rose-tinted memories continues in this 11-strong showing of bleeping, flashing titles of the last century. This time it's the turn of Tecmo, with some typical offerings ranging from the surprisingly-still-quite-good, to the utterly forgettable, in that you forgot them first time round, to games so old they were probably invented by the Ancient Egyptian priests of the sun god Ra.
Stand-out moments are fiddly, likeable block-push platformer Solomon's Key, brainless but still quite fun left-to-right kill 'em up Rygar, and the nicely pitched Pac-Man-ish idiocy of Bomb Jack, still a joy to play. What with the ratio of good-to-awful-dross in most retro collections these days standing at about 1:4 Tecmo's done alright, with the only real stinkers being the incomprehensible (even if you 'get' US football) Tecmo Bowl, the pointless Pinball Action, and the just really, really ancient Swimmer and Pleiads, which are so old they defy classification. Filling out the middle are alright-ish 1990s shmups Star Force and Strato Fighter (basically an R-Type rip-off), clunky football game Tecmo Cup (which only Mark really enjoyed), and Senjyo, which looks a bit like Battlezone but is nowhere near as good. Ho hum.
As ever, it's a case of 20 minutes of quick-fire fun at best, another lesson in how games from the past should just stay there at worst. And with the similarly priced Taito Legends containing over 30 consistently better titles, this is a paltry collection, especially so given the notable absence of Ninja Gaiden and Silk Worm. You'll like it if you like this sort of thing(tm), but then you probably already own them all in cabinet form if that's the case.

TEENAGE MUTANT NINJA TURTLES
A decent button-bashing beat 'em up. Very repetitive, but two-player co-op mode is fun
Action - Issue 28 (April 2004) - 6.3/10

(KN02702E)
Teenage.txt
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Heroes in a half shell, Turtle Power! Hugely popular cartoons, such as Transformers and He-Man, and their over-priced action figures were all the rage in the '80s, and rising from the toxic ashes of this craze came the phenomenally successful Teenage Mutant Ninja Turtles. Four escaped baby turtles that found their way into the sewers, swam through some radioactive ooze, then met an equally mutated rat who instructed them in the ways of the ninja so they could avenge the death of his former master who died at the hands of arch enemy Shredder. Kids will swallow anything, eh?
If you enjoyed the Turtles arcade game back in the early '90s, you'll be relieved to see that TMNT is pretty much the exact same deal. You don't get too many cel-shaded, side-scrolling beat 'em ups on Xbox, but TMNT holds its bandana-clad head high to shun any thought-provoking gameplay in exchange for good old-fashioned mindless action. Simply pop this in the tray and switch your brain off for a couple of hours. After a lengthy cutscene intro (just like an episode of the TV show), it's straight into some slicing 'n' dicing. Story mode follows one of the four Turtles (each with an individual opener) as players work their way through the invisible-walled, railed stages in pursuit of the elusive Shredder. Each character - Leonardo, Donatello, Raphael and Michelangelo - has their own distinctive colour, weapons, attributes and fighting moves. Attacks are carried out via A, X and the Right trigger, though more often than not you'll just utilise the quick attacks (A) due to the large number of enemies involved at any one time, as the slower (albeit more powerful) moves leave you particularly vulnerable.
After hacking your way through wave after wave of generic bad guys (men with clubs, harder men with clubs, robots and harder robots, which bizarrely materialise from the ground), in true arcade fashion you'll face a boss at the end of each stage, usually comprising of a big hard man or big hard robot. The action is accompanied by comic book-style onomatopoeic sound effects, but as well as looking like an episode of the original Batman, they sometimes get in the way of - and detract from - the fighting. Additional items, such as shuriken throwing stars and health replenishment (junk food) are collected by smashing those discarded crates which seem to litter every beat 'em up out there.
Because of the limited gameplay, repetition sets in early, and the unimaginative level design makes it feel like you're playing the same stage over and over again with different backdrops. Some relief is provided in Versus mode, where you can battle a CPU or human opponent turtle one on one, but the very limited moves make this a dull and uninvolving experience. And while we're on the subject of multiplayer, what the hell happened to the four-way fun of the arcade game? I haven't had as much fun with three mates since the time a group of us spent all afternoon (and £2 each) finishing the coin-op. Criminally, TMNT only allows two players to work through the game co-op.
Other irritants, like the way exploding barrels do minimal damage to enemies but wipe out more than half of your health, or the fact that you can only save whole levels and not individual stages (forcing numerous, irritating level replays), don't help either. Plus, in an age when a moveable camera is expected in games, frustration is compounded by its distinct absence. But TMNT isn't a total failure, as it does exactly what it sets out to do - namely be a fun beat 'em up that requires absolutely no thought whatsoever. However, gamers over 12 years of age and those who enjoy a bit of a challenge shouldn't really come looking here. For them, Turtle Power is like, so last decade, dude.

TEENAGE MUTANT NINJA TURTLES 2: BATTLENEXUS
Four-way co-op and branching story make this marginally more than just a sequel, but it's still button-bashing
Action - Issue 40 (March 2005) - 6.4/10

(KN03503E)
Turtles2.txt
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Flushing turtles down the toilet, just like producing average beat 'em up adaptations, doesn't get rid of heroes in a half shell; they come back stronger. This is good news for flippered fans, because BattleNexus fills in what was missing from the last Xbox Turtles title (Issue 28, 6.3).
The same excitable cutscenes that advance the storyline return, along with the cel-shaded graphics, albeit with a nifty polish. The biggest improvement is the ability to now play with all four characters simultaneously as opposed to the first game's two-player monotony. Four-way co-op is infinitely more enjoyable and harks back to the fun of the arcade original. Which is, brilliantly, an unlockable extra.
Another top touch is the ability to cycle through each turtle at any point. Players must use each character during certain situations to solve puzzles or defeat specific enemies. While not massively expanding gameplay, this does offer limited variation through the otherwise tepid and railed environments. Limited we say, because unfortunately the similar enemies make for some very repetitive hacking 'n' slashing. Replayability is another factor, with players able to pick their way through the branching story and retry any unlocked area with a different turtle to get maximum point ratings and unlock the goodies. However, monotony may soon set in after the third time through the same finger-burning level.
Controls are pleasingly simple, but the camera will often confusingly zoom in and out of the action at random, and can't be rotated either. Factor in the beat 'em up style BattleNexus and Turtles 2 makes for a slight improvement on the original game.

TEENAGE MUTANT NINJA TURTLES 3: MUTANT NIGHTMARE
The turtles are back once more with this formulaic four-player brawler
Beat 'em up - Issue 54 (April 2006) - 5.6/10

(KN04202E)
tmnt3.txt
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There's something almost comforting in the fact that, even after all these years, the Turtles are still kicking about on telly. Kids today might have progressed from simple games of footy in the park to full-scale happy slapping riots, but at least they can still enjoy the adventures of four psychotic, mutant amphibians in the comfort of their own home.
That might be great for anybody with nostalgic yearnings for mutagenic terrapins and ancient Japanese instruments of death, but it doesn't excuse the fact that the Ninja Turtles games remain squarely rooted in the past as well. Mutant Nightmare, the third Turtles game on Xbox, plays almost identically to the previous two and, bar the obvious graphical differences, doesn't stray too far from the four-play arcade template of 15 years ago.
That means cartoon scrolling beat 'em up from start to finish - in this case, a staggering 60 levels' worth spread across three separate episodes, interspersed with footage from the latest cartoons. There are some tweaks to the age-old format - a couple of basic shooting gallery sequences, characters can earn experience that can be spent on new moves and abilities, and some levels have a more free-roaming aspect to them - but for the most part this is depressingly predictable stuff.
On the plus side, there's plenty to get through, with combat areas and challenges opening up beyond the 60 story missions, and the difficulty has been ramped up to match the Turtles' new 'tough' image. But will you want to stick it out when the gameplay is so unsurprising and repetitive?

TENCHU: RETURN FROM DARKNESS
Will suck you in like a black hole. A slow-burning beauty you'd be mad to overlook
Stealth action - Issue 28 (April 2004) - 8.4/10 - Xbox Live features **

(AV05401E)
Tenchu.txt
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Patience. If there is a single thing you must possess in order to appreciate Tenchu, it is patience. No number of throwing stars, blowpipes, or fancy-assed back flips will compensate you if you lack the fundamental capacity to sit still on long journeys and not take toilet breaks during movies. Wise man, he not fidget.
And that, for as long as it has been in existence, is the whole point of Tenchu. It's about choosing your moves wisely and about jumping on opportunities when you get the chance. You must be still, you must strike from the darkness and, without wanting to sound like a Carry On movie, you must, ahem, 'do people from behind'. Learn these principles and you'll be chortling quietly to yourself (remember, wise man not guffaw loudly over vanquished foe in case he spotted and strung up by goolies.)
Return From Darkness is essentially a beefed-up Wrath Of Heaven (PS2), only with spangly Xbox knobs on. There are a couple of extra single-player levels thrown in as tasty exclusives, along with a great multiplayer option and Xbox Live capabilities, but if you already own Wrath then differentiating the two comes down to the extras you get with Xbox. The visuals have only had a meagre spit 'n' polish applied, and you can easily spot hefty remnants of the old code lurking within the game. But, before you start contemplating falling on your own sword, this is far more than a straight port. The Xbox has added its own gruesome twist.
Like previous Tenchus, Return From Darkness strongly rewards the element of stealth, but carefully strikes a balance between snooping and neck slicing. There's a palpable feeling of anticipation as the game pad rumbles and you hear enemies drawing closer. The sense of dread before every kill is made even more tangible because no save points are included to rescue you if everything goes tits up and you find a length of sword rammed through your gut.
At first this seems like a huge mistake but that's far from the case. Being forced to retread a level allows you the chance to refine your technique. It allows you to improvise just as it allows you to learn enemy routines and behaviours. Whereas you were once skewered within minutes, with practice you'll eventually find yourself nimbly racing through a level, moving onto your next victim before the previous one has even hit the floor. It's exceptionally rewarding when you complete a level without even breaking a sweat or being seen, especially as punishment for mistakes has now been given more gravity.
Enemy AI, while not quite up to the level of, say, your average microwave, has certainly improved from Wrath. You will now be pursued if spotted, and enemies are intensely aggressive, calling for help if necessary, and even disarming your traps if you place them in too obvious a place. Complete a level littered with the swines and you'll want to pop your collar and strut down the street to Stayin' Alive. That's how cool you'll feel. And, almost as a footnote, if you really insist on continue points, check out the Easy option as this has now been added to the Xbox version - you big sissy.
The Live multiplayer option is also a bonus. You either go head to head, stalking and hunting down a real person with real tactics and real intelligence, or go co-op with them and use the headset to interact and track down other Live players.
A little more effort, which was clearly applied to ramping up the AI and gameplay, should have also been applied to the smaller touches. In an age where developers are striving to create true virtual realities, you can still be sprayed with blood from a gushing artery and not smear it along every wall and corner you creep round. You can leave bodies and entrails lying everywhere and still get nothing more than a mere shrug of the shoulders from the guard who finds them. It's little things like this that would have added even further depth to the game, which, in spite of minor niggles, is still a cracking good laugh.
There's something in Tenchu that you wouldn't even find in Splinter Cell. A raw, desperate gameplay that relies more on wits and luck than night vision and Codecs. It has something of the lioness about it. When you're teetering high on a ledge a few inches from your death, or genuinely and passionately fighting to stay alive after coming so far without saving, you just appreciate how much fun the series is. It may not have the graphical sheen of Sam Fisher's death dealing, nor does it have quite the following, but for sheer, brutal throat cutting and animal instinct you can't go far wrong. Splinter Cell: Pandora Tomorrow exploded on Xbox with all the stealth of a car bomb, but true to form, it looks as though Tenchu is going to slip under the radar. Make sure this isn't the case. Turn on all the lights, send out the guards, and set loose the dogs. Like their countless victims, you'd be a fool to overlook Rikimaru, Ayame and chums.

TENNIS MASTERS SERIES 2003
Another tedious tennis title with almost nothing to recommend
Sports - Issue 10 (December 2002) - 3.0/10

(MI00302E)
Tennis.txt
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There are some amazing games on Xbox. You can fight convincing aliens in beautiful environments. You can scream around circuits in the best motorbiking game ever. You can warp time in a mind-bending platform game starring a cat with a clever Hoover.
One thing you can't do yet, though, is have an enjoyable, awesome game of tennis.
This peeves us somewhat, actually. We're all rather partial to a spot of Virtua Tennis 2 on Dreamcast and see no reason why the Xbox can't have a game of similar stature. That's because there is no reason.
The galling truth is that every tennis game to enter the workings of our beloved console has fallen short of this lofty ideal. In fact, Slam Tennis (Issue 06. 7.2) aside, they've been offensively bad. Pro Tennis WTA Tour (Issue 07, 1.9) and Fila World Tour Tennis (Issue 09, 2.6) are the games in question. A combined score of 4.5 tells the story of those two stinkers.
This month it's the turn of Tennis Masters Series 2003. How does it fit into the litany of tennis tragedy? Is it up there with Slam or down there with WTA? Well, the person standing nearby watching the game as it was reviewed just said this: "This is toilet, this game." Then he walked off.
That very professional judgement sums it all up very nicely. But why is this game "toilet"? Much the same reason as the other poor tennis games, really - the fact that it's just so frustratingly unresponsive.
Briefly tapping a direction on the Left thumbstick makes your player walk for a few paces in that direction, rather than just take one step. Once started, this movement animation can't be stopped, so you have to wait until your player has finished walking before you can give any further instruction.
If you were unfortunate enough to tap him in the wrong direction, you've no chance of returning the ball. This is rubbish.
Other crapness? Well, on the default setting, you can make your serve (with one button press; we never served a single fault all the time we played, never mind a double), then go and mow the lawn, have a shower, pump up your bicycle tyres, then go back to the game and make your next shot. Tennis isn't slow, but this game certainly is. This, too, is rubbish.
Still, the speed is something that can be rectified slightly by playing on Pro level or above - and if you have reactions faster than an anaesthetised sloth, you're a pro.
Being pro doesn't change the fact that players look like they're suffering from rickets. Their legs don't look right, even when waiting to receive a serve in a standing position. This too - you've guessed it - is rubbish.
One thing the game does have over its competitors is the range of shots you can play. You can put a decent amount of direction on your strokes, making rallies more strategic than the catastrophically stilted action of Pro WTA.
That is, of course, if a rally gets going. The different shots are markedly different, too, so there is a point to hitting a lob. But it doesn't change the fact you can't play a decent game of tennis. It's supposed to be a fast-paced sport, for goodness sake, you need to be able to move quickly and make decisions quickly. You can't with Tennis Masters, so what's the point?
We'll give you a clue - there is no point. We can't understand why no-one has managed to match Virtua Tennis 2 yet, and we suspect no-one will until the Sega folk themselves decide to crack their knuckles, sit at their development keyboard and deliver the third in the series.
It's a shame that we have to say such things, but the fact is you're currently a bit hamstrung if you want a top quality tennis title on your beloved Xbox. Slam Tennis is still the closest we've got.
Developers, take note. If you're making a tennis game that's not as least as good as ST, don't bother.

TERMINATOR 3: REDEMPTION
Solid shooter that's only let down by rudimentary presentation and frustrating driving levels
Action shooter - Issue 35 (November 2004) - 7.0/10

(IG06202E)
T3Redemp.txt
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If you believe in the law of diminishing returns, then the second movie tie-in from a very average film should be a big disappointment, right? Well, of sorts, though just like the desperate endo-skeleton at the end of the first Terminator movie, Redemption makes a damn good fight of it.
The futuristic action kicks off with a reprogrammed Arnie fighting for the human resistance against the mighty Skynet. And kick off it does, because Redemption allows Arnie to flex his mechanical muscles and indulge in some seriously slick fighting. The on-foot action is satisfyingly violent and hectic, making for a very entertaining third-person blaster. The auto lock-on function means charging through waves of Terminators and Skynet vehicles is a riot, so put your CPU-powered brain on hold for some great, thought-free blasting.
However, our unfeeling friend doesn't boast a hefty combo list for nothing, so get up close and personal with the murderous mechanoids and put the boot in. Or fist. Or any object that comes to hand in fact, because street signs and other assorted debris are all fair game to try and quell the rise of the machines, and it's brilliant fun smashing your way through the aluminium armies.
If you played our T3: Redemption demo way back in Issue 28, you'll know the game involves a fair bit of vehicular action, and here's where events really start to go off. Each mission usually requires some kind of pursuit, and one of your human allies will either rock up with a suitable vehicle, or public vehicles will be on hand to be 'commandeered' in Arnie's own inimitable way. The controls (the Left thumbstick moves and steers, whilst the Right thumbstick separately aims your weapon) are a bit tricky to get to grips with, and may feel alien to anyone familiar with the more intuitive controls of, say, Halo's Warthog.
The graphics may look a bit dated now, but at least the action never lets up for one second, and provides an absolutely mental, balls-out gaming experience. Tons of enemies and huge explosions are thrown at players at a breakneck pace, and really make for an exhilarating time. Trust us, using force is the only way to safely navigate the environments when bridges are collapsing, buildings are exploding and everyone's trying to kill you. Upgrade points are awarded for completing a mission within a set time limit too, again encouraging speedy, scintillating gameplay.
That said, the later, purely driving-based levels set in the present day do drag their impressive predecessors down a bit. Modern-day man's vehicles limp weakly behind the futuristic might of Skynet tanks, and feel slow and sluggish. Shortcuts are the only way to successfully chase down the fleeing T-X but, because of their obscure nature, victory is dependent on memorising an exact route after some very frustrating trial and error gameplay.
But don't get us wrong; T3 is full of neat little touches. Arnie's trademark 'Scan' vision is fully customisable, (charge time, damage infliction etc), and its kill-enhancing nature means you'll be spending more time in the red than Nick Leeson.
A solid shooter that's only let down by rudimentary presentation and frustrating driving levels, Redemption does go some way to redeeming the reputation of Terminator tie-ins.

TERMINATOR 3: RISE OF THE MACHINES
Stripped-down shooter that is accessible to everyone, but FPS purists may find it too easy
FPS - Issue 25 (January 2004) - 7.8/10

(IG05901W)
Teminator3.txt
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Movie licences on Xbox have ranged from the fantastic (Star Wars: KOTOR - Issue 20, 9.5 and Indiana Jones ATET - Issue 14, 9.0) to the utterly dire (Die Hard: Vendetta - Issue 19, 3.5 and Star Wars: Obi Wan - Issue 03, 3.3). Although the Terminator franchise fared quite well with Dawn of Fate (Issue 11, 7.0), it still wasn't the cracking game the licence deserves. And now we have the obligatory video game tie-in for the T3 movie that hit the big screens last summer. Well, Arnie did say he'd be back...
First impressions are very good, as stylish cutscenes depict the story so far. We begin in the future, where, unsurprisingly, Judgement Day has still happened and the human survivors continue to fight the machines. The rebels have captured a Skynet base and reprogrammed a Terminator - that'll be you - to help them fight their way out. It's clear from the outset this isn't a complex, die-hard FPS, but a very entertaining and accessible shooter that even casual gamers will be able to jump right into.
The controls are pretty standard shooter fare - look and move via the Right and Left thumbsticks respectively; fire with the Right trigger while a crucial lock-on function is maintained with the Left. The A button is the all-encompassing action button, while your weapon's secondary fire, peculiarly, is via the Black button. Levels are mostly based around unlock/rescue/evacuate missions, but in reality this takes a back seat to some seriously frantic action. Being the future and all, the developers have pretty much free licence to come up with all manner of outlandish weapons for you to use. You can cycle through them using Y and B, but, in a schoolboy error of an Etonian first year's standards, there's no function to jump straight to a specific weapon. Very frustrating, especially when you turn into a tight, enemy-packed corridor holding an empty SAM launcher, and need to scroll through five different weapons.
Following the story through the game, our metallic martyr battles first against Skynet, before joining forces with them against the humans, (so you get to slaughter your former comrades) before finally travelling back in time to the present day (well, 1997) to protect John Connor. Again. Can't that guy look after himself? New this time round is the inclusion of Arnie himself, providing both character model and voiceover, and this inclusion significantly enhances the atmospheric qualities of the game.
It's all fun at this point, and although scenes get a bit repetitive, there's enough robo-blasting to keep everyone entertained. It's great fun jumping behind the mounted gun turrets scattered throughout a post-apocalyptic L.A. to wreak havoc and, in some missions, to take out Skynet's spaceships and huge tanks (you know, the big scary ones that crush all those skulls at the start of T2).
Back in the present day, and our humble T-800 is forbidden from killing people, so non-lethal force is required, and here is where a couple of additional touches distinguish this from other Terminator titles. A quick flick of a button and Terminator vision is engaged, where the screen goes red and hundreds of options are simultaneously computed inside your head. Assess threats, and then take them out, all the while preventing any fatalities. Receiving damage results in the skin literally falling off Arnie, gradually exposing his metallic endo-skeleton. Occasionally throughout the game you'll scrap one-on-one with the tantalising TX, and the visible damage your character suffers is never more evident than here. Whilst neither detracting from or enhancing the gameplay, the fights do provide a bit of welcome relief from all the blasting. The enemy AI is surprisingly good, and although you're limited to simple one- and two-button combos, the TX will instantly suss you out if you use the same moves twice in a row.
So, what's not to love? Well, apart from the repetitiveness of some of the missions, there are some basic inconsistencies. The Terminator can receive a hail a bullets and grenades fired at him, or get beaten to a pulp, but fall 20 feet from a gantry and he'll die. Escorting John Connor is a bit annoying too - while you're charging through the hordes of SWAT troopers taking damage from every angle, he creeps through slower than a slug in wet cement. The other major downfall is the game is very short; if you're a competent gamer it won't last more than a day. However, there are loads of brilliant movie clips, stills and other treats to unlock, and T3: ROTM is a fun blaster that is a good accompaniment to the film. And he'll be back soon in 2004.

TERMINATOR: DAWN OF FATE
Hardly any strategy, but a repetitive and enjoyable shooter
Shooter - Issue 11 (XMas 2002) - 7.0/10

(IG03802E)
Terminator.txt
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Like The Thing before it, Terminator is a movie that's been crying out for video game justice. We've had several Termie games on various formats, but all have been non-starters that have failed to convey the terrifying, skull-crushing future dystopia of silicon vs carbon, where humanity is reduced to factions of underground resistance who don't get to wash very often. So does Dawn Of Fate come near to capturing the movie tension and parcelling it up into a playable video game? Very nearly...
It's a game that, like Blade 2, centres around combat and the limitless satisfaction to be had from blowing stuff up. And this combat does play out quite well, handing a decent level of control and battle options over to the player. You've got a lock-on auto-aim, melee attacks and a first-person view for when you want a bit more accuracy. Mixing them all up in the midst of a scrap is simple (well, once you've got used to the fact that you can't invert first-person view - D'oh!). Head shots will slay a T number on the spot, while sweep kicks will knock them off their feet if you're beginning to get surrounded.
The game captures the claustrophobic, unstoppable nature of the Terminators fairly well, too. They'll lumber slowly in your direction and will not halt until you've fed them a feast of gunfire. The visuals are average at best, offering some plush lighting effects but looking a bit underwhelming overall; grainy and grey, with patchy, low-res textures in the environments.
But, ooh, that camera. It uses Res Evil-style perspective switches, so you'll end up fighting into the screen and running all over the shop as the view changes position. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you get used to it.
If you're willing to put up with the camera, some below-par looks and the fact that there's little to the game but out-and-out combat, then you're in for a decent crack of futuristic blasting action that does medium-to-good justice to the mother of all movie licences.

TEST DRIVE OFF-ROAD: WIDE OPEN
The lack of vehicle/ground interaction will drive you nuts
Driving - Issue 3 (May 2002) - 3.5/10

(IG00101A)
Test.txt
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First impressions last, and the initial feeling you get from Test Drive Off-Road: Wide Open is the same one you get when you chuck the pad to the floor soon after sobbing "Dear God... no more!"
Start button your way to the vehicle select screen and you meet a range of trucks seemingly modelled directly from ineptly constructed Blue Peter cereal box/loo roll projects. We've seen more polygons on a GCSE maths paper. But graphics aren't everything, let's jump to a single race on one of the massive areas available.
Oh. Threadbare terrain seemingly poached directly from an early PlayStation 2 game. But let's see how the thing handles - even Mega Trolley Dash would be a fabulous game if it handled well enough.
Oh. Off-road vehicles without, it would appear, any suspension. Railway tracks, grass, gravel - vehicles don't notice the difference as they carry on without even the slightest wobble. There's no sensation of driving an all-terrain, slope-eating, elephant-worrying mean machine. All you get is a dull vehicular experience with minimal reward.
Briefly, things do get better. But only a bit. Unlock the lengthier races and it begins to feel like a racing game. Land a daring jump, ride the wall-of-death round a canyon rim to gain a few seconds, glance back as the pack splits into risk-takers and safe straight-liners then floor it to the next checkpoint... it's almost fun.
Then you realise that the AI, even on Easy level, is set to 'Robotic Nazi.' Cars stick to their racing lines like tube trains, and if you come to blows with one of the oversized heaps, you always, always come off worse, pinballing off ledges while the computer car doesn't even skid.
Trackside objects arbitrarily either shatter with the slightest nudge or halt you dead in your tracks. And while the interior dirt tracks of the stadium mode make for far less frustrating races, it's not enough - anyone familiar with early PS2 title Smugglers Run will, literally, be in familiar territory. Off Road: Wide Open is exactly the same, only inexplicably worse.
Sure, you can drive anywhere over the sprawling terrain, but you won't want to. Sure the career mode opens up better vehicles, but faster isn't any more fun. This is a PS2 hand-me-down that's scruffier than a car boot sale teddy bear. Even the title is off-key - Off Road: Wide Theybother is much better.

TETRIS WORLDS
Dilutes the impact of the original. Okay, but there's nothing new
Puzzle - Issue 9 (November 2002) - 6.0/10 - Xbox Live features ***

(TQ02833E)
Tetris.txt
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There's a chance you may have heard of Tetris. No? We don't believe you. It's the video game equivalent of Lego. It has become so absorbed into popular culture that people who haven't played it know what it's about, like Space Invaders or Tomb Raider.
And, like Lego, anyone who comes into contact with Tetris becomes addicted to the simple-yet-fiendish fun on offer. The struggle with co-ordination and onscreen overcrowding to set up yet another line of blocks for clearance and breathing space makes it the undisputed king of puzzle games.
Tetris itself is timeless, but Tetris Worlds just isn't as appealing. In an attempt to sex up the game, garish colours, alternative modes and - crikey, Charlie - a story line have been added.
Thing is, the original Tetris is so finely balanced that altering it without changing what makes it so moreish and goddamn thumb-bustingly compulsive in the first place is tricky. Tetris Worlds is the perfect case in point.
It has a pile of new modes, each one putting a slight spin on the standard formula. That's 'slight' as in 'very very slight', so much so that nothing new is added to the experience. It's just the same old game, the one that came free with Nintendo's Game Boy over a decade ago. In Hotlines mode, for example, all you do is clear lines at specified heights, and nothing more.
This is the video game equivalent of a digitally remastered Beatles re-release. Everyone, with the exception of hardcore completist fans or cave-dwelling newbies, will already have experienced it enough already. Unless you find the multiplayer particularly appealing (in fairness, it is great four-way fun), then you're better off seeking Tetris somewhere else. Maybe as a free and legal internet download, on your mobile, via digital telly or maybe buying a second-hand Game Boy and a copy of the original for much less than the RRP of this title.
While everyone should play Tetris at some point, playing Tetris Worlds is another matter. The main core of the game is the compulsive brain-bondage of old but, in terms of value for money, this is a 14-year-old concept with a token facelift and little else.

THE BARD'S TALE
Not as expansive or visually impressive as other RPGs, but has enough of a refreshing approach to be absorbing
Screenshots - RPG - Issue 40 (March 2005) - 7.5/10

(IX00106E)
Bard.txt
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When was the last time you laughed out loud at a game? Ours was during the opening tutorial of The Bard's Tale. We stumbled into a typically drunk group of NPCs in a typically clichéd inn after learning the central character's typically clichŽd past. You see where we're going here? But for all its referential attributes, the resulting drunken ballad (which players can sing along to with bouncing ball) allayed any fears of fairytale familiarity. This is one of the most self-deprecating games we've ever seen. And you thought The Princess Bride was a pisstake.
Everyone loves the class joker, but Bard's Tale packs a decent enough punch to keep the bullies away as well. It uses Baldur's Gate's Snowblind engine and, like a penny-slot peep show, the action's strictly top down. The Bard must travel the land, conversing with a host of colourful characters and completing quests, though, as he points out, coin and cleavage are his driving motives. The game is very dialogue heavy, though players' conversations aren't quite as branching as we'd like. The Bard occasionally has the option of choosing friendly or hostile responses, though these are denoted by happy and sad faces; we'd like to see what we're actually going to say before choosing. Also, more often than not, the conversation ends the same way, regardless of your responses. However, they impact brilliantly on the gameplay, as a previously irked character may reappear several hours into the game and deny you a quest or opportunity. There's no clear-cut right or wrong either, so players have a refreshing amount of freedom in their choices.
Speaking of which, quests are your standard RPG fare. Go here, talk to them, go and collect this, learn this spell etc, though Bard's Tale isn't afraid to mock even its own predictability. The Bard often turns to the camera to comment on the cheesiness of his situation, lamenting "All these tales are all the same." The narrator, with his home counties diction, is continually at odds with the Bard's swaggering cockney slang, and the constant bickering between the two provides many of the game's laughs.
Combat is obviously determined by a hit points system, though is thankfully in real time rather than being turn based. Players can buy tons of weapons and armour upgrades from the store, or use the Bard's magical capabilities in battle. Levelling up allows players to upgrade the Bard's physical capabilities, and you're also given a chance to hone specific skills, like dual wielding. As you progress you'll learn new spells, executed via the Bard's lute. These can be aggressive or protective in nature, though we found ourselves continually summoning a spiritual ally to fight alongside us, thus doubling our chances in combat. Cheap maybe, but with an endless supply of magical power, an easy option.
However, while the emphasis has been put into the game's comical touches, the graphics have been left to suffer. We monkeys may hear no evil but we certainly see a fair bit here. Okay, the game was developed a while ago (it's been in publishing limbo for the last couple of years) but it still looks inexcusably rough, in both character animation and environment design. The camera is slow to rotate, and has a disappointingly small zoom ability, though at least at that distance the characters still look acceptable.
If you can ignore this, you'll really enjoy The Bard's Tale. Not afraid to poke fun at itself or the genre, the game still has enough depth and replayability to please the most ardent RPG fans. When it's not mocking them...

THE CAT IN THE HAT
Colourful, faithful to the film, and mildly inventive, but the controls are laboured and it's very last-gen
Platformer - Issue 27 (March 2004) - 5.7/10

(VU04002E)
TheCat.txt
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Your eyes will sting after playing this game. Your brain will throb, and your focus will be smacked about too. It's an old-skool platformer dipped in a hallucinogen and feels at every turn as though men in white coats are out hunting it with butterfly nets.
Based on the forthcoming Mike Myers flick of the same name (which bombed on release in the US incidentally), you play Cat, the mischievous feline who gatecrashes a home on a rainy day in suburbia and brings bedlam with him. Nosy neighbour Alec Baldwin wants to put an end to the 'fun' and tries to steal the Cat's magic. A chase ensues, through various areas of the house, as Cat tries to track down Alec Baldwin and get his magic back. The boiler room is the fire level, the fridge is the ice level, the stereo is the musical level, and so on. It's like James Pond meets Pandemonium, two very old but quite well-respected titles for their time.
Some thought has been put into Cat In The Hat - it isn't just a straight film licence and cash-in, which, on first impressions, is what it looks like. With the use of your umbrella you trap enemies in bubbles, feed the bubbles into machines and convert them into super-bubbles capable of smashing metal barricades. It takes a bit of thinking to convert bubbles into super-bubbles, and involves a lot of pre-planning, backtracking, and thinking two steps ahead of yourself all the time. Some machines are blocked while others are out of reach, and it's up to you to traverse certain areas in order to unlock vital parts of a level.
Despite the inventive level design, the game is unintentionally sinister. Both Mike Myers and Alec Baldwin have been face-mapped, and look disjointed and broken when they walk. Baldwin scuttles about, his head lolling in every direction with a fixed expression plastered across his face. It's terrifying. You might just as well throw in the child-catcher and be done with it.
Level design isn't the only old-skool thing about Cat In The Hat, either. Graphically this is utterly last gen, an old moggy with no place on the Xbox. The controls are laboured, and let's face it, it's still a side-scrolling platformer. Some thought has been applied to the gaming process, but at its roots this game is so yesterday we're surprised it doesn't come on a cassette.

THE CHRONICLES OF NARNIA: THE LION, THE WITCH AND THE WARDROBE
An entertaining puzzle adventure that's let down by a dull hack 'n slash ending
Adventure - Issue 54 (April 2006) - 7.3/10

(BV00302E)
narnia.txt
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Now we've had the benefit of seeing the game through the eyes of a ten-year-old, (albeit a 30-year-old man hypnotised into thinking he's a ten-year-old - which is what we did to Mark for the feature we ran in Issue 54), we can see how much fun this game can be for kids. But our mature adult brains are bound to hate this sort of generic licensed guff, right? Wrong - the simple puzzle-based action and top-class presentation of The Chronicles of Narnia actually exceeded all our usual expectations for a movie tie-in.
The game sticks faithfully to the plot of the motion picture, following the exploits of the four children - Peter, Edmund, Susan and Lucy - as they discover the secret world of Narnia inside a magic wardrobe, and help liberate its natives from the reign of the evil White Witch. The opening level kicks off with you trapped inside your house during a bombing of London in World War II - it's here that you're introduced to the abilities of the four playable children.
Peter, the older and stronger of the two boys, can move heavy objects (like cupboards in the house) and batter through doors and other blockades. He's also the most effective in melee combat. Edmund is the climber - he can scale trees, drainpipes, streetlamps and other bits of scenery. Susan specialises in long-range attacks, throwing projectiles like tennis balls. And little Lucy uses her petite size to squeeze through small openings into caves and other hard-to-reach areas. She can also magically heal her three siblings. We don't remember her being a magician in the film, but if it works for the game, we won't complain.
You can tap the Right trigger to switch control between the four children and solve simple environment-based puzzles in the beautiful outdoor world of Narnia. As you explore its snow-covered forests you'll be burning away bushes to clear paths, tip-toeing across frozen lakes avoiding the thin ice, or downing trees to form bridges. Action icons highlight significant parts of the scenery and show you which character to use - helpful for younger gamers, although more experienced players will find it a little patronising.
As well as exploring Narnia, other stages take you out of the wardrobe and into the real world, where you snoop around the house hiding in cupboards from the mean professor, who'll send you back to your room if he catches you. These contrasting levels keep the game feeling varied, making for some highly enjoyable adventuring.
But things go drastically wrong when later levels ditch the puzzles and resort to dull hack-'em-up missions that force you to fight endless waves of enemies. This is not only boring but painfully difficult, as huge swarms of enemies totally overwhelm you. It's not so bad if you connect a second controller and play co-operatively with a mate - a second player can join in at any point in the game, like in Lego Star Wars (Issue 42, 7.6). But that doesn't excuse the fact that these battles are a nightmare in single player, and a disappointingly shoddy end to an otherwise solid game.
Experienced gamers probably won't find anything new or challenging in The Chronicles of Narnia - it's simple and predictable. But it looks great, plays well and will no doubt occupy young fans of the film for a good ten hours or so.

THE CHRONICLES OF RIDDICK: ESCAPE FROM BUTCHER BAY
Stylish, atmospheric, violent. Outstanding visual feast with a tight, twisting script and intuitive controls
FPS - Issue 33 (September 2004) - 9.0/10

(VU03803E)
TheChronicles.txt
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And so the ever-twisting plot finds Riddick thrown into the notorious A wing, run by ruthless chief guard Cole, and here's where the game takes a significantly different tack to other FPS games. We're still seeing the world through the (as yet un-shined) eyes of Riddick, yet denied the luxury of a decent weapon in his hands, the muscle-bound maverick must find a different route to freedom. BT says it's good to talk, and although its logo isn't daubed in blood on the walls along with the other 'rules' of the wing, Riddick learns a hell of a lot from conversing with his fellow inmates. The numerous responses and multi-branching conversations pave the way for a whole host of non-linear missions more akin to an RPG/ adventure title than an all-out actioner.
Using his fists, Riddick must fight his way through his fellow scum, accepting or declining side-missions and requests from inmates. This degree of choice is emphasised during the lower prison levels, where Riddick has the option of peacefully making his way down to the mine level (by getting caught selling drugs) or violently beating his way to the door, both methods entailing various sub-missions. There's a fair bit of to-ing and fro-ing between bouts, and frequent loading screens will start to grate a little, but this is the slowest part of the game so bear with it.
The combat controls are simple, and it's vital to get tooled-up for these bouts too, so acquire a shiv (more choices - either buy one or carry out a few favours) and you'll be meaner than Scrooge before payday. There's a fair degree of unarmed combat throughout the game (Riddick is frequently recaptured and stripped of his weapons), and although it could've turned out to be a really monotonous interruption to the action, great execution and just the right mix of fisticuffs and firearms keeps the game cracking along at a good pace.
It's all very well talking the talk, but boy, can Riddick walk the (cat)walk too - this is one of the best-looking games ever to blast its way onto Xbox. From the stylish, moodily scored movie-style follow-cam opener, we know we're in for a visual treat. Absolutely stunning real-time lighting is used to great effect, creating gorgeous shadows and gloriously gritty or stunningly slick and sleek textures and surfaces. We're talking Kelly Brook meets Rachel Stevens here. And on the subject of models, Vin Diesel had a huge part in the development process, and the great character modelling means Riddick looks and moves exactly how he would in real life. Atmosphere is one thing, but Chronicles takes it further by successfully recreating the hell of Butcher Bay at its grittiest. You can practically feel the stagnant water dripping over you in the deserted service areas, smell the musky ruins of the mining levels, and the sewer levels, packed with disfigured mutants and you with only a fading flashlight for comfort, has to be played to be believed. Just keep the lights on...
So, enough of the exterior - how does the game really play? Well the engine bounds along smoothly enough, and a decent framerate makes for an enjoyable, immersive experience as you work through the facility, wasting guards left, right and centre. The camera switches to a third-person perspective when Riddick starts clambering around and over objects, and although this allows greater manoeuvrability than in FPS mode, players can't shoot and climb at the same time - a pain if you emerge at the top of a ladder at an enemy's feet. Certain pre-rendered cutscenes show Riddick making a daring escape, but we'd have liked to physically play through them ourselves.
We've covered the gorgeous lighting, but the shadows are soon dispersed by the blinding muzzle flash of the arsenal of meaty weapons at Riddick's disposal, including pistols, shotguns, grenades, automatic rifles and a fearsome mini-gun that peppers enemies all around the screen, making use of the fantastic ragdoll physics engine. The mix of unarmed combat and gameplay is finely judged; just when you start to tire of stealth kills and yearn for a weapon in your hands, along comes a guard with an un-encoded, and very inviting shotgun to have some fun with.
The great-looking environment is also open to interaction, including some destructible scenery and those conveniently placed explosive barrels that no shooter would be complete without. Once you get your lovely shiny new eyes, light switches can be toggled on and off and bulbs blown out to create your own darkness, confusing enemies and gaining the advantage. But enemies will only be confused to a certain extent, because the AI is top notch. The inquisitive guards will investigate the slightest noise and actively seek the best cover when you fire at them. The crafty beggars will roll back and forth behind pillars and strategically back each other up through intelligent firing positions, proving challenging opponents. Just try going toe to toe with a guard beefed up in the brutal Battle Armour and see how long you last.
And so the story twists and turns, with Riddick, no matter what he does, seemingly incapable of evading recapture. Worming his way out of the desolate mines (after unleashing hordes of murderous monsters), the game shifts up a gear and everything really starts going off. The guards and beasts are going at it in the shower block, providing ample distraction for Riddick to pick them off at will and make his escape. The terrifying darkened corridors return, and the creatures do their best to scuttle around your flashlight beam and catch you unawares.
After waking up in the cryogenic chamber, the hulking hero wastes no time at all commandeering an armoured walker. This is fantastic fun to wander around in, laying waste to the entire level. It's a bit of a shame then, that this hectic pace couldn't have been sustained all the way through the game, because as far as balls-out blasting goes, this is right up there with the best of them.
We could chastise the lack of multiplayer options (there aren't any at all), but the game does exactly what it set out to do: provide a gorgeous-looking, scintillating single-player action title to accompany the film. The brilliant mix of hand-to-hand and armed combat, paired with an intriguing plot and various sub-missions, means you'll be hooked right through to the end of this Diesel-fuelled, Riddickulously slick shooter. Don't be afraid of the dark when it looks this good.

THE DA VINCI CODE
The more-popular-than-air religious conspiracy thriller gets a pretty decent Broken Sword-style adaptation
Puzzle/Adventure - Issue 57 (July 2006) - 7.2/10

(TT17102L)
xmenofficial.txt
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You wouldn't be wrong to avoid movie licences like you would dog turds, because they have a tendency to stink. But X-Men: The Official Game mixes face-smashing brutality, super-teleporting acrobatics and flying together with lush visuals to create one hard-hitting mutant romp. Movie licence or otherwise, this is not a game you should turn your nose up at.
To begin with, X-Men: The Official Game is actually a prequel to the third movie, not a direct adaptation. As you progress you'll experience the intertwining plots of the three playable characters, although the stories take a bit of a back seat in what is essentially an all-out action game. You'll punch your way through armies of soldiers with Wolverine, teleport and flick acrobatically around intricately designed environments with Nightcrawler, and swoop through the skies shooting frozen lasers with Iceman. It's good fun.
You'd expect, in typical lazy movie-conversion style, that you'd be playing through samey levels with almost identical characters, save for a few different attacks. But not here - what you'll find are three vastly different experiences, with unique levels designed for the specific play-style of each character.
Wolverine has always been a brawler, so his missions are of a traditional hack-'em-up style. Very little thought is required - soldiers charge at you with bats, electric stun batons and even machine-guns, and you run at them to pound their faces hard until they don't move any more.
Wolverine can charge his health back as well, so there's even less need for thought - if your life bar is looking low you can hide for a moment to allow it to replenish itself. Of course, later levels will throw so many enemies at you that the opportunity to rest becomes a rarity, and when things get desperate you'll have to make use of Wolverine's Fury attack. The Fury attack bar charges as Wolverine rips chunks out of his foes. When it's fully charged, a tap of the Right trigger will send him into a fit of psychotic rage, increasing his speed and strength for about ten seconds. So when you're getting your head kicked in, you can turn the tables and smash through groups of enemies with ease, grinning with satisfaction as you do so.
But slashing enemies to death is all Wolverine's missions ask of you, and endless hammering of the X and Y buttons can get pretty dull for anyone not into simplistic Gauntlet-style brawling. Thankfully, both Nightcrawler's and Iceman's missions are a little more inventive...
Nightcrawler is basically the Prince of Persia with the added ability of teleportation, and thanks to some brilliantly designed controls, his missions are fantastic fun. Leaping from thin ledges to poles and spinning off pipes is fast, yet so easy you won't even need to think about it. And teleporting to the exact place you want is made easy by a clever little blue dot that hovers over the platform or pole that your camera is focused on. Hit R and Nightcrawler will disappear in a puff of hazy purple smoke, to materialise where the blue dot was positioned.
With these cool powers, Nightcrawler's brilliantly designed missions will have you snooping stealthily around enemy installations, using his agility to get around on the intricate piping systems above the heads of patrolling guards. Not that you really need to hide, though, as he's an awesome fighter too. You can lock onto enemies with the L trigger, then tap the R trigger to teleport behind them and unleash a lethal flurry of punches and kicks the instant you materialise. You'll feel invincible when gun-brandishing guards desperately try to shoot you as you teleport rapidly to different platforms, then appear behind them to kick their dirty ass before they can even react.
Then Z-Axis changes the flavour of the game completely with Iceman's missions, which take you to the open outdoors to swoop around fighting aerial battles with various flying foes. Iceman doesn't fly himself, but casts his own personal icy path in mid-air directly ahead of him, then slides along it like a crazy person.
We were worried Iceman's missions would suffer from poor controls and repetitive dogfight scenarios after playing so-so preview versions. But our expectations were exceeded with varied action-packed missions that have you, say, racing through winding tunnels shooting enemies before they reach a reactor core, or battling flame-throwing mutants as you try desperately to douse the flames of burning buildings, making for some of the most action-packed levels in the game.
Iceman's overall gameplay has also been considerably improved, with both his weapons - the short-range Ice Beam and the rocket-like Hailstorm projectile - receiving a significant power increase. And it's also a lot easier to hit enemies now that Z-Axis has tightened the controls, with a lock-on system that allows you to nail distant foes with your Hailstorm with the greatest of ease. The controls still aren't perfect though. Accelerate is on the A button, while slowing down requires you to tug on the R trigger, which doesn't feel at all natural. All speed control should have been placed either on the Left and Right triggers, or on the face buttons. Mixing the two just confuses our brains. Also, Iceman's a bit lacking in the manoeuvrability stakes when it comes to those tunnel levels, where you have to avoid moving walls, dodge beams of electricity AND shoot enemies at the same time.
It's flawed, sure, but it doesn't stop the game from being fun, and it's certainly above the typical standards of movie-licence games nowadays. The game challenges your finger-mashing skills, not your puzzle-solving ability, though, so as long as you don't expect a deep, involving cranium workout, you won't be at all disappointed.

THE DUKES OF HAZZARD: RETURN OF THE GENERAL LEE
Not worth looking at. It's so sub-GTA and sub-FlatOut, you have to ask why the licence is still being flogged
Driving - Issue 37 (XMas 2004) - 4.7/10

(US05802L)
Dukes.txt
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Just the good ol' boys, never meanin' no harm. Beats all you've ever saw, been in trouble with the law since the day they was born... And what law would that be? The law of gravity? Relativity? Crack open the moonshine, the Duke boys have discovered how to turn a Dodge Charger into a space hopper. Watch it bounce, boys!
The Return Of General Lee heralds yet another outing for Bo, Luke, Daisy... actually, 'herald' is too strong a word. Replace that with 'announces with the inevitable certainty of death' yet another outing for Bo, Luke, and Daisy. Boss Hogg is planning to knock down an orphanage and the Dukes need to put an end to his dastardly deeds by driving around a generic countryside picking up crates and plunging through the glitch-tastic scenery. It's a real doozy.
The General Lee isn't exactly the most robust of vehicles - not at all the dirt-churning beast of the TV show. Maybe it's been on Atkins? It'll dart into the air or flip onto its side at the sight of a threatening pebble. The car's so bouncy it's a wonder it remains on the road at all. The terrain, regardless of whether it's off-road, tarmac, or a field of peanut bushes (yes, really) all have the same effect. You might just as well play Bolero and call it Jane Torville. It's slip, slide, skid, spin.... God forbid encountering an AI car on the roads. Rumbling around on pre-set pathways, if you get in their way, kiss your ass goodbye.
On the plus side, the voice talent (Daisy and the boys are all here) is great, and there are times when you briefly feel as though you're in an old episode. Overall, this game thinks it's something of a redneck GTA, but it's so lacklustre. We've seen and done this all before, but with more panache. It might not be 'Grand Theft Awful', but it's close.

THE GODFATHER
EA makes you an offer you might find difficult to refuse
Action - Issue 54 (April 2006) - 8.2/10

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Several MONTHS late and with the stinging criticisms from the movie trilogy's director, Francis Ford Coppola, still ringing in its ears, The Godfather has a big point to prove. The point being that the good name of the revered films won't be tarnished by a crude videogame cash-in project.
With such baggage weighing it down it'd be easy to dismiss The Godfather, but even purists will have to drop at least one disapproving raised eyebrow at the result. Instead of harming the legacy, the game clearly has a lot of respect for its source material, and doesn't shy away from the violent and gory subject matter. It's even got the confidence to dispense with much of the trilogy's talkiness and concentrate on ramping up the violence even further, creating a veritable bloodbath of an action game.
Marlon Brando's death soon after recording his lines for the game also gives this an almost macabre appeal - although whether they all made it, we're not sure. It's Brando's Don Vito Corleone who takes your character under his wing at the beginning - an obligation forced upon him after you witness the murder of your old man at the hands of gangsters as a nipper. Your long-term goal is to usurp Vito as the head of the Corleone family, and then eventually become the Don of New York.
Before any of that you get to create a character from scratch - your angry young man not actually existing in any of the movies. Using a similar system to that found in the Tiger Woods games, you can model the way your character looks and more importantly dresses, shaping everything from how hollow his cheekbones are to the colour of his slacks. Whatever looks, clothes and haircut you select, that's how your character appears in all the subsequent cut-scenes. It's just a pity there isn't a system whereby the smarter you look, the more respect you earn right from the beginning. Still, we defy anyone not to go on an ego trip and create a version of themselves.
Classic Italian-American looks and style are one thing, but you're still a nobody until you've earned the trust of the family and helped raise its reputation. To rise through the Corleone ranks you'll need to take on a mixture of main story missions and side missions, exploring every aspect of the game to reach the very top.
Scenes from The Godfather movie appear as missions, with your character initially taking a backseat role but eventually making a more active contribution to the most famous bits. For instance, in the early training missions you witness the stabbing in the hand and strangulation of Luca Brasi, and must gun down the henchmen who carry out the act before escaping by car. Later, you're the person who keeps watch and creates a safe passage for another grunt to behead Khartoum the racehorse and deliver it to the bed of Woltz, the movie producer. And later still, you're the guy who hides the gun in the cistern in the restaurant, allowing Michael Corleone to collect it and kill Sollozzo and McClusky. It's just a shame that Al Pacino chose to lend his likeness to the Scarface game instead.
Sensibly, EA has done much more than cherry pick the best bits from the film - since despite the three-hour running time it'd make for a pretty short-lived game if that were all there was. Your actions in this living, breathing city have a definite impact on how people act towards you, and how tough it is venturing into certain parts of town. Kill too many innocents or steal too many cars and your heat level rises, forcing the cops to arrest you or even shoot on sight. That said, you can bribe cops to turn a blind eye to your activities, with higher-ranking officers bending the rules for longer. Wasting too many gangsters from the same family also makes life harder since you risk turning manageable rivalries into all-out vendetta warfare, leading to a situation where you can't walk through a neighbourhood without being shot at. This ebb and flow of heat and vendettas helps prevent the game from becoming stale or repetitive.
You'll spend a lot of your time extorting businesses, which is your main source of income. Uncooperative owners can be dealt with in two ways, either by beating them to breaking point (but not going overboard so you end up murdering them or they refuse to co-operate altogether) or destroying parts of their shop. Once a shopkeeper is on your side, a backroom door in the building may also be unlocked, behind which you'll find a controllable racket. If you want to earn even more pocket money you can try to take over an entire chain of rackets, and even control the warehouses and transport hubs along the supply chain. Plenty of firepower is needed for these larger operations though, and it isn't worth your while attempting them until you've earned plenty of respect and got your hands on the bigger guns. Still, the fact that the game gives you the choice is pretty impressive.
Melee combat is handled fairly unusually in The Godfather. Like the Fight Night games, moving both analogue sticks controls all your attacks. A quick push toward an enemy on the Right stick performs a standard punch, while a stronger blow calls for the same stick to be pulled back first and then released - as if you're winding up a big punch. Pressing the Left and Right triggers together grabs an opponent, allowing you to hit him, throw him, strangle him or slam him into parts of the environment. Our favourite? Throwing a pug-nosed mobster into a baker's oven. It's quick and leaves no traces. The controls take some getting used to, especially if you haven't played Fight Night before, but in allowing you to manage the level of violence in each fight there's no other workable system.
Less successful is the driving, which fortunately doesn't take up too much of the game. At least not in terms of actual missions, though there's plenty of to-ing and fro-ing to be done behind the wheel in order to get around the huge city, and reach each mission location. The cars feel extremely flimsy and lightweight, and also manage to reach speeds way above what you'd expect cars from this period to be able to make. Furthermore, the cops who often give chase after you complete a job are a bit on the dense side, often slamming head-on into vehicles coming the opposite way even when there's plenty of room either side of the road. In this respect it's no GTA, or even Driver for that matter.
But as clones go, The Godfather is one of the better ones. It's got a unique atmosphere all of its own, due largely to the quality period setting, and manages to stay faithful to the film while carving out some interesting takes on classic scenes. It just looks and sounds very professional. There's plenty of extortion, murder and exploring on the side to occupy your time too, so you'll never get bored of doing the same thing over and over again. Not the most ambitious or original of games, but very well made and definitely not the travesty fans of the films were expecting.

THE GREAT ESCAPE
Tense and pretty exciting with varied gameplay and well-paced missions
Action adventure - Issue 20 (September 2003) - 7.6/10

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TheGreat.txt
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Things haven't been rosy between Germany and good old Blighty over the past 100 years. If it's not Michael Owen bagging hat tricks or suspect Middle-Eastern foreign policies causing friction, it's the small matter of two World Wars and one World Cup that have sent relationships spiralling towards boiling point.
The 1963 movie The Great Escape, based on real-life Allied POW escape exploits of WWII, plays heavily on those jagged emotions. Sensitive souls of Germanic origin will probably have gnashed their teeth at the thoroughbred Allied heroics, whilst those closer to home are more likely to have punched the air with patriotic pride. Pivotal's belated gaming spin-off follows suit, cashing in on such sensitivities and producing a damn fine, playable action adventure into the bargain.
With no Vin Diesel or Cameron Diaz to attract an audience (its main star, Steve McQueen, has been dead for the last 23 years), the developer has resorted to innovation and genuine thrills to pull in the punters. And nowhere is that better illustrated than through its intelligent plot structure.
The essential parts of the movie have been orchestrated into a larger, more sweeping, multi-narrative epic like a WWII Pulp Fiction. Four of the film's key stars are introduced via a series of individual missions. These range from locating and destroying crucial documents in a farmyard to tunnelling out of captivity and speeding away in a Nazi convoy. While such ventures are additions to the film's plot, the interesting twist is that each path criss-crosses until all protagonists are assembled at the movie's infamous Stalag Luft III POW camp.
Progression is rigidly linear but, when it comes to variety, this game strikes a rumbling power chord of AC/DC proportions. There are puzzles, there's fighting, there's dashing and darting; there's scheming, there's panicking, there's (very basic) titter-tattering with fellow camp life. But above all else, there's stealth. Although sprinting to destinations can work well on occasion, creeping around is far more intrinsic to the art of evasion. You can worm around on your stomach or prowl cautiously, weaving in and out of shadows as you collect tools, discuss escape plans or, depending on your setting, surprise enemies by emptying a stolen pistol into their heads.
Stealth, implemented well, invites tension, and this performs the job crisply. Understated piano scores gnaw away at your composure
as Aussie wisecracker Sedgwick crawls Predator-like past glowing camp lights, melting into the night-time darkness safe from observant Nazi eyes. And elsewhere, the purposeful Scots airman MacDonald edges through remote mountain-tops, his presence provoking an unsympathetic hail of gunfire from behind a snow-caked truck. If your heart isn't badgered by events in this game, chances are it stopped ticking weeks ago.
But too many PSone-isms spoil the broth, and some of the fighting is hampered by an appalling targeting system that makes it bizarrely difficult to hit enemies at close range. Nail a Jerry 50 yards away with a rifle - no probs - blast a Gestapo henchman from a couple of feet - hmm, London, we have a problem.
There are other complaints too. Now, excuse us for being anal, but should we really accept doors opening and shutting in both directions? Or characters responding in an unintentionally comedic (and quite dated) manner? Walk innocently up to a German (a train ticket collector, for example) and some inexplicably adopt a startled self-defence posture, like an amateur hunter facing a herd
of rampaging buffalo. Was it something we said? Or maybe an offensive overusing of Red Cross-issue aftershave...?
Next comes the AI, which, while generally good, is certainly erratic. Smash a bottle to create a diversion and guards don't always respond. One watchman even decided there was nothing remotely suspicious about a gaping cooler door with a picked lock, pushing it shut again and ignoring the fact that there was an intruder crouched illegally inside. No wonder his job application at Colditz was refused...
So really, this is a game with some absolutely brilliant moments, and some shockingly bad ones. At times, The Great Escape will demand a hearty slap on the back, a stiff upper-lipped 'jolly good show, old boy' and an extra ration of chocolate for its ingenious reworking of a vintage film licence. Then the flawed combat will smack you hard, some high frustration levels will briefly tear at your soul and the disappointing character appearances will invoke bayonet-prodding tours of your local city centre.
But just as there is a sunny day above every gathering of clouds, the good in this game vastly outweighs the bad. If you enjoyed the movie, you'll find enormous pleasure here. It's got verve, guile and charisma, and it's blessed with that infamous Steve McQueen motorbike chase. Risk aggravating our European relations once more and give those Jerries what for, eh? You know it makes sense.

THE HAUNTED MANSION
Creepy, kooky, spooky fun. Great originality and freshness, and no sign of Eddie Murphy
Adventure - Issue 28 (April 2004) - 7.8/10

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Listen carefully, intrepid adventurer. In the dark midnight hour a church bell tolls, and long-legged beasties come a-creeping. Hark! A bump in the night! Is it the thud of lumbering zombie feet? A decapitated head hitting the floor? No. It's a heavy bag of pound coins landing at dead Uncle Walt's feet. The movie's out, the action figures are out, and so is the game. The Haunted Mansion is on full merchandise attack and this cash cow should rake in the pennies.
First up, a squillion Brownie points for basing the game on the Disney ride rather than the dismal film. Not a peek of Axel Foley or Daddy Day Care to be seen. This is an Eddie Murphy-free zone. Instead, the game is closely tied to the ride and benefits greatly because of the association. Secondly, it may be riding on the back of the very loosest of film tie-ins (ignoring Pirates of the Caribbean), but it's incredible fun and not at all the disaster you'd expect.
As hapless caretaker Zeke Halloway, you must capture the 999 malevolent spirits who have forced the resident ghosts into hiding. They've turned off all the power so they can hide from you in the shadows. Armed with a magical lantern, you must travel through each room restoring the power, capturing the evil ghosts, and liberating the nice ones. Each room requires first the solving of a puzzle to restore the power, then the opportunity to get all Peter Venkman by trapping ghosts in your lantern. Although you may not think it, the 'somebody find a fuse'-style puzzles are beautifully varied, and range from herding enchanted candles to coaxing a poltergeist into flamb?ing the kitchen.
There's also a hearty dollop of chills, as though Dracula had been given Grabbed By The Ghoulies and farted around with it in his shed for a weekend. Tots be warned, it may be aimed at your demographic, but it is genuinely creepy.
Perhaps the main strength of The Haunted Mansion is its ability to slip straight into the third-person adventure genre as a film tie-in, and come out the other side as a title which has brought great originality and freshness with it. It's not benchmark material by any means, but it more than surpasses your expectations and takes great pleasure in putting the willies up you. Chilling, funny, and surprisingly without a sign of rot anywhere.

THE HOBBIT
Solid, simple platformer. Recreates Middle-Earth well and tells the story beautifully
Platformer - Issue 24 (XMas 2003) - 8.0/10

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As you can clearly see from these screens, The Hobbit follows a light-hearted approach to Tolkien's story that was written for his children, and quite right too. Back then, the legendary One Ring wasn't the threat to Middle-Earth it turned out to be in the Lord of the Rings trilogy. It was all smiles, songs, butterbeer and stories of treasure guarded by the almighty dragon Smaug atop the Lonely Mountain.
As super-reluctant explorer Bilbo Baggins, you get plucked out of your nice, cosy home in the Shire to be whisked away by Gandalf and a pack of dwarves to steal Smaug's impressive pension fund. Once you've closed the door to Bag End, there's no turning back as you set off to meet the dwarves and get this adventure started.
But before you even reach the bottom of the hill, you have the chance to speak to a variety of local NPCs who each have a little quest ready for you. These include everything from 'find my hammer, so I can build a bridge' to 'look for the children in a game of hide and seek'. Don't worry though, this is where the sub-quest madness ends and it's entirely up to you what you do or don't - as will more likely be the case - take on. And yes, it will remind you of the Zelda series but don't let that put you off. It's all good.
Each area of Middle Earth you wander across is huge at first contact, but you'll quickly realise that things are a lot more linear than they seem, which is great. You won't get lost or find yourself walking round in circles thanks to the blue gems that litter the way forward. The scenery even changes when objectives are completed to allow your journey to continue. You'll be looking for the way out of a cave and all of a sudden notice a ladder that wasn't there before, again with little blue gems along it. This really is no-brain gaming at times but if it saves hours of aimlessly roaming the hills of Middle-Earth, it's fine by us.
Combat is also on the simple side. Pull out your weapon of choice and rapidly hit the A button. You'll need to time your Hobbit-sized combos and use the jump function to reduce the risk of Bilbo getting beaten like a Gollum. Some form of blocking should definitely have been included though! A little bit of stealth is required in certain sections, especially when you acquire the One Ring.
Controlling little Bilbo is easy and this is important, as there are plenty of platforms to jump onto and ropes to swing and climb. There's nothing worse than a platform game that controls like a tank when you have to get to those hard-to-reach places to continue. Thankfully, Bilbo moves with the grace and co-ordination of a ninja, which isn't bad for a Hobbit with huge, fat, hairy feet... and Ben should know. All in, The Hobbit is pleasing to the eyes and soothing to the ears but most importantly it's fun to play - simple fun, but still fun.

THE HOUSE OF THE DEAD III
A fun, polished arcade game. Looks wonderful but gets repetitive
Shooter - Issue 15 (April 2003) - 7.1/10

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Sega's House of the Dead series has a lot of devoted fans. There's just something amazingly gratifying about blasting wave after wave of undead characters to smithereens in this arcarde-style shooting frenzy. And you get to use that lightgun you bought.
The widespread appeal of the series now means that Xbox owners get to play this third instalment of zombie blastage. Sega hasn't brought out a lightgun this time around, but to coincide with the release of the game there are a few third-party guns on the market. We used the splendid Thrustmaster gun to review the title, as it's just not the same with a pad - and if you splash out on the game we'd suggest you do the same. That said, it's still fairly playable with the Xbox Controller - a bit like an FPS on a set route.
Once you've loaded it all up and got your gun in hand, you'll find that it's pretty much business as usual in zombie land. As is typical for the series, it's something of a visual showcase - gloriously chunky and vibrant graphics cement the arcadey feel, and enemies are highly detailed and well designed. Old favourites like the axe-wielding, lumberjack-shirted zombies are joined by new enemies that are a pleasure to riddle with bullet holes. The undead fatties are our current favourites.
There are changes to the way the game plays, too, although they're only subtle. The main difference is that your character is now armed with a shotgun, rather than a pistol - the wider firing area is handy, while the longer reload time isn't. There's also more in the way of alternate routes this time around, meaning
the game offers a little more in the way of replayability than its predecessors.
Despite the additions, though, the game still suffers from that most common complaint of lightgun shooters - it gets very repetitive, very quickly. The game is fundamentally designed to keep you pumping the nuggets in the slot in an arcade environment, and in the home it's not long before the shortcomings of this approach are exposed.
Still, with a couple of players the game is always worth a bash - and high-score enthusiasts will keep coming back to The House of the Dead III until their ranking is suitably impressive. But for everyone else, the game's a tad too shallow to justify shelling out on the necessary lightguns.

THE HULK
Standard, fun arcade smash 'em up. Lots of moves and easy controls
Action - Issue 18 (July 2003) - 7.5/10

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TheHulk.txt
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He's big, bad, mean and green. The latest in a long line of superheroes finally stops holding hands with Wolverine and Spider-Man and steps forward from the chorus line of Marvel characters to grab the spotlight and show off his considerable talents. Comic genius Stan Lee first conceived the Hulk character back in 1962 and since then he's appeared in everything from comics and books to a long-running TV show (with the most depressing theme music ever) and now a feature length movie. The Hulk has hit town in a typically big way and, with a simultaneous cinema release, the betting is it's gonna be a big green summer.
But the success of superhero games depends on one critical element: is it actually fun to play as the main man? Recent Superman and Batman titles suffered from such poor execution that a toddler chucking a tantrum would be more effective than the clumsy 'hero' characters. Wolverine went some way to redress the balance with X-Men 2: Wolverine's Revenge (Issue 17, 7.4) but the superhero audience has naturally grown sceptical. Well, just like his colour and size, Hulk threatens to be a breed apart. But it had better be good or we'll be getting angry - and you wouldn't like it when we're angry (sorry).
Bruce Banner is one seriously unlucky guy. You would think you'd been dealt a bad enough hand if you just crashed your car, but then to watch helplessly as your wife dies because you don't have the strength to save her... well that just makes it a day to forget. But it gets worse! You go back to your lab and start trying to find a way to tap into hidden human strength, only to end up receiving a dose of gamma radiation that's big enough to keep a large town in microwave dinners for the next 50 years. And as a dodgy side effect, every time you get annoyed you turn into a massive green bloke who outgrows Banner's clothes in an instant (think of the clothing bills) and gains more anti-social behaviour orders than a van load of pikeys on a weekend shopping spree. Get this guy a lottery ticket because his luck has to hit the curve soon.
And it has, because Mr Banner (and his green alter ego) is the star of a pretty decent superhero game. The Hulk is a third-person 3D action title that takes its lead one year on from the movie. The plot in these types of games is rarely important, but for the record you've been betrayed by a friendly professor who has stolen the essence of Hulk (which sounds like a naff aftershave) for the benefit of the main villain, imaginatively called The Leader. The Leader needs the gamma goodness to create his own army of super-charged villains, so naturally it's your job to chase down the bad guy and right a few wrongs.
The title is distinctly split into two different gameplay styles. There are times when you're plain old Bruce Banner and then there's the main meat of the game when you get to open one jumbo can of whup-ass in Hulk mode. Naturally, this is where the fun starts.
One of the first things you'll notice is how the scenery responds to your actions. It's interactive in a big way. Jump up in the air and when you land the ground will disintegrate into a spider web of cracks. Punch a wall (really, any wall) and plaster will crumble to the ground revealing the stonework behind it. Got a locked door? Then, as Jim Morrison would say, break on through to the other side.
Dust and debris will trail in your wake and, because you're the Hulk with superhuman strength, you can use any number of mad objects as weapons. Hammer a pipe till it falls off and voilˆ, you've got a makeshift bat that can either be swung or thrown. You can do damage with pretty much everything you can get your big green mitts on and, in later stages in particular, it's essential to use the environment to the best of your ability.
You've also got a wealth of melee attacks at your disposal. Simple three-hit two-button combos are the general order of the day, and the effects are naturally devastating. In addition there's a ton of other moves you can pull off. Holding down the punch button results in a charge attack, another button produces a projectile wave called Sonic Clap (jokes about aural STDs will be ignored). You can also pick guys up and either chuck them at a target or just bitch-slap them for fun. Then there are suspended jump attacks and, to top it all off, when you get really angry you can unleash a couple of devastating power-up moves that will knock the socks off people in the next town. The strength of this title lies in the destruction you can wreak and it doesn't disappoint.
But where there's strength there's usually weakness, and with The Hulk it's a case of double trouble. Being forced to play through some stages as the feeble Banner really brings the game enjoyment down a few notches. You're supposed to be all sneaky-like and avoid the enemy, but in practice the basic nature of the stealth levels (you don't even get the obligatory peering around the corner shot) are just a little too amateurish to really add any feeling of gameplay depth.
There's also repetition. With the exception of having to crack a number of code input challenges and the token stealth stages, it really is just a case of ploughing through wave after wave of bad guys before reaching various big bosses. But what helps matters is the visual presentation. The environments are pretty standard but the characters are gorgeous. The Hulk and all the opposing villains benefit from a terrific, smooth cel-shaded effect that really does work very well. Fans of comic art will get their brushes wet because the character style coupled with some very impressive animated cutscenes successfully give the impression that you're playing through a comic book.
The Hulk is currently top of the pile in terms of superhero games. It's an enjoyable arcade smash 'em up that's manna for the mainstream and good fun to boot. The only boundaries being broken here are of the concrete kind, but that doesn't stop it from being a fun title that's worth some consideration from anyone who wants to smash stuff up.

THE INCREDIBLE HULK: ULTIMATE DESTRUCTION
The fastest, most frantic superhero title of late, and one of the most fun games on Xbox. A sure-fire smash hit
Screenshots - Action - Issue 46 (September 2005) - 8.5/10

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Hulk.txt
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Read the title again. Go on. Ultimate Destruction, they say. If it's true that the Ronseal bloke's stuff does exactly what it says on the tin, then it stands to reason that this game should let you trash everything on screen with a mere flick of your giant green wrist. Well, you can. And it feels bloody amazing too. This sequel to the original smash-action title The Hulk (Issue 18, 7.5) is all about fun. Tons of it. Hell, we couldn't have had more fun than this if we were dipped in chocolate and thrown to a baying crowd of lesbians. We've reluctantly put the pad down after an exhaustive session of hammering the game, and if it weren't for the basic human needs of water, food and sleep, we'd still be sat in front of the TV, lost in an orgy of twisted metal and conspiracy-clobbering madness.
The game is governed by Smash points, and, if you can't tell by now, is all about destroying things - as in, every tangible object in the game world. Sure there's a decent enough storyline running through the game, and the script is pleasing comic-book fare: scientist and all-round evil government cohort Emil Blonsky, head of top-secret military project 'The Division', is conducting experiments to test the effects of mutation on humans. Striving to find a cure for both himself and Dr Banner, he ropes in the help of fellow mutants and otherworldly creatures in a sinister bid for world domination, as he himself descends into madness as Abomination. However, in reality each story mission is merely an excuse for the relentless smashing and obliteration of everything in sight. And we cannot stress enough that this is A Good Thing.
The fantastic level design complements the action. A huge, free-roaming environment across both city and wasteland locations provides an awesome playground to leap and bound around. In this sequel, Hulk can run up, down and across buildings, simply by holding down sprint (R trigger). This paves the way for expanding the playing area vertically as well as horizontally, and it's a degree of freedom that equals that that of other Marvel comic-book conversion, Spider-Man 2 (Issue 32, 8.6). The Hulk's supercharged jumping ability makes bounding around his surroundings quick and simple, and once you get the hang of super-bouncing on the fly, you can cover huge distances in a short amount of time, which is often vital in time-based missions.
After every mission finishes, you can revert back to the current environment and tear around it to your heart's content, destroying stuff as you see fit. Earning extra Smash points is the incentive here, and there are loads of Challenge missions available. We're not just talking dull GTA-style races against the clock, either - these fun mini-games are a genuinely refreshing breather form the manic, all-out action of the main missions.
This has also allowed Radical to go to town when designing the enemies Hulk faces. The puny tanks from the first game are lame when compared to the helicopters, armour-clad soldiers and fearsome robotic Hulkbusters the jolly green giant has to face this time around. A progressive learning curve ensures you earn enough points and learn sufficient moves to defeat the progressively tougher enemies - they're still tough, but the well-balanced difficulty level means it's enjoyable and achievable. Boss battles are of the traditionally pleasing old-skool type; daunting at first, but stick at it and you'll find a chink in their armour and figure out a way of taking them down. It's satisfying retro-style fun.
One of the biggest differences fans of the first game will notice is the complete absence of the rubbish Bruce Banner missions that plagued the original. This lets you spend more time doing what the Hulk does best, which is battering the crap out of things. Great! The visuals have been given a serious update from the original, too - think the difference between Lou Ferrigno's moderately scary green-painted bodybuilder in the 70s show, compared to the fearsome CGI monster of the film a couple of years ago and you're only halfway there. Incredible-looking, moody, atmospheric cut-scenes punctuate highly detailed, semi-cel-shaded in-game graphics that both look 'da bomb' and perfectly capture that comic-book feel.
Smash points, unsurprisingly, are accumulated by destroying every object within smashing distance of the Hulk, with bonus points awarded for pulling off multi-hit combos and successfully completing each story mission. Your points can then be used to buy more combat moves at the end of each mission, more of which (up to 150) are gradually unlocked through the game. The combat system is simple and intuitive, and mainly limited to various two-button combos - even the most complex-looking moves are fairly easy to pull off after a couple of attempts. And although there's a monumental pile-up of twisted metal and explosions on screen practically all the time, there nevertheless remains a certain method to all this madness, and the action is never too overbearing or confusing. Quick attacks can be reeled off with almost no effort whatsoever, while the more complex moves can be tested in the sandbox training area (where the game's tutorial takes place, inside a Hulk simulator no less).
Weapons play another massive part of the game, and one that adds a huge amount of depth to the everyday action, and of course the constant destruction. By grabbing a passing car, coach or lorry, the Hulk can mash and mould them to his advantage. Using his amateur metal shop skills, Hulk can fashion entire cars into steel fists to pound buildings and enemies into dust. Buses can be used as makeshift shields/battering rams/skateboards, and mobile missile trucks become the Hulk's own personal RPG launchers, with which to fling a deadly salvo of rockets at enemies in a firestorm of destructive mayhem. It's brilliant fun.
Aptly, Banner's attack strength is governed by his mental state, which ranges from mildly insane to outraged and furious. Players are actively encouraged to destroy more objects to get the big boy madder still, making sure they get the full benefit of the Hulk's capabilities, Once you've accumulated enough Smash points to fill your Smash meter, the Hulk reaches anger meltdown, - any enemies in the area will want to get the frick out of town when the green guy goes berserk. These special attacks need to be charged up by holding down the X and Y buttons, but once you do, the Hulk unleashes a huge wave of destruction that'll flatten everything within a city block. Awesome.
The camera occasionally has issues during the more hectic fights - when the Hulk needs to switch direction quickly, particularly during boss battles, it will often rotate at an annoyingly slow rate. That said, considering the sheer amount of stuff going on on-screen at any one time, there's hardly any slowdown at all.
It's hard to describe the feeling you get playing Ultimate Destruction. Rather than dishing out Asbos to delinquent kids who go on car-trashing rampages of destruction, the government should sit them down and make them play this for a day or two. Such is the relentless violence of this game, any destructive urges will soon be exhausted on the poor pixellated inhabitants of the Hulk's world. Sure, it may be worryingly sadistic to grab a passing bus full of schoolkids and use it as a shield to batter a fleet of police cars out of the way, before hurling it into a group of passing pedestrians, but when it's this much fun, who cares? Super, smashing, and most definitely great.

THE INCREDIBLES
Slickly presented and generally true to the film, but there really isn't enough variation to entertain you for long
Action adventure - Issue 37 (XMas 2004) - 6.2/10

(TQ04002E)
Incred.txt
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Another hit comedy animation from Pixar, another uninspiring videogame tie-in for unsuspecting consumers to waste their money on. Actually, maybe that's a little bit harsh, as while The Incredibles (which follows the exploits of a family of superheroes who must come out of retirement to save the world) doesn't exactly excel in the originality stakes, it does manage to entertain you just about enough to warrant a modicum of praise and avoid a torrent of scorn.
Each mission of this action-adventure has been designed around the unique superpowers of each Incredible. First off is the father - Mr Incredible - an aging man-boobed powerhouse with a jaw you could forge metal on, whose tasks generally involve hammering evil henchmen into submission and smashing the scenery to pieces. Enemies are numerous but unintelligent, with even the largest punch-ups easily winnable with an unsubtle blend of frantic button hammering and jumping.
His wife, Mrs Incredible, has the ability to extend her arms to great distances and swing from far-off objects, and as a result her levels take on a far more platform-based and thoughtful format than her husband's fistfight-filled escapades.
Next up is son Dash, who's not only blessed with lightning speed, but also some of the game's best moments, during which your reactions will be tested to the max. By comparison though, his sister Violet's adventures prove both uninspiring and frustrating. Slow-paced and utilising her ability to become invisible for short periods of time, these could have provided the perfect respite from the frenetic energy of Dash's manic missions, but instead are just plain irritating.
With four different heroes and an array of superpowers at your disposal, the first couple of hours of The Incredibles prove charmingly entertaining, if a little overly simplistic. The slick presentation and colourful backdrops provide a rollicking ride of humorous escapism, but then repetition starts to take a hold like a leech on a festering wound. You start to realise you're just ploughing your way through a series of identikit levels while futilely struggling with the hideously erratic camera controls.
Sure, The Incredibles is fun in bursts, it's generally true to the film, ticks all of the boxes when it comes to slickness and presentation and even allows you to download more Battle Areas, but that can't detract from the fact that there simply isn't enough here to keep most of you interested for very long. If you're under ten or still enjoy watching Tom and Jerry double bills then by all means check it out, but if you're anybody else, then it's probably best to leave this one be.

THE INCREDIBLES: RISE OF THE UNDERMINER
Stupid platforming cash-in with none of the charm or charachterisation of the Pixar movies
Action - Issue 50 (XMas 2005) - 5.0/10

(TQ24602E)
Incredibles.txt
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Remember the end of The Incredibles when mole-man The Underminer exploded from the ground? Kinda set up the way for a sequel, didn't it? But what's this? We get a ropey old platformer instead? For shame.
Forgetting his son Dash's running achievements, Mr Incredible bounds off with Frozone to thwart all manner of preprogrammed, randomly spawning robots... under the ground! Cue plenty of bland set-pieces, silly game mechanics and naff RPG elements. Use your super-lift as Mr Incredible, but only within predefined spots; listen to Frozone tell Mr Incredible to lift up frozen robots, then watch as he just stands around. Incredible.
As for the rest of the Incredi-clan? Forget it. You'll be so 'enthralled' by level upon level of drilling robots and darkness you won't give a crap. Okay, so there are a few brief moments of interest. You can switch between characters at random to combine their strengths - although for some reason Frozone is a stronger, far more useful character than Mr Incredible himself.
So there you are! Underground and underwhelming, it's a shame none of that Pixar magic rubbed off on this.

THE ITALIAN JOB: L.A. HEIST
Easy to pick up and play, but the story's dull and the maps are boring
Driving - Issue 21 (October 2003) - 5.0/10

(ES01401E)
TheItalian.txt
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Is nothing sacred? The British institution that is The Italian Job gets an American reworking, with the streets of Rome transformed into the urban sprawl of L.A. and the enigmatic Michael Caine substituted for Mark Wahlberg - most famous for having a long schlong in Boogie Nights. We'll have to reserve judgement and climb down from our cinematic soapbox because we haven't seen the film, but if the movie mirrors the quality of this game then we won't be booking front row seats any time soon.
Any notion of playing a suspense-laden heist-inspired driving caper needs to filed away until the likes of Driver appears next year. What you get here is an identikit arcade racer that leans more towards Midtown Madness 3 (Issue 18, 7.3) than any crime-ridden spree. But while Midtown succeeds through imaginative maps, humorous characters and the excellent Xbox Live functionality, Italian Job just doesn't deliver.
Story mode involves numerous missions that replicate the movie narrative - in so much as you get treated to a budget cutscene prior to engaging in the very typical racing objectives. The action is pretty much all against the clock, getting from A to B before the time runs out while trying to work out where the hell you need to go on a very basic radar that promotes trial and error rather than any confident navigational skills. It's a shame that GPS doesn't come as standard.
The bland racing action could be forgiven if the game didn't look so bloody basic. There's no atmosphere to the environment. It doesn't feel like L.A. - it feels like Milton Keynes with palm trees and, fair enough, we know that nobody walks anywhere in the City of Angels, but we could at least see a few pedestrians to make it feel like it's a populated city. The traffic is just as bad, with little vehicle variation and collisions that a) produce no noticeable car damage and b) always generate the same type of generic rubble on impact. No windscreens smashing, no bumpers hanging precariously from the car, no dents in the bodywork. Just a puff of smoke occasionally emitting from the engine. Big deal.
Story mode is supported by a circuit race that can cater for two players and a mildly diverting stunt section that's reminiscent of the tower challenges in ATV Quad Power Racing 2 (Issue 13, 7.7) but overall, this is another example of a film licence that's got great potential yet fails to really deliver. An Italian Job that isn't particularly worth applying for.

THE LOTR: THE FELLOWSHIP OF THE RING
A half-decent and smart-looking stab at the Rings world
Action adventure - Issue 10 (December 2002) - 7.0/10

(VV00501E)
TheLord1.txt
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Back in the summer of 1930, an Oxford University professor called Tolkien began writing a tale about a little creature he called a Hobbit. He probably wasn't banking on his fantasy stories one day evolving into a worldwide phenomenon, but there you go.
It's a funny old world, and so is that of Middle Earth, the home of the Hobbits and all the other creations that grew in the fertile grounds of Tolkien's imagination.
The Lord of the Rings: The Fellowship of the Ring is an action/adventure game based on Tolkien's literary work, rather than the film adaptations. It focuses specifically on the first book of the celebrated trilogy, with Frodo, Aragorn, Gandalf and friends on a quest to protect The One Ring from the big bad guy, dark lord Sauron.
The action, relatively simple and stat-free fantasy wandering, begins in The Shire, with Frodo needing to transfer the deeds of Bilbo Baggins's home Bag End and collect the ring before he begins his quest.
Characters casually stroll around Hobbiton (Frodo's home village), and once engaged in conversation, tend to offer sub-quests. These sub-quests are optional to the main plot and have a tendency to expand once the initial tasks are completed.
The tasks are, for want of a better word, gentle. Rounding up pigs for a farmer, helping an elderly postman to obtain his "medicinal herbs" and getting the ingredients for Fatty's pies are low-impact pursuits. They offer an alternative to the more stereotypical fantasy challenges and actually do a great job of easing you into the pace and priorities of the location.
The major incentive for performing sub-quests and narrative-based missions is to increase your karma level. You begin with a full quota of karma but if you do anything morally wrong (like wearing the ring too much, attacking innocent animals or taking neighbours' possessions) you lose karma. And if too much of the vital stuff is lost, your quest fails.
Wearing the ring has two benefits. You become invisible - useful for dodging most enemies - and you also gain the ability to detect previously hidden secret areas.
As a game mechanic this works well, encouraging you to deplete your karma in order to explore new areas and, as a result, to engage in more tasks to replenish it.
Although starting as Frodo, as you progress through the quest you also get to play as Aragorn and Gandalf. Each character has particular attributes: Aragorn is more than a bit useful with the bow, and he carries a sword a great deal more satisfying than Frodo's girly twig of a walking stick.
But Gandalf is the daddy, with more tricks up his sleeve than David Blaine and Paul Daniels squished together - an ugly, yet somehow appealing thought.
The game world on the whole looks very attractive, and when combined with fitting music and above-average voice acting, it sets the tone and authenticity of a Middle Earth experience more than adequately.
The game is a long one. Expanding sub-quests, combined with many and varied mission objectives and the added exploration of secret areas (via the ring) could well provide more hours of entertainment than reading the entire trilogy back to back.
But if it were all rainbows and roses then this game would have a shiny Elite badge on the front of the review. That it doesn't is down to the flawed gameplay - flawed to the point of pad-throwing frustration.
Combat, a major part of this title, is a repetitive and unrewarding experience hampered by cumbersome controls and offering little variety. Weapons and magic have to be selected via a click-through icon, which means you're often getting pounded while you pick the right tool for the job.
The game is also too basic in areas that Xbox can easily improve. Many inviting locations can't be entered, an annoyance gamers have had to put up with over the years as a result of platform limitations. To not then take advantage of a cutting-edge console possessing the power for huge worlds is an oversight.
You're also stuck on a very linear path that must be travelled in order to progress through the game. As such, there's little feeling of going on a journey; more like you're on a conveyor belt chugging from one location to the next. Gameplay immersion is demanded by an ever-increasing number of players that want to feel that they have the freedom to explore.
And with a game based on one of the most interesting fantasy worlds ever created, it's a shame you can't stray more from the beaten path and really feel part of Tolkien's world.
"Be wary, noble traveller. The scenery might be lovely, but the journey through LOTR: FOTR may be tedious, and may be a little simple for your fantasy gaming tastes."

THE LOTR: THE RETURN OF THE KING
Recreates the film beautifully. A blockbuster action game
Action - Issue 23 (December 2003) - 8.5/10

(EA06202E)
TheLord3.txt
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Big name licence conversions - and they don't get much bigger than the Lord of the Rings series - are very much a double-edged sword, if you pardon the pun. On the one hand developers are spared the difficult challenge of having to actually come
up with a decent idea for a game, but the flip side is the huge responsibility of having to deliver an authentic experience to a market that will already be familiar with the story and have high expectations.
Licence games are a notoriously fickle bunch, but when a conversion occasionally succeeds it not only provides a decent game but also a good complement to the existing subject matter. That's exactly what you get with The Lord of the Rings: The Two Towers - a great game that captures the spirit of Tolkien's world combined with lots of additional extras for fans of the series.
Unlike the previous adventure-style antics of The Lord Of The Rings: The Fellowship of the Ring (Issue 10, 7.0), The Two Towers is very much of the hack and slash variety. The title takes you through the best parts of both movies in a slugfest of Orc slaying and monster mashing.
The opening sequence is a good example of how the game unfolds. There's no standard introduction screen with list of options; instead you're presented with cinematics from the opening battle in the first film, explaining the history of the ring (which, if you've been living under a rock recently, grants its wearer ultimate power). The epic film sequence seamlessly merges into in-game graphics and places you in the heart of the fighting in a training sequence that is both quite novel and also great fun.
It's this blend of film footage combined with the actual gameplay that gives The Two Towers a great pace and an illusion that you are actually playing through the film's story rather than just indulging in a few isolated episodes. You get to play as one of three central characters - Aragorn the swashbuckling swordsman, Gimli the dwarf axeman, or Legolas the twin knife-wielding elf. You can select whichever character you wish at the start of each level throughout the game, which is useful as their attributes can be better suited to different missions.
As you progress through the game you will gain experience points for completing a level and chaining combos together to hit multiple foes. These points have a dual purpose. Firstly, they convert into upgrade points that allow you to purchase a wide range of attacks, combos, or better health and armour. And secondly, as you gain more experience points your character will also increase in level. Each level has its own range of attributes that can be purchased, thus ensuring your upgrade catalogue is chunky enough to rival Argos's.
The control is easy enough, although initially it may seem like it's an exercise in frantic button-bashing. But after purchasing a few combos (which normally involve two buttons and the occasional trigger), the fighting style becomes more refined, which is necessary when taking on some of the harder foes that require parrying and dodging as well as hacking and slashing.
The only real downfall of The Lord Of The Rings: The Two Towers is the brevity
of the game combined with the linearity of gameplay. There are only 12 levels, some of which can be too quick to finish, and it's very much a 'straight path' game with invisible walls lurking everywhere and very clear mission objectives that can't be diverted from. This naturally limits replay value, but the desire to build up each of your characters coupled with three difficulty settings will encourage further play.
As a package, The Two Towers captures the epic feel of the films and subsequently delivers an authentic licence conversion. The graphics are good, with detailed texture and lighting effects and no slowdown even when there's lots happening on screen. The orchestral soundtrack serves to enhance the action, especially when it builds to crescendo in the heat of battle. You'll really feel like you're part of the Fellowship, and this is the most fun you can have with swords without causing yourself a nasty injury.

THE LOTR: THE THIRD AGE
Sadly not the RPG to rule them all; just a good game that blends a turn-based fight system with the classic story
Action adventure - Issue 36 (December 2004) - 7.4/10

(EA09502E)
ThirdAge.txt
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After striking licensing gold with The Two Towers (Issue 14, 8.0) and Return of the King (Issue 23, 8.5), EA is going for an assault on the charts with an RPG based around the events of the movie trilogy. Previous games allowed you to play as members of the Fellowship, but The Third Age takes a slightly different path to the orc-infested wastelands of Mordor.
Although you don't get to play as the famed Fellowship members, they do pop up in very important battles (The Balrog, Helm's Deep, Pelennor Fields) to lend an axe, staff or bow to your party. Instead, you play the role of Gondor warrior Berethor, who sets out to locate Boromir. Along the way, elves, rangers, dwarves, Rohan warriors and many more will join your quest. Gandalf actor Sir Ian McKellen has provided an excellent narrative that keeps you updated on where in the story you are. But if you're familiar with the movies or the books, you'll have heard it all before.
The Third Age is essentially an adventure within an adventure. While Frodo and co are off dealing with matters of the ring, Berethor is chasing the Fellowship through Middle-earth, mopping up what the Fellowship leaves behind. There are lots of orcs to clear out of villages, lots of soldiers to round up for the Helm's Deep battle and lots of Uruk-hai to waste in Osgiliath. At one point or another you'll see just about every foe Tolkien wrote about and Peter Jackson filmed. There are a few twists and turns in the story - some that may well have the beards up in arms - but it'd be rude to give them away here.
With around 40 hours of gameplay to wade though, you'll spend some of your 'precious' time wandering the land, but mostly you'll be involved in turn-based battles. If you're familiar with the Final Fantasy style of turn-based combat then you'll know what to expect here. You take a turn to attack enemies or heal a member of your party, and then they do. And then you do. And then they do. It might not sound much on paper, but with the dizzying effects and cracking score taken from the films, it all adds up to a very enjoyable experience.
The Third Age feels as though it's been knocked together quite quickly. Many areas will be familiar to those who have played EA's previous titles, though the main characters don't look or sound themselves here. And because it's an RPG, there are loads of power-ups, spells, items and melee attacks to master. Your main inventory screen allows you to pick and choose your armour and weapons, while a scaled-down version lets you flick between spells and attacks during combat. Don't worry though, it sounds more complicated than it is and the interface is very simple to use. So much so that you won't notice it's there half the time.
But what does let the game down a little is the number of these turn-based random battles you have to get through to advance further. Parts of the game are open for a little linear exploration with a random encounter every now and again, but enclosed dungeon areas like the Mines of Moria will bog you down with battle after battle. It's especially frustrating when you want to get on and search for certain objects, but have to go through samey-looking battles every few minutes. When it all kicks off at Helm's Deep you have a series of brutal encounters with no save points to be seen anywhere. Some form of checkpoint in these areas wouldn't have gone amiss at all.
The Third Age stays faithful to the movie licence and dishes up hour upon hour of orc-slaying fun. It's not really doing anything new as far as RPGs go but, what it does do, it does well.

THE LOTR: THE TWO TOWERS
Great. Captures the spirit of Tolkien's world. Lots of extras for fans
Action adventure - Issue 14 (March 2003) - 8.0/10

(EA01604E)
TheLord2.txt
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Galadriel describes the broken enemy, over movie footage of the battle for Helm's Deep. On the fifth day, Gandalf the White appears under a brilliant light with the Riders of Rohan. They charge down the hillside and meet the army of Isengard head on at the bottom. Movie instantly becomes game as you control Gandalf at the foot of the wall while war rages around you. Legolas calls for help as the camera swoops across the top of the wall. You hack your way through the Uruk-hai as fireballs pelt the ground causing total devastation in their wake. You scale the enemy's ladder and use lightning bolts to take out the orc archers.
Aragorn warns the gates are in danger of being breached. You descend the ladder, and fire the enemy's own catapult at them as they smash their way into Helm's Deep. On your third attempt you strike the battering ram and it explodes, taking the enemy with it. Gandalf raises his staff in victory as a paralysing white light engulfs the valley. Back to the movie and the Fellowship (minus Sam and Frodo) look towards the fire in the sky that covers Mordor...
This is the incredible opening level of a game that, once it's got both hands around your neck, refuses to let go for an instant. Everything described above comes at you, one thing after another with no loading screens, vocals supplied by actual actors, and music and sounds ripped directly from the upcoming film's third and final part of Tolkien's mighty trilogy.
Once you've got your breath back after the mesmerising intro, you get whisked off to a screen that tells you how many experience points your slaying earned you and, more importantly, what upgrades to your character you can buy with these points. There are several different upgrades for each level of experience you reach. The higher the level of experience you're at, the stronger the powers and abilities on offer are. Unfortunately they're more expensive too, but that's the economy in games for you. You can choose to upgrade the character you just finished playing the level with, or upgrade your entire party. But this obviously costs a packet.
After the battle for Helm's Deep is over, you're taken through to a ladder that allows you to choose which way to go through the adventure next. There are 12 levels in all, each telling the story of the eight playable characters of the Fellowship in their battle to free Middle-Earth from the clutches of the evil Saruman. Just like the book really. The first four offer a recap about where the Fellowship is up to in its attempt to destroy the One Ring. You get to basically play the Two Towers movie and game from a different perspective, before diving straight into the third instalment.
But what really sets Return of the King apart from all the other big movie licensed games knocking about, is the fact that it captures its source so well. Enter the Matrix (Issue 17, 8.5) pales in comparison to this beast. The visuals are truly jaw-dropping, and there's so much movement happening on screen at the same time, it conveys the feeling that you're actually in the middle of this immense battle. Ents stomp around crushing orcs with their huge tree-trunk feet, while the Nazgul comb the skies looking for the ring bearer. It's a level of visual excellence that captures the feel of the movies and books so aptly you'll want to cry with joy.
There's nothing really revolutionary in terms of gameplay, as the meat and veg of the action is just swinging melee weapons around your head faster than a cadet swings her baton. Each button performs a different attack or special ability that you really do need to know, as this is endurance gaming at its best. Imagine standing in front of an army of 10,000, and then imagine ploughing your way through them in levels that can last in excess of 20 minutes because the enemy just won't give in. It's relentless and your wrists will ache, but it's worth every swing.
Because the movie isn't out yet, sitting through snippets of actual footage was hard. We didn't want to spoil the film for ourselves, but it's virtually impossible to tear your eyes away from the screen. The transition from game to film and back again is remarkable. If you played through EA's first game, The Two Towers (Issue 14, 8.0), you'll know what we're talking about. Return of the King is a blockbuster of an action game in every sense of the word. The sights are mind-blowing, as are the sounds - if you have access to a surround sound system, this is what it was made for. There's so much going on it's almost too much to cope with. Buy it now if you don't mind seeing a lot of the unreleased film. Otherwise wait until you have watched it. But whatever you do, don't miss it.

THE MATRIX: PATH OF NEO
The Matrix game we should have had back in 2003. The most in-depth use of a movie licence in ages
Action Adventure - Issue 50 (XMas 2005) - 8.5/10

(IG12403E)
MatrixPON.txt
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Despite the fact 2003's Enter the Matrix (Issue 17, 8.5) has since been largely sneered at, it still managed to shift over three million copies, something not to be sniffed at. Yet Shiny and Atari are all too aware of the fact that the game played and looked like it was rushed out just so its release could coincide with the equally disappointing The Matrix Reloaded.
The most damning aspect of Enter the Matrix was a simple one - you couldn't play as the film's hero, Neo. Now, two years later, Shiny has returned to the world of gravity-defying combat and bullet ballet with Path of Neo. From the outset it becomes apparent that someone's attempting to exorcise demons from the past. Presentation is top-notch, menu screens are inventive, and the sound will make your ears bleed. The key cast from the film handed over their likenesses, so there's no fear of having an entirely new Matrix gang comprised of complete unknowns parading around either.
Narrating the story by splicing scenes from the film, you're presented with the option of taking either the blue pill or the red pill at the game's outset. Oddly enough, you can opt to take the blue pill, whereby Neo wakes up at his computer and the game simply ends. Certainly the shortest gaming experience we've ever had.
Alternatively, choosing the red pill catapults you into the game and the first mission, a dream sequence played out in Neo's head whereby you brawl against wave after wave of enemies in order to gauge your difficulty level and showcase some of the moves Neo will eventually be able to execute. From here the action shifts to the office sequence from the first film, with Agents in pursuit of a sneaking Neo. It's stealthy, but without too much emphasis on remaining invisible all the time. You can easily make a break for doors here, unlike say, Splinter Cell, where you'd be spotted straight away.
Once the real fighting kicks in, things start to get really juicy. That said, be prepared to persevere with the sheer level of combat techniques and initially confusing button combinations required to pull off some of the flashier moves. Scrapping with multiple enemies involves lots of flicking the Left stick towards an enemy followed by endless series of button hits. Get the hang of that and you can start adding Focus power by way of the Left trigger to ramp up the ferocity of the attacks and allow for some very cool moves indeed. Best of these is the one where Neo runs up an enemy and follows through with a wrecking ball kick to the head. However, we did find moments where the buttons we hit seemed to have no bearing on the moves happening on screen.
What works in the game's favour are the meaty RPG elements - the further you progress, the more moves and abilities you unlock for future battles with the hard-as-nails Agents. The temptation to just button-bash is removed, and you're encouraged to hone your skills to the point where enemies don't even get a chance to raise a fist. It's all been painstakingly planned down to the last detail to ensure the best possible Matrix experience to date.
One frustrating aspect is the camera. Fights can get furious, especially if you're surrounded by a number of enemies, and it's not unknown for the camera to jar, leaving you open to an attack from an off-screen enemy. But it does the job most of the time. If anything we're more disappointed about the slightly basic character models.
But anyway. Fans of the first game won't believe the treat Atari's dished up, and anyone looking for a hugely impressive brawler fused with a great story and lots of guns will find everything they want. If nothing else, this is a vast improvement - it undoubtedly is The One.

THE NIGHTMARE BEFORE CHRISTMAS: OOGIE'S REVENGE
A quirky tie-in actioner with a good sense of humour and some great songs!
Action - Issue 48 (November 2005) - 6.8/10

(BV00402E)
Nightmare.txt
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It's a testament to the imagination of Tim Burton that his visionary, twisted fairytale The Nightmare Before Christmas still stands up to repeated viewings nearly 12 years after its release. We doubt people will still be talking about this tie-in in 2017, but hey, it's not that bad.
Picking up seamlessly where the film left off, Jack the Pumpkin King is back in Halloweentown, and all, typically, is not well. Oogie Boogie is back too (though no explanation is given for his return) and the town's freaky inhabitants are in a state of disarray. Or something. As expected for a movie tie-in, the game follows the generic, easy-on-the-brain action template, but with a few very cool flourishes that salvage it from being just another cash-in.
Jack's ecto-tastic rubber whip is a novel weapon, and makes battering enemies a right laugh. Building up combos and juggling an opponent mid-air is dead simple, and hauling them in, wielding them like a lifeless lasso before hurling them into an advancing bag of bones is both satisfying and extremely cool. Combat is actually very solid; for a supposed kids' game the action is punishingly tough and challenging.
The songs, although ripped directly from the film, are still fresh and toe-tappingly great. They're not just there for fancy window-dressing either. Several stages involve Jack building up his music meter (through combat and successful combos on opponents), and then facing off for a dance-off with Oogie himself. A familiar Dance Dance Revolution-style mini-game, the difficulty is significantly tougher than the easy-going ride we thought it would be. That said, it's a welcome break from the relentless, frenzied whipping you slog through in the game world proper, and there's blood, sweat and battered thumb-skin on the dancefloor once you've finished.
Each region is easily reachable from the central hub, and as Jack's combat abilities are progressively upgraded, you're encouraged to revisit completed areas and unlock the wealth of secrets and extras. It's a shame the front-end menus don't reflect this simplicity; they're slow, clunky and both confusing and infuriating to navigate, especially when you're in a hurry to whip out that health restoring elixir.
Although the songs may be faithful to the film, the voice of Jack Skellington isn't, and as such it feels odd to try and relate to the skinless charlatan. Annoyingly, there's no instant save option, and what save points there are (although comically represented by the Three Mr Hydes) are few and far between. Because of Jack's meagre health and inability to take a lot of damage, it's very frustrating to replay the same large chunks of level over and over again. An easy-going and fun actioner that sadly lacks the finesse of the original film.

THE PUNISHER
Not a great deal of depth, but as a full-on, in-yer-face blaster, it's very good
Screenshots - Action - Issue 40 (March 2005) - 8.4/10

(TQ02404E)
Punish.txt
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If you're the kind of person who's unlikely to look past a name, you should already know what to expect here. The Punisher? Hmm, let's think... Driving over terrorists' necks in forklift trucks? Check. Dunking mobsters' heads in piranha pools? Check. Feeding henchmen into sausage machines? Check. In fact, the only 'punishment' concept avoided here is the one of the six-foot, latex-clad, thigh-booted, whip-wielding variety, but then we never did manage to unlock that secret mode...
The Punisher, as you'll already know, is quite violent. But tongue-in-cheekedly so. It's basically Max Payne 2 (Issue 25, 9.2) with all the brutally imaginative interrogations from the Bond films. And then some. You get explosive, frenetic third-person shooter action featuring gun battles so majestic John Woo would feel a tingle in the naughties. You get up-close, melee executions featuring machetes, rifle butts and swords. You get body counts higher than pouring boiling water into an ants' nest. It's one of the most fun, juvenile, intense action experiences since, well, Max Payne 2.
The gameplay isn't new, but it's programmed very well. Even occasional AI quibbles only intensify the comic book sensation. You essentially kick down a door, engage in relentless firefights, grab aggressors and then look for unique ways to extract information. Stealth, inevitably, is largely redundant. Using enemies as human shields and rolling behind cover, however, is imperative. There are numerous firearms to employ and, keeping the action flowing super-smooth, loading time is at a minimum.
Of course, at The Punisher's core are the infamous 'interrogations'. Designated areas allow you to question foes in return for health, information and guidance, resorting to a simple Right analogue balancing game. Car compactors, shark-infested waters, furnaces, funeral-home incinerators and laser-cutters all become viable administrators of pain, culminating in an (optional) gratuitous death sequence that, thanks to the ratings board, unfolds in distorted black and white. Alternatively, there are the environmental killings, like pressing X to mount a screaming adversary on an elephant tusk. Ouch.
With plenty of unlockables, several difficulty levels and downloadable goodies, The Punisher's repeat-play potential is surprisingly high. Each level is varied, looks fantastic, and features cameos from the likes of DareDevil, Nick Fury and Black Widow. As a pretentious-free, rollercoaster ride through arcade mayhem, The Punisher is one of the finest uses of a licence to date. And it isn't directly based on last year's shoddy movie either.

THE SIMPSONS: HIT & RUN
GTAIII meets Burnout 2 all wrapped up in a Simpsons fan-fest package
Driving - Issue 23 (December 2003) - 8.0/10

(VU02102E)
TheSimpsons1.txt
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It's a testament to the quality of The Simpsons that not only is it the longest-running cartoon series on TV, but also the most successful comedy show of all time. So it's unfortunate that games based on this fantastic licence have been a big disappointment. Until now.
It seems Homer and co have a penchant for tearing around Springfield in all manner of vehicles, only this time things have been considerably moved up a gear (ahem). Every conceivable contraption that you've ever seen is here, from Otto's schoolbus to Lisa's Malibu Stacy car. The game follows a bizarre storyline, kicking off with the appearance of strange surveillance wasps all over town and, after Bart disappears, things take a turn for the surreal.
After a basic tutorial level, the real genius of the game strikes home. Along with a frantically paced driving game, you get the opportunity to get out of your vehicle and explore Springfield on foot. The whole town. Anywhere you like.
Not unlike another famous driving/running/ exploring title, violence is at the forefront of the game's third-person aspect. Players can attack and smash any nearby people or objects, and hijack passing vehicles. Springfield is faithfully recreated here - you'll instantly recognise all the locations that serve as backdrops for the
mission-based tasks, which mostly involve beating the clock or collecting items in a set time.
The humour is perfectly captured here, with plenty of in-jokes and characteristic dialogue. Along with controlling Homer, Bart, Lisa, Marge and Apu, practically every Simpsons character ever created is here, and all play an integral
part in the story. All the original actors do the voice-overs too, which adds to the authenticity.
As with all platformers, collecting things is the Krusty Burger order of the day, and amassing hordes of gold coins will let you purchase new cars and outfits relating to each character. Look out for the sets of collectors packs too, which, when completed, give access to bonus games and nuggets of real episodes. All very interesting for comic book store guys and the like.
After a while some of the driving missions feel a bit samey, and repeating a failed task can be more boring than one of Skinner's lessons. The camera is a bit limited on the platform side of the game too, often forcing you to take a blind leap of faith into unseen areas, but apart from that, Hit & Run is a tidy little game that finally does a great licence justice.

THE SIMPSONS: ROAD RAGE
A game made bearable by funny voices and two-player mode
Driving - Issue 3 (May 2002) - 5.9/10

(EA01902E)
TheSimpsons2.txt
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The Simpsons cartoon is the best thing ever on TV. Crazy Taxi is a classic arcade game from Sega. Combine the two and, due to the unfathomable laws of video game mathematics, you'll get something far less than the sum of these parts.
In The Simpsons Road Rage, you choose one of 17 collectable characters and drive around Springfield taking other characters to their destination as quickly as possible. The faster you do it, the more money and time you get, while bonus cash is available for additional tasks like driving carefully or smashing stuff up.
It's practically an exact copy of Crazy Taxi's winning formula, but while it's a perfectly playable game, the subtle gameplay tricks of Sega's worthy arcade title have melted away.
It's too simple to drive - the cars accelerate almost instantly, hardly ever lose traction and you can drive drive straight through most traffic flows without smashes. There's no real skill in navigating around Springfield either, since arrows show you exactly which roads to take. And there isn't anything more to it than that - you just drive from one destination to the next until you run out of time.
The best thing about the game, and the main reason that anyone would want to play it, is the Simpsons connection. And while the stupidly basic graphics capture the essence of the cartoon (but in 3D), it's the sounds that work best. All characters have a bunch of (mostly) amusing quips that they freely reel off, and while this is initially enough to make you hunt down favourites, they quickly lose their charm with extended play.
With long loading times to top everything off, The Simpsons Road Rage feels a little too outdated, knocked-out and lazy. Fans of the show will get a full evening's enjoyment from it, but it's certainly not worth buying at full price.

THE SIMS
No visceral action but it's satisfying controlling little people's destinies
World builder - Issue 15 (April 2003) - 7.7/10

(EA04705E)
TheSims.txt
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Convention dictates that shooting, scoring and stealth are things that equal gaming fun. The Sims, uniquely, prefers you to wash, cook and clean. It's a game that, by ignoring such convention, has met with incredible success on other formats. What chance does The Sims have on Xbox? A pretty good one actually, as long as you remember a few basic tenets: keep your virtual people happy, healthy and close to a toilet. Yes, bladder control rather than Bullet Time is the order of the day.
The Sims is the biggest-selling PC game ever, and comes to Xbox with a reputation of entertaining pointlessness. Players can, and do, play for days without any achievable aim. A freedom that was responsible for much of the game's success. Aware that console gamers tend to like their action a little more focused, EA has included the first ever 'winnable' Sims game. This Get a Life mode sets you a number of challenges as you strive to reach the pinnacle of wealth and success.
As you progress you'll unlock new furniture and other goodies - including the open-ended Sandbox mode of the original - which may bring out the Lawrence Llewelyn-Bowen in you. That is, of course, if you can stomach the controls. A controller will never be as accurate as a mouse and, while the pointer works well enough, it can get fiddly, especially when designing your home. Luckily the camera behaves and shows off the fully 3D visuals - a first for the series.
The initial Create mode is fun, even if the characterisation is overly Americanised. You can go for the preppy or skateboard look, but forget about becoming Beckham. You do begin to care about your character though, especially when you've dragged him from dishwashing loser to hot tub lothario. And then there's the two-player option, with head-to-head flirting and friendship-making challenges. Co-op isn't bad either, and probably a good way to get your non-gaming buddies, especially girls, interested in your Xbox.
But, despite some exclusive objects, the flaws of the PC game are replicated here. The constant micro-management of your character can become too much, while often time can't be sped up fast enough, leaving you spending thrill-free minutes watching your Sim sleep.
The Sims is the biggest 'Marmite' game ever, polarising opinions everywhere. It lacks visceral action but there is something satisfying about controlling the little computer people's destinies. The structured gameplay and better visuals make the Xbox version more welcoming than the PC original, and worth a look if you fancy something a little different.

THE SIMS BUSTIN' OUT
Still inexplicably addictive voyeurism. If you do like The Sims, you'll be utterly hooked
World builder - Issue 24 (XMas 2003) - 7.8/10

(EA06702E)
TheSims2.txt
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One of the biggest lures of the seemingly endless PC expansion packs for The Sims is the ability to get your characters out of the house and take them into new environments, because even virtual people need new faces and a bit of retail therapy now and again. This is what Maxis has also tried to achieve in Bustin' Out, the first console sequel to its phenomenally popular virtual dolls house series.
The developer has polished up the initial character creation system, and your Sims look much more realistic, especially their facial expressions, even though most of the clothing options make them look like rejects from a Britney Spears video. You fly the nest at the start of the game and leave mum's (sorry, mom's) home cooking behind to embark on one of seven new careers, many of which will require you to move into different houses in the area. Of course, there's always the option of moving back in with the old dear if the bills become too much.
As well as new locations, including a gym, the Shiny Things science laboratory and a gothic mansion (complete with ghosts and man-eating plants) you can interact with many characters like the party animal Bing Bling and the fitness freak Goldie Toane, who help you to unlock goals and social skills. Dudley from the original game is also back and still making the cast of Men Behaving Badly seem positively refined.
Let's face it, if you're not a fan of The Sims games by now then this isn't going to convert you, although the console versions of the titles do have a much stronger emphasis on gameplay over mere interior design. The different careers and locations mean that Bustin' Out has more longevity that its predecessor, although the lack of an online mode (as with most EA Xbox games) is a real shame.
As you would expect, the visuals really do stand out on the Xbox and even though you can't shoot anything (although you may occasionally want to), the peaceful yet cerebral gameplay is challenging and surprisingly addictive.

THE SIMS 2
The little people are back, this time with proper console controls!
World builder - Issue 49 (December 2005) - 8.5/10

(EA90701E)
Sims2.txt
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Being a Sim used to be hard work. It was all hanging around being directed by a disembodied cursor waiting for permission to do things such as squat over the toilet, or get dressed. It was undignified. And then, one sunny day in Sim-land, somebody decided it was time to get away from the game's PC roots and become a proper console conversion. Out went the cursor-clicking, in came third-person direct control, and with it the whole shebang went into orbit. The Sims 2, believe it or not, is action-packed.
Yup, in this new instalment you can build a wave machine in the back garden, become a mad scientist and get abducted by aliens, or even just die, then come back and haunt everyone. All this is more than helped along by the new interaction system, which now lets you simply walk up to an item and use it. No more fiddly interfaces, no more pointing and clicking - it's all properly intuitive, making tasks that much easier to perform. You won't feel like you're spinning plates in The Sims 2.
There's also a new aspiration, exclusive to Xbox - alongside the usual Wealth, Popularity, Romance, and Knowledge, EA has introduced Creativity, which means a lot more Sim tasks based on cooking good meals, writing books, painting pictures, or acting. You can learn recipes then cook meals for friends (or poison your enemies). Of course, the size of your fridge dictates how many items of food you can store, so you'll have to work hard to obtain the goodies on offer. There are some 250 different items that can be bought and interacted with - plus a further 250 items of clothing, making for some 15 million different clothing combinations.
The idea of seeing your Sim through birth, parenthood, middle age, death (and beyond!) from the PC version of Sims 2 hasn't been included for the Xbox version, though, which is a shame. But it's still the most adaptable Sims game yet. You can customise your Sims right down to their eye colour or facial shape, and if you tire of the norm of home-making, career-chasing and hot-tubbing, you can always starve to death then haunt the living to please SimDeath. Do his bidding, and he'll return your Sim to life.
Sims fans will have wondered where the hell a series that encompasses pretty much everything in real life already could actually go in the sequel. Well, The Sims 2 has not only gone to those strange new worlds (fry your food and you'll become less healthy!) but beyond. Travel through time, die, do whatever the hell you like - just make sure you go to the toilet regularly and mop up the inexplicable heaps of trash that accumulate everywhere. It's the same old Sims, and yet so utterly different. Draw the blinds and say goodbye to your friends - real life doesn't get any better than this!

THE SPONGEBOB SQUAREPANTS MOVIE
Leaking charm from every pore, 'Bob looks and sounds fantastic, but isn't absorbing enough to retain our interest
Screenshots - Platformer - Issue 40 (March 2005) - 6.5/10

(TQ03903E)
SpongeMovie.txt
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SpongeBob SquarePants has become of a cult hit on both sides of the pond (and with a name like that, why the hell not?) over the last few years. His big screen debut comes complete with assorted Hollywood cameos and the obligatory game tie-in, and it's a damn funny one.
Players take control of both the short-trousered soaker-upper and his dozy mate Patrick, as, true to the film, they head to Shell City to retrieve Neptune's crown and stop evil Plankton brainwashing the sea's inhabitants with his mind control hats. Quite. As per the show, the game features tons of comical dialogue and asides. Double entendres abound, and are sure to go over the heads of most kids, but enable older players to appreciate the skewed sense of humour characteristic of the series.
The graphics, although faithful to the film, are nothing special to look at, and the story is advanced disappointingly through a series of narrated stills. SpongeBob and Patrick have several different attack moves each, but their attributes can be handily increased at the end of each level with upgrade points. Gameplay is a fairly tame blend of jumping, bashing and collecting numerous dumbbells (don't ask). However, the few driving levels are a real blast and a welcome interruption from the platforming shenanigans, though your faithful Patty Wagon isn't the best-handling vehicle to ever grace a videogame.
We've all got a soft spot for SpongeBob here at OXM towers (Ben T in particular), but our osmotic obsession can't mask the fact that this is a by-the-numbers platformer, albeit a charming one. No damp squib, yet not quite a supersoaker either.

THE SUFFERING
OTT gore and swearing. Devoid of real scares, but gory and imaginative - Resi Evil fans will love it
Action adventure - Issue 29 (May 2004) - 8.0/10

(MW02102E)
TheSuffering.txt
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Comparisons between The Suffering and the daddies of survival horror, Silent Hill and Resident Evil, show how developers have grown more skilful but a little less daring over the years. It tries to recapture Silent Hill's psychological terror and Resident Evil's gory thrills, proving reasonably successful at both.
Survival horror's winning formula demands an intimidating setting, and there are few places as horrific as Abbot Penitentiary, a 19th-century, Shawkshank-inspired prison. Add in a horde of disgusting monsters designed by Hollywood legend Stan Winston (Pumpkinhead), and you're halfway to delivering some heart-racing scares.
Winston's creatures are cleverly based on sadistic methods of execution. Some are recognisably human, such as Horace, an electrocuted wife-murderer, while others are so badly mutilated that they look like puppets. Slayers are the game's staple enemies, swarming in great numbers with blades in place of their amputated limbs. There is something undeniably creepy about hearing them scuttle across the ceiling towards you, especially when they're shrouded in darkness.
Equally disgusting, Mainliners are pincushions of lethal injections that silently emerge from underground. When they pounce on your shoulders, the only way to avoid a lethal injection is to tap the Left trigger, and you'll be doing a lot of that.
Luckily, these sinister creatures hate each other even more than they hate you. Lead bloodthirsty monsters towards a pack of terrified convicts and they'll tear each other apart. Prisoners and wardens also attack you, but they won't be able to after you've blown their arms and legs off with a shotgun. The Suffering has a willfully unconscionable attitude to bloodshed.
So much gore is splattered about that you're not so much disgusted as amused. Mutilated bodies and executed prisoners lie all over the penitentiary - some even twitch and gurgle as you walk past! If gratuitousness is your thing, you'll also enjoy the extreme level of swearing. Credit is due for the imaginative combinations of expletives but again, they often come across as ridiculously funny rather than 'rock hard' prison talk.
Despite being childish at times, mature themes can be found if you delve a little deeper. At the start of the game, lead character Torque is on death row for the murder of his family. Whether he deserves to do the time (and the lethal injection) depends on your actions throughout the game. Subtlety isn't the game's strong point, so you're more likely to turn evil if you torture someone to death than if you say a cross word to them ˆ la KOTOR.
There are plenty of opportunities to become a saint or sinner - toying around with the gas chamber lever ends in a toxic lungful for one unlucky warden. Being evil has side effects though, including insanity, bloodstained clothes and diseased skin to name the worst.
Like Eternal Darkness, the more enemies you encounter, the more you become a few soap bars short of a prison choir. Symptoms include flashing subliminal images of your not-so-happy family and horrible gruff voices commanding you to be a sadist. Fill your insanity bar completely and the Y button transforms you into a hulking whirling dervish of teeth and claws. In this guise, you can dash around, eviscerating enemies with a single blow. It's great fun, and also a well-conceived metaphor for Torque's uncontrollable rage.
Being a beast isn't so bad, especially when the human characters look like cartoonish stick men. Superb sound effects and voiceovers are the only reason to take them seriously at all. As mentioned earlier, the electrocuted wife-beater Horace is absolutely exceptional. His empathy with Torque is disturbing at the best of times.
Ultimately, the game's biggest asset is Abbot Penitentiary itself. Level design is such that you feel like you're really inside a working prison. Visiting rooms, exercise yards and even working execution chambers are there to be explored. There's even a spattering of outdoor levels where the foliage is bristling with monsters. While scenery is occasionally bland and the lighting effects lack punch or volume, the prison still captivates by slowly confessing its hideous past. Spontaneous in-game flashbacks reveal the darkest hours of American history, from 19th-century slavery to spy executions in WWII.
The Suffering has all the key ingredients of an entertaining survival horror and, unusually, can be played in both third and first-person perspectives. Playing through in first-person adds a fresh dimension to the genre. Otherwise, there's little we haven't seen before. While lacking the graphical polish of Silent Hill 3 and Resident Evil 0, the storytelling here is slightly superior. So yes, The Suffering delivers the creepy, gory ride that's part and parcel of the genre, just don't expect to be scared or particularly surprised.

THE SUFFERING: TIES THAT BIND
Back to the beautiful city of Baltimore for more pain, misery and extreme demon-based violence.
Survival Horror - Issue 48 (November 2005) - 8.4/10

(MW04401L)
Suffering.txt
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Imagine looking through a stranger's window to see the person inside dancing around by themselves in total silence. Would you think them mad, or would you stop to wonder if they were cavorting to a tune that no one else could hear? The magical song drumming inside Torque's head sounds like razors through flesh. He's not only a captive in a physical sense (formerly an inmate of Carnate Island Prison), but also of his own bloody past and more recent homicidal tendencies.
Ties That Bind suggests an inescapable past. Not just the horrors that Torque went through in the first game (Issue 29, 8.0), but the shame and misery of slavery, poverty, gang violence and rape that runs through Baltimore's veins. Just like the first game, this unrelentingly brutal tale is as much about real American nightmares as it is about strange creatures and supernatural beings.
Although Ties That Bind is only set in a prison during the opening level, its clever trick is to make the city of Baltimore seem like a detention camp. It's partly down to deliberately linear, constrictive level design, but more importantly it's a product of well-considered artwork. The city's appearance mixes urban gothic with 1950s kitsch and 1990s decay, a very surreal but totally believable world.
One standout scene is when you return to Torque's apartment where his wife and sons were murdered. It's straight from the movie Se7en, with its bloodstained floors and nasty-looking mattress. Suddenly a train rushes past the boarded-up window, light and noise rattling through the cracks. The lighting's softer and more realistic this time.
As in the first game, Ties That Bind springs interactive flashback sequences on you, revealing Torque's and the city's heinous past. Most follow his family and criminal ties, ending in bloodshed and a long stay at Carnate. In the city's case, you'll witness the atrocities committed by a black slaver called Copperfield, and The Creeper, a sickeningly misogynistic serial killer. That's not to mention a few urban legends, such as the reverend who feeds his starving ministry with human remains.
It's storytelling so twisted and intriguing that you almost don't need any combat to make it entertaining. But thankfully the game's blend of first- and third-person shooting is well executed, and has been turned up a notch since the original.
Torque's arsenal now has a contemporary gangland twist, with modern machine guns, bazookas and the exquisite .357 Magnum. There's still an unsatisfying shortage of ammo, but pointing a sawn-off at one of the monstrous Gorgers and watching its body explode more than makes up for it. Limbs flying off and ribcages being ripped open are a common sight, as is the presence of dead junkies and mutilated homeless people.
Pleasingly, you can switch between third- and first-person at almost any time. You'll probably have to make more use of first-person this time, as some levels are designed more like a traditional corridor shooter. The human enemies are better armed and more intelligent than before. Most are part of a special ops squad called the Foundation, out to capture you for your unique special ability...
The combat is fun and satisfying, but runs out of tricks after a while. When you know what patterns the grotesquely designed monsters (each based on a method of execution, starvation or addiction) follow, predictability starts to slip in.
While the more linear levels have their good points, such as ensuring you see all the cut-scenes and making you feel trapped, they can also be frustrating when you still manage to get lost and confused. At several points, you have to find a door lever or ventilation shaft to access the next section, but there's little to point you in the right direction. The game is very dark, making pathfinding very difficult at times. It's not for the easily frustrated.
But a few minor problems aside, the biggest treat in Ties That Bind is easily the audio. It's absolutely first-rate and very cleverly implemented. The background noise is at times subtle (dogs barking, trains rattling past), at times unbearably disturbing (the hustle of a mob lynching and tortured screams). Conversations overheard in the distance are also a really canny way of explaining the story without overdoing it.
Ties That Bind offers the best kind of horror in gaming, because it never cops out and tries to put you at ease. Surreal Software really doesn't care if you're disgusted, offended or just plain horrified by what you see. While the gameplay is solid, it's the excellent, intelligent storyline and merciless atmosphere that will really have you hooked. Just make sure you steel yourself before you turn the lights out and boot up your Xbox...

THE THING
Plenty of action and atmosphere but doesn't live up to its promise
Survival horror - Issue 8 (October 2002) - 7.4/10

(VV00301E)
TheThing.txt
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Outside, it's 40¡ below. Inside you, assuming a decent bill of health, it's 37¡. An alien form that crashed to Earth thousands of years ago, landing in deep freeze within the Antarctic, needs a host.
What better than the members of the meddling research team that disturbed it from its slumber after a long sleep? When they're cold, humans wrap up nice and cosy, so we're the alien's best option. At least, they were in the 1982 movie The Thing, the story of which is continued by this game of the same name.
You begin the adventure on a search and rescue mission, leading a team that lands at the dilapidated Norwegian research complex left at the end of the film. Neither you nor your squad has any idea of what happened that led to the ruin of the facility, or just who - or what - left the many butchered corpses littering the area.
Beginning where the movie finished is a superb idea, and gets the game off to a strong start. It's faithful to the events of John Carpenter's creature feature, and continues the plot in a seamless, believable manner. Not long into the early stages, you find McCready's taped records, and Childs' corpse, not long dead and clutching a bottle of booze. Anyone familiar with the movie, and even those who aren't, will be on spine-tingling ground as the Thing then gradually makes its presence felt.
There's a great opening hour, and it helps create an atmosphere of dread, isolation and mania, particularly through the use of sound. Music is used sparsely, dramatically kicking in to jolt your nerve endings; the moody bass twangs from Carpenter's original score are here. There's little ambient noise besides human movements and howling subzero winds, but there is an excellent and unsettling 'whoosh' that occurs whenever the Thing attacks.
Get deeper into the game, however, and the plot falls under the creative direction of the developer, and this is where things become very predictable, twists included.
It all goes a bit Half-Life (only not as good), with shady government types making yet another appearance. We won't ruin things for you, but it seems that, for developers, well-worn sci-fi hokum is the warmest kind of plot in which to hide, too. It's not all bad, though, as a sense of tension does run throughout the game.
This isn't an amazing-looking game by any standards, but certain lighting and flame effects are pretty. The biggest letdown of all, however, is just how weakly the concepts of trust, teamwork and paranoia are implemented. This is the stuff that made the film so thrilling, and promised to set the game apart from the pack.
The interface for issuing commands to your team works well, and is simple to use. But you can't do much more than ask them to follow or stay, and to give to and take from them.
Admittedly, you don't need them to perform anything complicated, since their only role is to provide extra firepower and open certain doors for you.
At times, they are unable to bring themselves in out of the cold despite moaning about it, or move themselves two steps forward out of the way of a sentry gun placement. The dependable fellas from Conflict: Desert Storm (Issue 07, 8.1) need to take this lot away for a week of team building in a hut in Wales.
The level of trust between you and your men extends to little else but a gun fetish. Give them a weapon, and they'll gurgle with chuffed belief in you. Take it away, and they become suspicious. And that's about it. We did, in one later level, gain the trust of someone when he saw us blowing away some bad guys, but we're still not convinced that the idea of faith goes much deeper than trading arms.
If these troops have the ability to think for themselves, they rarely show it outside of battle where, it must be said, they are relatively dependable and accurate. But don't give them flamethrowers, or you're asking for friendly fire tragedies.
Similarly, the level of paranoia that the game tries to instil within your team is clumsy and, ultimately, pointless. Any one of them could be infected with the Thing, but you won't care. For starters, it doesn't matter if you've handed them a weapon because, if they mutate, they just drop it and lumber after you like any other monster. Even if they are infected, give them a weapon anyway and they'll act as a helpful firepower drone until they decide to turn nasty.
Also, the blood test kits don't work; several times we tested someone who gets the all clear, only for them to transmogrify into a tentacled beastie just moments later. It all seems scripted, thus removing the sense of paranoia, which is a real shame.
Overall, The Thing is a decent mix of the remorseless, nasty terror of Silent Hill 2: Inner Fears (Issue 08, 8.4) and the corporate alien shenanigans of the classic Half-Life, with an emphasis on shooty action. It's lucky that the over-the-shoulder perspective works extremely
well during combat, otherwise you'd be too confused during the mutant mash.
The elements that could have made this game truly unique aren't strong enough, and end up feeling limp and cosmetic. It's still enjoyable and a great follow-up to the movie for fans, but it's not quite the terrifying game it promised, and perhaps even deserved, to be.

THE URBZ: SIMS IN THE CITY
Colourful, fun and literally full of life. Innovative and a much-needed move away from traditional Sims gameplay
World builder - Issue 36 (December 2004) - 8.0/10

(EA09602E)
Urbz.txt
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PC fans might have got themselves The Sims 2, but Maxis hasn't forgotten about the consolers and it's created a brand new franchise especially for us in the shape of The Urbz: Sims in the City. Doesn't it make you feel all warm and fuzzy inside?
So you've taken the big step and moved out of the comfort and regular laundry washing of your parental home, and now it's time to face city life. Once you've created your basic Urb you get to take them into one of nine areas in the city which are all controlled by different gangs. These include the punks that inhabit the seedy Central Station, stuffing themselves with chips and pounding each other in their own personal Fight Club. Then there are the skaters that live in Kicktail Park and like nothing better than skating their hearts out and then stopping off at Floaters, the local party bar, where they inhale helium until they sound like Alvin and his merry band of Chipmunks.
But Urbz is all about gaining a reputation with each of these cliques as well as keeping your own five needs in check (food, entertainment, sleep, bowel movement and hygiene). That means you'll have to socialise and work out what makes them tick, which will allow you access to new areas and social moves. More importantly you'll have to buy clothes to blend in so you don't go into the J-Pop and sushi-filled streets of Neon East wearing one of Marilyn Manson's cast-offs.
As well as being a social butterfly, you'll have to find some way of paying the rent on your new apartment and buying furniture to impress your new-found friends. Every area has its own job opportunities. For example, you can make body piercings, sculptures or try your hand as a sushi chef, and all these jobs will require you to complete some basic button-bashing mini-games.
The Urbz is certainly a big departure from the traditional Sims gameplay and it's all the better for it. It's extremely accessible - although the longish loading times are a bit of a pain - and a hoot to play, with a constant stream of details that'll keep you smiling.

THE WARRIORS
Old-school brawling kitted out with the latest in Rockstar violence!
Beat 'em up - Issue 49 (December 2005) - 8.0/10

(TT15502E)
Warriors.txt
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Reinventing the scrolling beat 'em up through the medium of tight denim, big hair and cassette radios is a brave thing to do. It could have been so easy to give the genre a predictable 'blinging urban' theme, but Rockstar has gone one better and returned to the badass roots of urban gang culture, with this videogame adaptation of 1979 movie The Warriors, a violent story of rival gangs fighting for turf in New York City, dressed in period clothes and hairstyles.
The Warriors clearly tips its hat to the likes of Streets of Rage and Final Fight, with Rockstar trying to recapture the 'good old days' of the beat 'em up. Obligatory subway sections are included - you can pick up weapons, hurl bottles and bricks, hold enemies in submission positions, and generally kick the living do-dah out of everything that walks. But then, this is the 21st century, and this is Rockstar we're talking about...
So the violence is shocking (naturally), glass bottles being shoved into faces, heads smacked into brick walls, and bodies thrown under subway cars. But The Warriors is about quite a bit more than just cracking skulls and leaving a trail of devastation in your gang's wake. A good three-quarters of the game is set before the movie on which it's based, and sees you guide your gang through the ranks of New York's underworld.
It's this that forms the most interesting aspect of the game, as it uses the controller as more than just a tool with which to stove people's heads in. You have to smash and grab car stereos (four consecutive turns of the thumbstick and the screws are loose), mug people for cash (prevent the pad from vibrating to stop them struggling away), and 'tag' subway cars and walls with the Warriors logo, where you have to follow the outline with the spraycan, a bit like in those village fete games where you're not allowed to touch the bendy wire, in order to tag things properly. Tag well, and rival gangs will go ruddy-faced with rage.
The combat is fairly simple compared to more sophisticated brawlers, but that's not to say it isn't frequent or inventive. We counted at least a dozen enemies on screen at one point, and it never got dull throwing them through windows or into flaming cars, even if we did seem to be repeating the same moves. We did find, though, that sometimes our squad of Warriors was accidentally damaged by our attacks, and the AI didn't ensure they stayed out of harm's way. You can issue orders to your squads of goons, telling them to wreck everything in sight, run for cover, or watch your back, but in the thick of a riot you're as likely to smash a bottle over the head of a fellow Warrior as you are a member of a rival gang.
The Warriors isn't new - they were making games like this back in the 1980s - but it never ceases to be entertaining. The violence is intercut with missions to undermine other gangs, and there are plenty of opportunities for wanton destruction if you get bored. It's really faithful to the film too, but you don't have to be a fan to appreciate it - this is basically Rockstar's take on Streets of Rage, a jolly ghetto romp where the streets are paved with smashed-in faces. And it really works too!

THIEF: DEADLY SHADOWS
Captivating, atmospheric, with massive replayability
Stealth - Issue 31 (July 2004) - 8.9/10

(ES00402E)
Thief.txt
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Remember how we all played hide and seek when we were kids? Well, what if you could play it again, but with intelligent adversaries instead of your whining little sister and, better still, club them over the head or shoot them in the face with an arrow if they got too close? We're not condoning violence towards snotty siblings, but those clandestine cravings can be realised with the ace stealth 'em up Thief: Deadly Shadows. If you're a fan of the genre, chances are you've played the original Thief titles on PC. The grandaddys of stealth games, they saw master-pilferer Garrett, via a first-person perspective, stalk and steal from the wealthy inhabitants of The City. Yet with Deadly Shadows, you'd be forgiven for thinking you'd somehow managed to pick up the wrong game. No longer limited to first-person views, a slick new engine allows us the preferred option to continuously see Garrett, in all his glory, via third-person.
The core elements of every stealth game are present - staying in the shadows and creeping slowly and silently is the way forward. But pinching purists fear not, for the faithful first-person perspective remains and can be easily accessed at any point during the game. What the new point of view does do however, is open up a whole new world of plundering possibilities. Gameplay is exponentially increased as players have much greater control when sneaking up on guards and remaining hidden in the shadows, and the camera thankfully does a decent job of allowing unfettered 360û vision.
We've come to expect that any game associated with Warren Spector and Ion Storm, of Deus Ex: Invisible War (Issue 26, 9.0) fame, is bound to boast a deep and involving storyline, and this is no exception. Through beautifully lit cutscenes, we gradually learn that the Keepers (the mysterious rulers of the City) have discovered a warning within the ancient prophecies that an impending age of darkness is coming. They recruit master thief Garrett (previously trained by said Keepers) to aid their cause, but he's unaware that his name features prominently in the prophecies and that the Keepers have other agendas for him.
Believe us when we tell you that Deadly Shadows is deeper than a blue whale with weight issues. The City acts as a central hub, where Garrett can spend time between missions, plying his treacherous trade. Brimming with a host of characters, there's ample scope here to sneak and steal to your heart's content, be it a passing nobleman's belt purse or breaking into the local tavern after hours to reap the landlord's rewards of a busy night (the ultimate test of stealthing ability). Shops scattered around each district will take the fruits of your labour off your hands for a tidy little sum, earning you a spending spree in the equipment stores. But the City Watch know your face well and are constantly on the lookout; get spotted and it's off to jail. Game over, then? No chance, merely the added challenge of escaping from your cell, recovering your gear and fleeing the prison.
Each mission (usually set by the Keepers) has specific objectives, though the fantastic non-linear gameplay means these can be accomplished in any number of ways. Players are required to steal objects, discover artefacts and carry out specific jobs, and the stealthier the better. Garrett has a whole host of tools, from various arrows and flash bombs to his blackjack and trusty lockpick. We're also pleased to report that, unlike modern-day tealeafs, Garrett shuns fake Burberry. Phew.
The environments are expansive and brilliant level design means there are always just enough hiding places or shadows to accomplish each objective while remaining challenging. Often missions will incorporate smaller sub-objectives, opening up even more unexplored areas. No matter which path you take, clues and hints are sparingly dished out in a number of guises (careless whispers, discarded parchments) to point players in the right direction.
Missions frequently involve altercations with the two warring factions fighting for control of the City - the Hammerites and Pagans. Inevitably you'll upset them both, but get the chance to redeem yourself with either by carrying out simple tasks for them. Helping the Hammerites, for example, will increase your faction allegiance to them from hostile to neutral, although this won't exactly endear you to the Pagans. Not only will the Hammerites no longer attack you on sight, you'll also have access to secret areas in their sector of the city to carry out further skulduggery. Choices like this make the storyline of Deadly Shadows more akin to an RPG than an actioner, and greatly increases both gameplay and replayability.
It's a testament to the game's brilliant scripting that you'll be constantly thinking about it throughout the course of your normal day. You'll be sucked headlong into its deep and absorbing world, forced to work through "just one more level" to see what happens next. The ace dialogue plays a major role as well. If you happen across a couple of NPCs having a quiet chinwag, think twice before tossing that gas bomb and sending them both to sleep. More often than not their conversation will produce an advantageous piece of information, be it a clue to further hidden loot or opening up a completely new mission altogether.
Along with the absorbing script, what really elevates Thief: Deadly Shadows to the head of the Guild is the absolutely fantastic enemy AI. Every opponent is a freethinking foe that requires the utmost respect. Very inquisitive by nature, each ascending 'class' of guard is more intelligent than the last, yet even the lowliest simpleton is a fair match for Garrett, alert to the slightest noise or shadow. Their behaviour is entirely unpredictable, and unique to each individual scenario, keeping gameplay fresh and varied.
Extinguish a torch and the guards will notice the increased darkness on their next pass and alert their companions. We loved the brilliant touch where you knock out a guard and hide his body, only to have his companions discover one of their number missing, and assume some loitering gang members did the dastardly deed. The result? An entertainingly violent episode that proves the perfect distraction for you to proceed to the next area. Genius.
Deadly Shadows boasts some of the most realistic lighting effects we've ever seen on Xbox. Flaming torches create gorgeous soft illumination, whilst casting eerily lifelike shadows on the surrounding environment. Aside from looking the business, these play an absolutely vital role in your progression through the game, as Garrett depends on the fluctuating levels of darkness to remain unseen - think of a medieval Sam Fisher.
Unfortunately, Garrett doesn't share the same grace and fluidity of a Third Echelon agent, as poor animation sees our hero slipping and skidding on a worryingly frequent basis. Progressive movement control via the Left thumbstick results in Garrett reducing the amount of noise he makes the slower his movement, but trying to covertly creep past an enemy guard in a narrow corridor can result in our hero ungainly moonwalking (and getting stuck) against a neighbouring wall.
Try not to worry about this too much though, and we're left with a top-notch adventure title. Sure, some of the missions are punishingly tough (the Keeper library for example - get spotted once and it's game over), but this only adds to Deadly Shadows' charm. Sit back and drink up the amazingly atmospheric graphics and incredibly addictive gameplay, and live out those deceptive desires in this wonderfully dark stealth 'em up that steals the genre back to the Middle Ages. Brilliant.

TIGER WOODS PGA TOUR 2003
Great swing system. Loads of modes. Fantastic courses
Sports - Issue 11 (XMas 2002) - 8.5/10

(EA03302E)
Tiger2003.txt
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Tiger Woods's stock has fallen in Europe recently. After all, we effortlessly tonked him and his friends in the recent Ryder Cup, scotching any notion that Europe doesn't produce golfers on a par with their US counterparts.
And Tiger himself can seem more than a little detached from the rest of the tour at times, because he thinks he's it.
But to be fair, Tiger is it. He's won four Majors in a row, with only pedantry standing between him and the claim of a fabled Grand Slam (it's not, because technically he only held all four Majors over a couple of seasons, rather than just the one). That's an absolutely immense, almost unimaginable achievement in this day and age.
You wouldn't expect a chap like Woody Tigs - for that's what we fondly call him here at Official UK Xbox Magazine - to put his great name to an inferior product. And he hasn't - he's put his name to a really quite splendid game, in the form of Tiger Woods PGA Tour 2003.
The chief reason the game is so good to play is the swing system, which makes sound use of the analogue capabilities of the thumbstick. It's not new, but it's a great alternative to the usual power meter, which is an overly simplistic way to represent something as complex as a golf swing. Using the thumbstick is a far superior way to replicate the swing, as it allows the player to control the line of the swing, the power, and the timing, all through one easily understood system.
The result is an experience that requires the player to actually think like a golfer in order to score well. Hitting half-shots is tricky to judge - as in the real game - so to play with authority you ideally need to manage the course effectively, attacking the greens with a full swing. And the way you apply fade and draw to the ball is a satisfying and intelligent use of the control pad too.
As with MotoGP: Ultimate Racing Technology (Issue 04, 8.9), clever use of the analogue capabilities of the Xbox controller results in a game that's much more rewarding than others of its ilk.
Bolted onto the solid golfing engine is a collection of courses featuring many of the finest holes ever designed. The Road Hole (17th) at St Andrews? Go on then. The island par three at TPC Sawgrass? That's here too. You get the general idea - courses like these, plus Royal Birkdale, Pebble Beach and many more make this a must for fans of golf games. The huge wallet of EA's licensing department has been put to good use with this one.
Another plus in the game's favour is the large number of variations on the basic swinging game. Speed Golf is a mad rush through the course, in which you even control your player's sprint to the ball they've just hit up the fairway. Playing this in two-player mode with a split screen is something of a hoot. You can challenge and unlock loads of top golfers - and Colin Montgomerie - by beating them at matchplay, strokeplay, or skins. You can play loads of different mini-games, or jump on a par three course for a couple of holes if you just fancy a few quick holes.
A high standard of character modelling and animation rounds off a long list of plus points, together with a host of atmospheric spot effects and replays that accompany perfectly timed shots.
However, there is the odd bogey that prevents Tiger's card from being perfect. While the natty replays provide atmosphere, some of the courses do feel a little empty, despite the cheers that greet good shots. Sparse crowds mean that you never really feel you're playing in the crucible of a packed-out tournament.
Another problem is that the game is, at the default settings, overly easy. Picking up birdies is simplicity itself, and the game will quickly lose its appeal if you play with soft greens and light breezes. For a proper challenge, and a more satisfying game, we recommend making the greens faster than ceramic.
The only other thing you need to know before deciding whether to slap your hard-earned notes down is the fact that the game can be rather repetitive. Despite the numerous courses and challenges, you're still only swinging a club. Your appreciation of the sport itself is therefore more important in determining your enjoyment of this game than it is for the likes of, say, the Madden NFL or NHL series.
But if you do like golf, and you're on the hunt for a top-class, realistic sim, this won't disappoint. The sheer number of things to try out and an excellent swing system mean that Tiger Woods PGA Tour 2003 is the best way to get some links action in when it's raining.

TIGER WOODS PGA TOUR 2004
Not so much a sequel as an update. Think twice if you own 2003
Sports - Issue 21 (October 2003) - 7.4/10

(EA05801E)
Tiger2004.txt
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Like the game of golf itself, we have a love/hate relationship with the Tiger Woods franchise that fades and draws between intense satisfaction and immense frustration. It's the best golf experience currently available, but a few serious problems hacked great ugly divots out of its lush 2003 fairway - divots rudely not replaced for this 2004 Tour.
The mid-flight spin system for instance, is a fantastic concept. It maximises steady involvement by making sure that you're still to some extent in control of events beyond twonking the ball off the tee. Tapping the Black button while the ball splits the blue accelerates spin, with rotation controlled by the Left stick. In theory this allows you to rein over-zealous hacks with hard backspin, or roll gently pin-ward on touchdown should the head or side-wind be stronger than you judged.
All good stuff. But nothing has been learned from the detrimental camera angles of the 2003 version that still plague actual implementation of spinning in 2004. Too often you still cut to a facial close-up of your Pringled avatar as he/she watches the ball disappear with a mildly concerned expression. What you actually want to see at this point is your ball's flight over the fairway or green, so that your ability to correct with spin is meaningful, not blind guess-timation.
Even when you are granted ball-cam, the pursuit angle can be excessively oblique, especially when hanging over the green, and denies all but the roughest idea of where the ball will drop. Whether this is a deliberate temperance of the spin feature to stop it becoming too easy (spin is one of the attributes you can add skill points to), or just laziness to correct a basic flaw, it's a frustrating lack that might have easily been addressed.
Even more negligent is the total failure to improve the putting in this year's edition. Tiger Woods again eschews any form of target measurement system, with no fixed grid overlay or quantifiable aiming distances for greens. There's only a wide grid system that moves with your chipping/putting cursor and is supposed to lend a little more interpretation to gradient - something that the greens' texture maps alone still fail miserably to provide, even with fly-by.
It wouldn't even be so hard to judge putts if the camera remained a fixed distance - at least you'd have the single reference point of the hole's diameter to extrapolate. But the further you drag the putting cursor, the higher the camera climbs to accommodate, bending all scale round its knee and throwing it petulantly into the gasping crowd. Add wildly inaccurate caddy advice to this tantrum-inducing experience and a good walk can indeed be spoiled into a grumpy stomp. At least the superb animations lend a little wry humour to your golfer's exasperation.
So those are the essential gripes. The faults of Tiger Woods PGA Tour 2003 have just been raked over in their bunker for its annual update. Camera angles and putting remain bugbears in the Woods, the tutorial is identical, the engine is the same so there's no appreciable graphical advancement. Award screens still appear for just too long and can't be skipped, neither can the other players' shots in Tournament modes (you can again accelerate time slightly). Often invisible crowds cheer improbably and teeing off is still just a little on the moronic side of idiot-proof, with even power boost too quick to master.
But despite all this, Tiger Woods PGA Tour 2004 is still a joy to play. It's accessible to a fault, the commentators (David Feherty and Gary McCord) are delightfully gentle in their lilting sarcasm, the steady accumulation of skill points to raise your various sporting attributes is perfectly paced, with a far more extensive Tour Shop allowing total customisation of clubs and couture. The seven new courses are beautifully arranged and varied and you can create your own custom course from any of the unlocked holes. The character creation is great fun (if little more than a Sims 2-inspired gimmick), and there are many new play modes including World Tour, more Traditional Games and an inspired Battle Golf feature where you play for each other's clubs.
It's just that at the end of the round, you'll be sipping a G&T at the 19th hole and wondering why you spent £40 on what is basically an update that provides seven new courses, some fun new modes of play and blankly refuses to fix any of the problems of last year's Tour. Tiger Woods either needs to admit it's an update and employ a budget retail model, as the excellent Ghost Recon: Island Thunder (£20) does, or fix the few niggles that could make this great franchise unassailable. And with the good-looking, Live-enabled, Links 2004 on its way, Tiger Woods will now have to earn its stripes before they're stripped.

TIGER WOODS PGA TOUR 2005
Drives the perfect line between simulation and arcade action
Sports - Issue 34 (October 2004) - 8.7/10

(EA08402E)
Tiger2005.txt
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It's be fair to say EA's come under some flak for its long-running sports franchises, with critics bemoaning that each successive release seems to be merely an uninspired update of the previous one. With the Tiger's latest outing however, its Redwood studio has put things to rights, incorporating some all-new game features.
Of course, all the familiar options are still available, like PGA Tour (Career mode), strokeplay, skins etc, and the fun practice courses. Once you've created your on-screen abomination (as all of ours seemed to be), enter My Legend and work your way up from Putting Prodigy to Swinging Superstar. No, not a nocturnal suburban legend, but one out on the course who, after defeating established Pros on the way up, gets the chance to take on one of the game's greats. Jack Niklaus, Arnold Palmer, Seve B and more all feature, and success in Legend mode results in you amassing Legend coins, which allows you to modify any course and paves the way for another innovative feature: Tiger Proofing.
This brilliantly lets players alter the fairway width, bunker size (who'd make them bigger?) and undulation. Course upkeep can be altered from pristine to poor, as can the weather and time of day. These all have a massive impact on your ball's physics and behaviour (i.e. an immaculate hole on a hot day will see your dimpled device bounce higher than Ram Man on a Smarties overdose). This obviously has a major effect on gameplay, and significantly enhances the lifespan of the title once career mode has been clocked.
Once again, all manner of accessories are available in the Pro Shop so you can be just like Tiger, if you want. More than 1500 new items join the already-countless numbers of shades, apparel, headwear and shoes. You can now buy a defaulted swing for your character from one of the featured Pros or, for that personal touch, customise your own. Adjust your swing length, knee flex, followthrough (never a pretty sight) and hand position to tailor your own golfing style.
To add a bit of a strategy, we now have Tiger Vision - an invaluable putting aid from the big guy himself. Sparingly allocated to several uses per round, you can tap the White button on a tricky putt for a yellow dot to appear on the green. Align the cursor dead centre in the time limit and you'll sink the shot every time. This adds massively to the gameplay experience, especially in multiplayer.
Factor in these new features and couple them with the tweaked graphical polish, fantastic swing system and added original and authentic courses, and Tiger Woods 2005 is the most comprehensive golf game ever made. The only complaint we have is the lack of (previously promised) Xbox Live play in Europe, which would have driven this straight into the multiplayer hall of legends. However, it's still much more than just an update, and EA will have to go some to outdo itself again next year. Might we suggest Live play?

TIGER WOODS PGA TOUR 06
The Tiger finally gets a Live mode for his golf game! A solid update to an already excellent series
Sports - Issue 48 (November 2005) - 9.0/10

(EA12601E)
Tiger06.txt
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The main problem with releasing new instalments year in, year out for long-running sports franchises is always the same: coming up with enough new ideas to make this year's game significantly different to last year's. But in this case, we can only assume that somebody at EA's development studio had been nudging the turps a bit too hard, because this year's big Tiger Woods innovation - and this is no word of a lie - is TIME TRAVEL.
Straight up. We're talking science fiction and professional golf combined in a non-stop explosion of time-bending, wedge-chipping action. Forget your woods and your irons - this is as much about Newtonian space-time physics and flux capacitors as it is about pars and bogies. It's not the hole you'll be shooting for on the green, it's the WORMhole!
Okay, perhaps that's a slight exaggeration, but, amazingly, time travel forms the central premise behind Tiger Woods 06's new Career mode. Not content with the simplistic, slightly disjointed World and Legend Tour modes of previous games, Tiger Woods PGA Tour 06 now boasts a full era-skipping story. Called Rivals mode, it involves following Tiger Woods (resplendent in full period golfing costume) through history as he challenges the best golfers of yesteryear in an attempt to not just become the greatest golfer, but the greatest golfer of ALL TIME.
Which clearly sounds like a bit of a laugh - and it is, providing you realise that all it really comes down to is a slightly different front end for the same old par-three challenges and match-ups against fantasy and real-life golfers. There are no actual time-travelling pyrotechnics, just a few static clubhouse screens that change decor to suit your current time period, and the option to pick a match or challenge from the board behind the desk. If anything, it's a step back from 04 and 05's Tour modes in terms of ease of menu navigation, but then when did those versions ever have Tiger in a flat cap and a pair of 1930s brogues?
However you end up feeling about Tiger's time-travelling adventure - and we get the feeling this one's going to split opinion - it's simply another example of the staggering amount of content that's been packed into this year's game. Apart from Rivals mode, there's still the PGA Tour mode (which can now run for a ludicrous 30 seasons), real-time events that unlock according to your Xbox's internal clock (with a different event for every day now no less), a new hoop-hitting 'Skills' game, plus all the usual matchplay, skins, Stableford and countless other golfing variations. In EA-speak, it's totally Tigerific!
But that's exactly what we expected. The Tiger Woods series has never lacked for content, after all. What's really at stake here are the changes to the actual golf itself, which leads us nicely to PGA Tour 06's biggest innovation - the Right analogue shot-shaping stick. In the same way you use the Left analogue stick to mimic the action of the club swing, you now use the Right stick to add spin, hook and draw to your shot.
While we like the idea in principle - the Left stick alone never felt suitable for subtle shot alterations - an immediate problem springs to mind for Tiger Woods veterans used to hitting the Black and White spin and power buttons: for humans with fewer than three hands, how is it possible to use both sticks and hammer the joypad at the same time? Answer: you can't, which initially makes the whole shot-shaping feature rather pointless. Why risk an awkward backspin shot on the analogue stick when you can just give the Black button a good bash instead?
But this is where Tiger 06 gets nasty, because once you switch things up to Tour difficulty - a virtual necessity if you want any challenge from the still routinely beatable computer - the button-mashing technique stops working, meaning you have to use the shot-shaping stick. It's not easy either. Wrenching just the right amount of spin out of it takes a fair amount of practice, but learn to use it properly and suddenly a whole new level of challenge awaits.
Likewise, Tiger Woods PGA Tour 06's new putting system makes for far more interesting play - rather than simply picking a target spot on the green, you now use the analogue sticks to hit the ball. It feels far more responsive and intuitive. Thankfully, the rubbish 'Tiger Vision' system from last year has also been ditched.
And the game gets harder still, with courses that change and adapt as you improve. Greens shrink, bunkers swell, grass lengthens and fairways narrow. Of course, you can still play the game the old-fashioned way, with all the caddy tips and swing-aids switched on, but given the lack of challenge was one of the biggest complaints about the series, we're all for it. Especially in multiplayer, which leads us nicely to our final point: the Live mode. As in, there actually is one!
Put simply, if you're a Live gamer you need Tiger Woods 06 in the same way you need Halo 2, Pro Evolution Soccer 4, Project Gotham Racing 2 and Dead or Alive Ultimate. It's taken its sweet time getting here, but as an online game this is perfect stuff: easy to pick up, difficult to master and immensely satisfying to beat your rivals at. You don't have to be a golf bore to enjoy it, just a fan of beating your friends, and for this reason alone we're giving Tiger the big thumbs-up. For another year running. Good for you, Mr Woods!

TIMESPLITTERS 2
The most complete FPS package on Xbox. Rife with features. Just buy it
First-person shooter - Issue 9 (November 2002) - 9.3/10

(ES01002E)
TimeSplitters2.txt
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Let's quickly nip back in time. It's autumn 2000, Xbox is still just an entry in Microsoft's To Do list, and TimeSplitters is a PS2 launch game. Made by Free Radical Design, aka Some Of The Blokes What Made GoldenEye on the N64, it's slick, polished, a little bare, and nothing more than a glorified game of Capture The Flag bundled with an avalanche of multiplayer options.
Fast forward to the present day and the game has spawned a sequel. It seems that the developers have also travelled back - to the drawing board. A big part of why TimeSplitters 2 is how it is must be the time and effort spent looking at the first game and changing it, to make something better the original. As it goes, the hard work has paid off in abundance.
The TimeSplitters are a lowly bunch of dimension-hopping, freaky-faced aliens who view humanity as a valuable commodity to be manacled, enslaved and exploited. They plan to achieve their aim by crawling through time and meddling in several periods of civilisation. This is where you intervene, Quantum Leap style, to halt their apocalyptic temporal gropings.
It doesn't matter where the jackknifing plot carries you, because you can be certain of having a good time wherever you go. Within minutes of first play, it becomes obvious that TimeSplitters 2 is a genuinely excellent game.
Maybe you'll get that feeling from the beautifully pitched scale of challenge posed by each difficulty level. Or the polished quality of the vividly coloured environments that read like Dr Who's passport: Wild West, Aztec Jungle, Robot Factory to name three of the ten. No iffy collision detection or sloppy glitches here, just finely tuned, lovingly buffed, gameplay throughout.
But that should already be obvious in the expansive range of options, tweakables and unlockables that are on offer, making TimeSplitters 2 one of the best value-for-money games available. A hundred-plus characters to uncover, over 50 inventive and thoughtful challenges to joyfully plough through, a ream of arcade modes to conquer - you've got to love it.
And all that before considering the definitive range of multiplayer preferences. No other Xbox game, not even that one with Master Chief in it, comes close to offering the huge number of deathmatch variations present in TimeSplitters 2, or the amount of wonderful little touches that you won't see unless you look really close.
Maybe it's obvious in the cheeky, self-aware humour on display throughout. There are umpteen nods to GoldenEye in TimeSplitters 2 but it's not shameless, lazy theft. It's all used in an entertaining manner for those in the know, and makes for damn good content for those who aren't. There are also sly, witty digs at other gaming goliaths. Those pointless, destructible melons dotted about the first level? Come in, Metal Gear Solid 2, you're being mocked. Those hidden objects shaped suspiciously like grey plastic N64 cartridges? Lovely stuff.
Whatever you decide to pin it on, the fact that this is a class game socks you square in the face from the off. Good enough to whisk you away for days at a time, you'll love every impressive, rewarding minute of TimeSpliters 2.
But before the verdict, your honour, we'd also like to call a few criticisms to the dock. While there's no damning testimony, there's some evidence of room for improvement. Visually polished, with its own great, cartoon-for-grown-ups style, this is not as stunning as the graphical cream of Xbox titles. But we can live with that, like we'd happily live with a supermodel with a few pimples on her bum.
And, strangely, given the anal attention to options and configuration throughout the game, there's no option to alter the control sensitivity, making initial handling in your first few games a bit awkward. Aiming can be twitchy at first yet, bizarrely, turning your character feels a little sluggish. Once you begin to adapt though, it becomes precise and instinctive.
Clicking down on the Right thumbstick brings up a crosshair, allowing for zoom, and also lets you swing your aim about without moving your body too much, which sounds bemusing but actually works fine.
On the trickier difficulty settings, the breathless speed demands hair's breadth precision shots in double-quick time. You could argue that it's too hard. We say that challenge only makes you stronger.
It's frenetic, relentless, brash and, once you've become attuned to the 0 to 60 in five seconds, momentum-free pace of the action, it becomes violently enjoyable second nature.
And finally, in answer to the prosecution's final question, no, this isn't as good as Halo. That game is still something else, and remains superior in terms of looks, feel and that ever so crucial enemy intelligence.
But Master Chief is away prepping himself and learning his lines for his next big adventure, which is some way off. TimeSplitters 2 is right here, right now, and it's the third best game on Xbox, m'lud. It's sleek, finely tuned and anything else we can say that indicates an incredibly well-crafted game. We need more games like this, so get out your wallet at the first opportunity and vote TimeSplitters 2.

TIMESPLITTERS: FUTURE PERFECT
A derivative shooter with a few niggles, but fun and diverse with great longevity and excellent Live content
Screenshots - First-person shooter - Issue 40 (March 2005) - 9.0/10

(EA10202E)
TimeSplitFP.txt
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Future perfect is still a phrase that injects a cold concentrate of pure school directly into my spine. Whenever I hear it I'm back in French class on a Monday morning having totally forgotten to revise verb declension over the wistfully departed weekend. If only I'd had access to TimeSplitters' wormholes then, my homework worries would have quit with even greater alacrity than my teary supply teacher.
But Riddick-style hardman Cortez in TimeSplitters: Future Perfect has greater worries and a more noble purpose for these rents in the fabric of the universe and must flit through temporal anomalies to foil the Earth-threatening advance of a new and even more ferocious wave of gruesome TimeSplitters. Try to imagine the original cast of Star Trek as they would look now. Imagine them in the transporter room when Scotty's false teeth get coughed out into the beam, recombining in an unholy act of dentistry with the Away Team who are also turned inside out and bounced like learner drivers about the surface of an inhospitable planet, screaming in fear and deadly rage as they materialise and disappear again. This is how TimeSplitters look and act. Oh, they also fire nasty bolts of rebounding electricity, definitely not set to stun. We really don't want to give them our planet for a litter tray.
But TimeSplitters are just the sharp end of the adversarial iceberg. Cortez, and various companions from the advancing eras through which he chases elusive time crystals, must also take on zombies, ghosts, giant worms, bad boffins, uniformed henchmen, killer droids, helicopter gunships and genetically modified hybrids. Future Perfect really is the variety pack of shooters, although more Sainsbury's own than a unique brand, being perhaps the most derivative game ever made. Somehow though, this TimeSplitters sequel turns derivation into inspiration without breaking its fast gait. It's like a day trip to a fantastic amusement park. You know exactly which thrilling rides are going to be there and you've ridden most of them a few times before, but this doesn't stop you from running between their themed delights (ghost, medieval, space, runaway train, waterworld, etc) with childish anticipation and afterwards stepping off into a solid cutscene with the pleasant afterglow of adrenaline well spent.
Unfortunately there are more than just temporal anomalies in Future Perfect and it's a shame the developers themselves don't have the benefit of time travel to iron out a few niggling gameplay wrinkles. It's more than a little galling to lose most of your weapons without explanation as you move between areas of the same level in a lift, this obvious conceit dragging you heavily out of the game world. The big boss fights are too basic and it's far too easy to exploit level design and defeat them from behind cover. Where this is impossible it's still just a question of pounding them with all you have until they drop, and a few target overlays, or weak spot areas, do not make these battles tactical enough.
This future isn't perfect and occasional technical glitches such as harpoons embedding their arrowheads in surface textures of deep water and significant slowdown during busy fights leave the game with an unpolished finish. The decision not to include a jump button, a terrible reverse camera when driving vehicles and the erratic positioning of some guards adds to the sense that this sequel needed to feel just a little more love.
There are even one or two level-breaking bugs where forcefields that should power down sometimes remain stubbornly alert, barring progress or retreat and necessitating a reload from the last automatic save point. These auto-saves are not always best positioned and in one or two places where the difficulty curve suddenly points as heavenward as a monk on Viagra (sniping invisible TimeSplitters for example), you're punished further by having to try and try again from way back down the road. These are the tiny stones in the new trainers that aren't painful enough to stop you running, but are irksome annoyances that should really have been shaken out before you started. And they are enough to keep Future Perfect from joining TimeSplitters 2 (Issue 09, 9.3) in the ranks of the OXM Elite.
Nevertheless, this is still a game well worth owning and the diversity of the single-player settings, beauty of the gently cartoon graphics and relentless "you have got to see this!" humour, cannot be praised enough. And Future Perfect goes aeons beyond the single-player Story game, with a wealth of online and offline modes, including 15 great maps and 13 fun modes for Xbox Live play, plus a brilliant mapmaker to make it genuinely timeless. With a potentially unlimited number of user-designed maps that can be shared over Xbox Live and even user-generated stories with scripted AI events, this game has the longevity of Rasputin and should spawn one of the liveliest online communities yet. Few videogames have embraced Xbox Live in such an extraordinarily enthusiastic clinch and we're sure the attraction will be mutual.
Offline, Future Perfect is more than generous. Arcade mode features one of the biggest bundles of bot battles we've ever seen, with 13 modes that range from vanilla Deathmatch to the multi-scoop knickerbocker delights of Vampire (kill others to extend your lifespan), Shrink (your size is based on ranking) and Virus (stay alive for as long as you can once set on fire). The bots display decent intelligence and put up a fair and very challenging fight that's certainly a distracting alternative to Xbox Live matches. More offline mayhem is offered in split-screen Co-op mode where you can play through the single-player game with a mate. And you will need help, because the enemies become significantly tougher when double-teaming. Challenges represent one of the most eclectic collections of offline mini-games ever devised and include the increasingly hilarious bottle-shoot, monkey disco and stuffed cat race, which really has to be seen to be believed.
While TimeSplitters: Future Perfect does little new in the main single-player game and has definitely been stitched up absent-mindedly, leaving a few unwanted artefacts beneath the skin, it remains enormous fun, spoofing its own genre wonderfully, changing locations and gameplay so frequently that anyone who can claim boredom at any point would probably yawn if fired at the moon on the back of a great white shark.
The longevity offered by the mapmaker and extensive unlockable offline and Live options make it great value and months down the line you'll still get funny looks on the bus as you remember parts of the game and chuckle to yourself. Just don't explain to a stranger that you were thinking of the mewl that a stuffed cat makes when you corner it too hard. And don't forget the 15-rated playable demo can be found on this month's disc!

TOCA RACE DRIVER
A top-notch racer that doesn't need its tacked-on storyline. Still, the racing is thrilling
Driving - Issue 15 (April 2003) - 8.5/10 - Xbox Live features ***

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TOCA.txt
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The TOCA series has sold more than four million copies since its humble beginnings on the PSone. There's a good reason for that - people love to feel like they're thrashing an expensive motor to within an inch of its life, to expertly guide a car around a track on the edge of control.
TOCA has always replicated that feeling better than most, and the fact that Touring Car events feature production models means you can associate yourself with the action that much more. What better way to relieve the frustration of your dawdle home behind a milkfloat than to sit in a virtual replica of your car and thrash it for a change? TOCA grants you that freedom.
This is the first appearance of the TOCA Race Driver series on Xbox. The cars are all here, with up to 20 glistening automobiles on each track. And those tracks are as accurate as you'd expect, with favourites such as Donington and Brands Hatch present and correct.
But this time there's a whole lot of this Ryan McKane bloke. Who he?
The big change with TOCA Race Driver is that all the racing action is wrapped up in a big fat story, and how you feel about that will likely dictate your enjoyment of the game. Days of Thunder fans will probably be champing at the bit.
The player is cast as Ryan McKane, the youngest of two brothers whose famous racing driver dad was killed in a race when Ryan was a nipper. Those of a grisly disposition will be chuffed to hear that you get to see the horror crash when you load up the disc.
The whole game is organised around the fact that you're Ryan - you get him a job on a racing team, before getting him into bigger and better racing series and teams. In the options screen, you are Ryan lounging around the office, checking your email for job offers and getting your car sorted out to your liking.
It's not exactly Shenmue with cars, but it is more in-depth than the dressing supplied by last month's Racing Evoluzione (Issue 14, 7.3). As you win races more options open up, and you get to decide which team you want to race with. You also get rivals, and a large number of cutscenes, which are cheesier than a daytime soap opera.
The main thing is the racing, though, and that upholds the fine tradition set by previous TOCAs. The handling is firmly on the side of realism. You need to brake well before tight corners to have any chance of staying on the Tarmac, but it's also all too easy to brake too hard and lock up the wheels, making it impossible to steer yourself around. It means you have to approach the racing in a serious manner, gradually closing the gap between yourself and the guy in front, and braking later to squeeze past on the inside. It can be tough, but it's also pretty thrilling.
This realism means it's a mission to get around a track without bashing your car up. But inadvertently crunching your car does at least give you the opportunity to see the excellent damage system in action. If your control skills are more Maureen from Driving School than Michael Schumacher, your precious motor will soon be left looking like a reject from the scrapper's yard. Body panels, bumpers and glass fly all over the place, and are left all over the track to be hit on the next lap. It makes it feel like you're driving on the limit, and adds a feeling of danger, especially since your car can be damaged beyond repair if you treat it too badly. You didn't want that gearbox, did you sir?
But the best thing about the racing, and the thing that separates TOCA from the likes of Racing Evoluzione, Gran Turismo and even Project Gotham Racing (Issue 01, 8.9), is the fact that it actually feels like racing. Many racing games serve up a dull procession of AI cars. There are hardly any of them, and they never deviate from the racing line. There's no illusion of competition, and it makes it dull.
TOCA does things differently. For a start, each race has loads of cars on the track, making the road fuller than Ben after a KFC family bucket. Even better, those cars actually race. They race you, they race each other. They crash into you, they crash into each other. When they mess up, the resulting pile ups might fill the road, making you smack into them, or you might be able to swerve past to gain an easy couple of places. And their cars are just as fragile as your own, so don't be surprised to see an opponent's car falling to bits as you get further into a race.
The AI of the CPU vehicles means you feel like you're engaged in a proper race, instead of a leisurely pootle on a Sunday afternoon. Combined with the realistic feel, the sheer number of cars on the track means TOCA Race Driver offers some of the best racing on Xbox since MotoGP (Issue 04, 8.9). The only slight problem is that for experienced TOCA players, it can take a little while before the races get as tough as you might like. But then that's a chance to bag a few championship points before others start to fight you for them...
TOCA has the visuals to back up the gameplay, too. It may not be the most amazing game to look at from screenshots, but in full flight it's admirable - it's very smooth, and the draw distance stretches way ahead. This is crucial, because it means you can see corners approaching when they're still a few seconds away, and see opponents catching you up in the distance before they're right on your tail.
The car models excel themselves, as well. They're not the most detailed ones we've seen, but given that there are up to 20 on the track at once, and each can fall apart and spray glass all over the place, they're damn impressive. The tracks themselves also look good, and the whole game is more colourful than previous games in the series, too.
The sensory pleasure continues when it comes to sound. The angry noise of a powerful engine being pushed has been recreated brilliantly here. The in-car view already conveys an excellent sense of speed, but when you have the engine screaming in your ears at the same time, it's even more impressive. The tinkling of broken lights and scraping of panels sounds suitably expensive and nasty too. The intensity of the racing is massively heightened if you've got a decent sound setup.
But TOCA's not quite the perfect car racer. It's a shame that there's no System Link or Live support, given the quality of the racing - it's a real missed opportunity. The Xbox version is coming some half a year after the PS2 original, so we'd hoped some form of full-screen multiplayer would have made it into the final version.
And then there's the Ryan McKane-based presentation. It doesn't get in the way as much as we'd feared it might, but even so it's not a particularly successful experiment. The main problem with it is that Ryan's not a particularly likeable bloke. He's a bit like Poochy the Dog in that old episode of The Simpsons - designed to be someone you can relate to, but actually a bit cringe worthy. We'd rather just get on with the racing in our own name than worry about some yank guy with a point to prove.
Overall, though, Ryan's attitude doesn't spoil things because the racing is among the best we've sampled on Xbox. Hurtling along a narrow, downhill stretch of road while hassling an opponent for a way past, with bits falling off the car... it's truly exhilarating. And if a racer manages that, it's got to be a bit special, hasn't it?

TOCA RACE DRIVER 2
The most realistic and detailed racer ever. Gorgeous graphics, incredible variety and handling
Racing - Issue 29 (May 2004) - 9.1/10 - Xbox Live features ****

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TOCA2.txt
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Xbox is fast becoming (if it isn't already) the racing gamer's console of choice, thanks to a high-pressure flow of cutting-edge games that looks far from drying up. Chances are you've already dealt with Project Gotham Racing 2 (Issue 23, 9.3) and are back on the market looking for a new 200mph experience. And there's no question that this is it.
The online-enabled TOCA Race Driver 2 has got it all. There are well over 30 completely different championships to race in, around 56 circuits to know and learn like the back of your hand, and a collection of high-powered cars that'll keep your motor running for months. All of this is wrapped up in an incredible blaze of visual glory that's unmatched by any racing game on any console - which is probably why it's exclusive to Xbox.
The TOCA series has always been known for its attention to super-realistic detail. As a racer it's about as far removed from the likes of Project Gotham as you can get. For a start, you can damage all the cars beyond repair... and you will. Without even trying. We guarantee it. It's as hard as nails too, but we don't shy away from a challenge and we suspect you don't either. We didn't really know what to think of the Ultimate Racing Simulator tagline but, after shredding rubber in zillions of different race types, we now fully understand where Codemasters is coming from. It does exactly what it says on the tin.
The Career mode is truly immense and will seriously eat into your free time and quite possibly even your work time too. Now when we heard it stuck to a scripted narrative, we didn't know what to expect. After all, a racing game is about racing and nothing else in our book. But once again we were surprised. The story element brings in new characters, challenges, cars and rivals. Each championship is preceded by a snappy cutscene that drives your charge for the racing crown forward. And in keeping with the rest of the game's optical splendour, they're some of the best cutscenes we've ever had to sit through. But, should you seriously shunt a driver during a race, you may end up getting screamed at in front of your pit. Remember - where there's blame, there's a claim. What you do on the track directly affects the way your story's told.
No sooner have you jumped into your new motor and belted up than you're thrown headfirst into in a quick few laps in a brand spanking new Ford GT, where your manager drops a few hints about how to control the car. Brake in a straight line, don't wheelspin or crash... the usual things a driving instructor would tell you before letting you loose on the track. Once the practice race is over, it's on with the charge. Things begin a bit on the slow side but soon progress to warp speed, especially when you hit the Formula 1 beasts.
You get to choose your own racing adventure by selecting which type of race to go for. Often you'll have specific objectives to accomplish rather than just coming first all the time. For example, you might have to finish no more than three places behind a specific rival, or gain a certain number of points in order to impress sponsors. This approach definitely works and keeps things nice and fresh, as having to win every single race right from the beginning would have you pulling your hair out in no time. Allowing players to choose which class of car they race next was also a good move.
It's hard driving, though. There'll be no bouncing off the cars in front to cheekily steal a few places on the grid here. We quickly learnt to our cost that too much of this Gotham-style approach really does break the car and get you nowhere pretty damn fast. Instead, it's all about the racing line and taking corners the best way you can, because if you spin off the track, the dream's all over.
Thanks to a nifty little Terminal Damage Engine, the cars break and bend like you've never seen before. A selection of icons appears around the speed dial warning you that things aren't going well. Even the engine starts screaming in pain when you push it too much after a bump or two. You'll have to go easy, because if you haven't got the skills to pay the bills, your budding racing career won't get very far at all.
The sheer scale of the variety and handling system employed in TOCA Race Driver 2 is second to none. You can challenge friends and Live subscribers to every race mode from the single-player game. If you prefer your racing on the realistic side (and you like a challenge) then you won't go far wrong with this. It really is the ultimate racing simulator. Quite simply, this is the most detailed racer we've ever had the pleasure of taking on the track. A must for any racing enthusiast.

TOCA RACE DRIVER 3
The kind of four-wheel action that'd cause an even bigger bulge in Jeremy Clarkson's ill-fitting 1970s jeans
Racing - Issue 52 (February 2006) - 9.2/10

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TOEJAM & EARL III: MISSION TO EARTH
A very enjoyable platformer for both newbies and veterans alike
Platformer - Issue 13 (February 2003) - 7.9/10

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Toe.txt
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To some of you, toejam is little more than an Americanism for the icky black stuff that can be found residing in the nooks and crannies of feet that haven't seen a bath for a while. But to others, ToeJam was the three-legged rapping alien that alongside partner Big Earl was a surprise success on the Sega Mega Drive some ten years ago.
The original game saw the two aliens scurrying around earth searching for parts to fix their crashed spaceship so they could return to their home planet of Funkotron. It was a refreshingly different style of platform game rammed with off-the-wall humour, a great soundtrack, an original story and, most importantly, a style that was all of its own.
The sequel, Panic on Funkotron, saw the two having to capture stowaway Earthlings that had hitched a lift on their return journey to Funkotron. It was the same zany collect-'em-all platform recipe, but it was still funny so nobody cared and everybody loved it.
But like most successful double acts, the hapless duo eventually got put out to pasture as popularity shifted to the Next Big Thing. And poor old TJ&E were soon consigned to the Sega hall of fame alongside Wonder Boy and James Pond. But with this new outing, the boys once again step up to the mike and state their case. The question is, are we still listening?
If there were such a thing as the Ten Commandments of gaming, then written in stone just underneath "Thou shall not make poor quality licence conversions" would be the mantra that platform games need an original approach if they want to be a success.
Through no fault of its own, the genre just doesn't have the immediacy of first person shooters or beat-'em ups. Nor does it have the excitement of driving games or the competitiveness of sports titles. As a consequence, platform titles need to work hard to get gamers' respect. Characters need to be original and engaging. Gameplay needs to be as varied as possible. And each title needs its own unique hook to reel us punters in.
Mario had the imagination and playability, Sonic had the speed and the crazy tracks, and Blinx had the innovative time control feature. So what can ToeJam and Earl offer us in their new instalment ToeJam and Earl III: Mission to Earth?
In a nutshell: Playability, humour, a fun 2-player mode, downloadable content and a shining example of how an old dog that may not know many new tricks can still be good fun to have around if his coat gets a polish.
If you're new to the TJ&E universe then the storyline is a good indication of the kind of game you'll be getting yourself into. Lamont, the Funkapotomus and source of all funk in the known universe, is missing the 12 albums of funk. ToeJam, Earl and new female character Latisha are sent to Earth to hunt down the missing LPs. During their quest, they encounter a disturbance in the funk caused by their arch enemy, the Anti-Funk - the evil mastermind behind the missing albums.
The game is of the 3D "collect-'em all" variety and is split into multiple game zones, each with a different environment such as a desert zone and a snow zone. The maps are a collection of aerial islands that can often be traversed via bridges or teleports. To unlock zones you have to win Gate Battles that either involve battling an anti-funk villain or completing a typically wacky objective like funkifying giant chickens.
In order to enter a Gate Battle you need to have a certain number of microphones, which are only available by successfully completing missions, of which there's a handful in each zone. Missions (that also tend to involve either collecting or unlocking things) can be accessed by collecting keys, which can be found in each general zone area and are also earned from the missions themselves.
Sound confusing? It's not really, as the items you need to collect are often very clearly displayed, even when there's a lot happening on screen. But what can be mind-boggling is the number of presents you have at your disposal. Presents can be collected or bought, and act as tools to help you on your quest. As the game progresses, you will collect dozens of different types of present that can be selected from a menu option and are often a ton of fun to use.
But what makes TJ&E feel unique is its style. From the gospel choir cutscenes that mask the loading times and harmonise the forthcoming mission objectives, to the sandwich board clad muscle-man who berates you for not beefing up the game with downloadable content via Xbox Live - TJ&E III has a very strong personality. In fact, it's something approaching a cross between Ali G and James Brown on laughing gas, as the humour is all "a'ight" or "feel the funk". And with strong personalities everywhere, you'll either love or loathe them.
Graphically, TJ&E is very pleasing to the eye. The textures are highly detailed and are complemented by atmospheric lighting that accurately reflects time passing from day to night - which brings out a whole host of different bad guys to deal with. The game is filled with nice touches and the multi coloured reflection of a sunrise over a frozen lake in the snowy zone is an example of how this old-fashioned game has been given a proper next-generation polishing.
Handling is very intuitive, with an independent camera that can be used via the Right thumbstick. The two-player option works well, with both characters sharing the same screen when in close proximity and then switching to split-screen when further apart.
But the experience, though generally enjoyable, stumbles over the old hurdle of gameplay repetition. The variety of presents, different characters and enemies, and the overall TJ&E style can't fully camouflage the repetitive mission objectives. It may be a little unavoidable in this genre, but you'll find that after a while it all starts to become a little too similar.
But the repetition isn't a game-breaker and doesn't stop this from shining as an enjoyable and highly playable platformer. Looking for innovation? Look elsewhere. But looking for a stylish and playable platform game? Let ToeJam and Earl funk you up.

TOM CLANCY'S RAINBOW SIX 3: BLACK ARROW
Looks stunning, sounds ace, and it's amazingly atmospheric. Massive multiplayer potential and great level design
FPS - Issue 33 (September 2004) - 9.0/10 - Xbox Live features *****

(US05501W)
TomR632.txt
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By the time you read this review, you should have already gunned your way through our exclusive playable demo and eyeballed every single sentence to death in our Exclusive Access feature in last month's issue. Rainbow Six 3 has got everything Tom Clancy's famed Ghost Recon series hasn't, which you might think is not a lot, but let us assure you that this is where the future of squad-based action lies - especially online or over System Link.
Little has changed in the final version compared to the build we hammered last month. There's a lot more vocal activity in there now, especially from the hostages and terrorists. Hostages will now shout at you not to leave them alone after you've secured them and the area, while terrorists scream and shout like a bunch of teens in an American horror movie. Granted, terrorists only scream like girls when you blow holes in their bodies, so we'll forgive them for that. Even your team-mates shout out to let you know what's going on, and more importantly where.
The game's setup is similar to that of Ghost Recon. You can choose to play through a meaty campaign with a politically themed storyline, or opt to play a variety of quick missions with the usual variables such as map type, game type and difficulty settings. Three difficulty levels (Recruit, Veteran and Elite) are also presented in the Campaign mode and as you've probably already guessed, it's quite a challenge whatever level you choose (nothing compared to the rock hard PC version, mind you). Easy isn't easy and Hard doesn't come anywhere close to doing this level of difficulty justice. But a Clancy game just wouldn't be the same without the pain. You love it and so do we.
As team leader Ding Chavez, you get to command an elite squad of special operatives against all manner of terrorist foes. Usually they come clad in really bad Hawaiian beach bum shirts, or sport George Michael stubble and shades. This makes you want to hit them more though, which is good. Because you play the role of team leader, if you get it in the face, it's game over. No one else is skilled enough to lead the charge, so make sure you don't get shot. Sending in your guys first and mopping up the dregs is a class tactic. There's no shame in hiding. Controlling team-mates is as simple as pressing A in the direction you want them to move.
The third instalment in the series takes you across the globe, visiting locations from London to the Cayman Islands and everywhere in between. The overall goal is to stop a madman (dead) in his tracks before his doomsday plot is realised. Some of our favourite locales include the meat factory, oil tanker, and a very wealthy CEO's house. The variation in settings is truly amazing and helps keep the game nice and fresh. You never feel like you're covering the same ground twice.
Each level is pretty linear and straightforward. You won't ever find yourself getting lost or not knowing what to do next. Objectives are continually updated and a handy little map labels where your next target is - be it a bomb to defuse, a hostage to secure or a phone to bug. If you just follow your nose, you'll always find more trouble to deal with.
During the pre-mission briefing you can opt to pick out your own weapons and accessories, though we found the standard weapons for every level very entertaining and this way you get to know each weapon of massive destruction. There's also a shipment of different grenades to choose from that'll bring tears to the eyes of your enemies and blind them for life. Over the course of the game you'll have to defuse bombs, capture key members of the terrorist organisation you're up against, hack into laptops to steal information and rescue hostages caught in the crossfire.
There's never a dull moment in the single-player game, and this translates beautifully into the multiplayer arena. There's no split-screen action but those of you with access to System Link, or better still, Xbox Live, will lose countless hours of your life never to be found again. You can team up against each other or the terrorists, in modes such as Mission, Survival, Terrorist Hunt, Team Survival and Sharpshooter. All of which pretty much do what they say on the tin. You'll also be able to download new maps soon after the game's gone on sale. Bonus.
Rainbow Six 3 is the ultimate package for fans of realism-based first-person shooting. It looks great, sounds incredible and the action is relentless. It holds a great single-player game but fire up multiplayer and you'll be in FPS heaven. It's the best shooter of the year. Go! Go! Go!

TOM CLANCY'S GHOST RECON
Confident and addictive. The strategy/action benchmark
Squad-based shooter - Issue 11 (XMas 2002) - 8.9/10 - Xbox Live features ****

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You're on your belly trying to read a map. The rain's coming down hard and visibility is so poor your sniper can't see 15 feet in front of his face. You move forward a few yards to try and get a better vantage point from the ridge ahead. Big mistake. All hell breaks loose. Bullets ricochet in the dirt around you, and the sickening thud of a round making contact with flesh and bone makes you fire blindly in panic. You need to do something quickly. You've got one man dead and another wounded - the wildlife will eat well tonight if you stay here any longer. Your other squad is a few clicks to the west; can you get them to provide cover quick enough? Welcome to Ghost Recon, the only Xbox game that has so far managed to capture the action, suspense and strategy of modern-day guerrilla warfare - and then made the whole experience Xbox Live-compatible. Bye-bye social life, hello Alpha team.
And now Recon returns as a stand-alone mission disc, meaning you don't need the first game to play this new instalment. Out goes the ultra-nationalist Russian scenario of the first offering, and in comes a near future vision of Cuba. In 2006 Castro smoked one too many cigars and turned his toes up; since then a succession of thugs have been in charge but now democracy has started to take its first few tentative steps, and with a full-blown election around the corner your job is to ensure the people have the right to be heard without gunfire drowning out their freedom of speech.
For any of you unlucky enough not to be familiar with the first title, here's a quick overview. Ghost Recon is a first-person squad-based shooter where you control two three-man teams who can either be individually switched between or controlled as a unit by the use of a map screen. This means if you have split objectives to the east and west of the playfield, you can command one team yourself while sending the other squad to clear out the trouble on the other side. The mix of strategy and action works extremely well as you won't be spending any longer than a couple of moments in the map screen before resuming your role as a first-person killing machine.
Island Thunder provides an eight-mission single-player campaign where you'll travel between the jungle, the beaches and the city during your Cuban tour of duty. The multiple mission objectives are the same as the first title, as is the gameplay - go there, kill bad guys, grab an item or secure an area and skidaddle, sharpish. But it's not always a meal for one. You can also play split-screen, System Link and ultimately Xbox Live - where this title is transformed from a solid off the shelf release into an insanely addictive online experience. Many of the new additions are tailored towards online play, including eight new multiplayer maps and four favourites from the original title - so you won't be missing out on the most popular maps if you don't have the first game. We'll have more to say on online play when the game hits the high street and we can really get in the thick of it.
This mission disc does what it says on the tin. It's the same game with some promising online bells and whistles. But if the original left you cold, so will this. The graphics are pretty much the same with slightly better character detail and a bit more colour, but the playfield textures still lack the level of polish we expect to see at this level. But thanks to fantastically atmospheric sound effects the illusion of tense combat is never broken. It's a testament to the excellent gameplay that the visuals are really an afterthought when wrapped up in the whole combat experience. And the punchline? It's 20 quid - half the price of many games that are only half as good. Go buy it.

TOM CLANCY'S GHOST RECON: ISLAND THUNDER
Atmospheric with online play
Squad-based shooter - Issue 21 (October 2003) - 8.5/10 - Xbox Live features ****

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Recon2.txt
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Crouching on our knees in dark corners while flanked by three uniformed men isn't usually the kind of thing we go in for here at Official Xbox Magazine. But, in the case of the Tom Clancy tactical shooter series, we're willing to make an exception.
Set during a fictional conflict between a mad North Korean general and the West, Ghost Recon 2 signifies something of a departure from the slow-paced, tactical gameplay we have come to expect from these games. For starters, you can play from an all-new third-person perspective (though you can still play in first-person if you prefer), while the faster, more arcade-orientated action is caught somewhere in limbo between the gritty realism of its predecessor (Issue 21, 8.5) and the Rainbow Six series, and the more forgiving and frenetic skirmishes of Conflict: Vietnam (Issue 34, 8.5).
But does it work? Well, yes and no. While this new direction may well appeal to a wider audience, its execution is more suspect than a convicted murderer called Bill the Butcher standing over a corpse with a bloody knife crying, "The bastard had it comin'!"
Typically, there are three different types of missions on offer in the campaign. First off are the squad-based infiltration levels, where you and your team must enter enemy-held territory and either blow up key targets or rescue captured/crashed comrades.
Things start well enough as you creep silently through the crumbling, smoke-spewing (though graphically unimpressive) cities of Korea, or its rural locales, your eyes straining in their sockets as you seek to identify the slightest hint of enemy presence in your grainy surroundings.
However, as soon as you take down a couple of enemies, things really start to kick off, as countless more enemies flock towards you and begin raining down a maelstrom of lead on your position, barking orders and warnings to each other as they try to pin you down.
You fight back, taking down enemies with precision shots and watching them slump realistically to the ground, while issuing orders to your squad on the fly with the excellent new context-sensitive command system, or via voice commands with a headset. The battle swings violently back and forth as your men and the enemy intelligently seek out cover and lay down suppressing fire. What's more, if one of your soldiers gets injured you can now heal them on the battlefield.
But suddenly, without warning, your entire squad is wiped out by an unseen attacker. You reload. It happens again. And again. Then it dawns on you. You've stumbled upon a spawn point. Enemies materialise out of thin air, behind you, in front of you, giving you no time to react. Of course this would be bearable if the game's damage model reflected its new frenetic approach. Sadly, neither you nor your men can take more than a handful of shots before you drop, making moments like these utterly infuriating. It also totally negates any carefully planned tactics you may have employed.
Solo infiltration missions are just like the squad-based ones, only even harder (because you have no backup, obviously). In order to level the playing field a little, you're kitted out with the revolutionary Integrated Warrior System (IWS), replete with a machine-gun that lets you fire round corners without exposing yourself and kick-ass grenade launcher. It also proffers you with the added bonus of being able to call in airstrikes.
These missions are the highlights of Ghost Recon 2, oozing tension like a ruptured dam and testing your reflexes, tactical awareness and shot accuracy to the max. With no backup to rely on, you're forced to think about every move and its consequence and, when faced with multiple enemies, a keen understanding of your surroundings will prove invaluable. Especially if you don't want some Korean conscript's niece using your intestines as a skipping rope before the day is out.
Conversely though, the shortcomings of the squad-based missions are amplified here, necessitating constant reloads as seemingly endless waves of enemies charge at you, even when you're well hidden. But the enemy AI isn't consistently this good, oh no, no, no. Sometimes it doesn't see you at all. Even if you're standing right in front of it. Waving a red flag. Dancing the Macarena.
Last and definitely least are the defensive missions. Brainless to the extreme, these task you and your squad to defend a base by moving from one trench to the next while gunning down endless droves of advancing enemies and immobilising the odd tank and APC. It's the kind of archaic, by-numbers, lazy level design that would leave a lobotomised chimp feeling patronised.
Of course if you don't fancy trawling through the campaign, you can embark on single missions in a variety of game modes including Lone Wolf (you're on your own but have access to the best weaponry) and Firefight (kill every enemy in the entire level). But regardless of which one you choose, the same problems still abound.
Fortunately, the rather patchy single-player game is redeemed somewhat by its diverse and entertaining multiplayer options. Cram yourself and up to three mates in front of your TV or link up with up to 15 other players over Xbox Live and revel in the joys of co-operative or competitive play, shouting abuse or praise at each other through your headsets. Ah, the joys of modern technology.
Ghost Recon 2 is a game with a severe identity crisis, clearly trying to appeal to the action-loving masses while attempting not to alienate fans of the slow-paced gameplay of yore. Problem is, it's unlikely to truly grip either group, and may well estrange many core fans. Suddenly, the idea of being stuck in those dark corners protecting our rears simply isn't as appealing as it used to be.

TOM CLANCY'S GHOST RECON 2
As frustrating as it is rewarding. Best enjoyed with friends, though you'll still have to endure the erratic AI
Squad-based shooter - Issue 36 (December 2004) - 7.4/10

(US00502W)
TomClancyGR2.txt
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We're not going to mislead you. We've been waiting ages for this game to sneak into the office - under the cover of nightfall - patiently lying in wait for us to arrive the next day. In reality, the game actually turned up courtesy of a grumpy courier, but that's pretty much the only disappointment Ghost Recon has delivered in its tour of duty of our HQ.
The first Xbox game to roll from the typewriter of a certain Mr Tom Clancy is a spectacle indeed. Set in the not-too-distant future (2008), the premise is a tried and tested Clancy narrative involving Russian ultra-nationalists looking to rebuild the long-defunct Soviet empire by reclaiming independent territories as their own.
As the title suggests, you play the lead in a specialist team of US Green Berets nicknamed 'Ghosts' - not because of their tendency to run around in white sheets like modern-day Caspers, but because they move swiftly, silently and are practically invisible to the enemy.
Invisibility is a skill you will wish you had mastered at Ghost school, because throughout this game you'll be kissing the ground more often than the Pope on a field trip. You take control of a group of six soldiers, split evenly into two teams (imaginatively called Alpha and Bravo). At the touch of a button you can quickly switch from one man to another, and prior to beginning a mission you can chose the speciality of each soldier - Sniper, Rifleman, Support (heavy weapons) and Demolitions. Each soldier type plays a key role in your chance of mission success, and in this game variety is not just the spice but indeed the necessary requirement of life.
Tactical squad shooters usually either pass or fail largely depending on the control mechanics and ease of squad management. As far as control goes, Ghost Recon hits the target dead centre. Sure, no controller will beat a mouse in terms of twitchy FPS response but, in truth, Red Storm has done a sterling job in translating a keyboard/mouse mechanism to a pad.
In-game control is sensitive, fluid and intuitive, which means you won't be standing rigidly upright in a hail of bullets for very long before instinctively dropping to your belly, zooming in and squeezing off a few rounds.
Squad management is also a relatively simple affair. Previous PC-based Clancy titles had the tiresome trait of having to spend a lot of time pre-mission in planning your teams' direction and objectives. Not so here - all planning can be done on the ground through a pretty simple map and management screen.
Ghost Recon's variety of commands is fairly limited, but in our view the simple approach doesn't detract from the action or hamper the strategy involved in commanding two teams that could be achieving mission objectives on opposite sides of the playfield. Admittedly, you may need a third thumb to navigate through a few of the command options and occasional pathing problems crop up, especially in enclosed spaces like buildings, but in general the right balance is struck between action and strategy.
The main meat of the one-player experience is found in the story-led Campaign mode. The missions are quite diverse, or at least as diverse as you're ever going to get in an army game. Rescue hostages, take out camps, clear out a cave network to grab a valuable prisoner - the variety of stuff to do and the generally expansive environments in which to do it ensure you don't get bored of the gameplay.
Visually, the game is like a wannabe model - good looking without being a stunner. The attention to detail of the soldiers is excellent and all the squad members look distinctively different and are animated well. The only gripe is really with the maps. They can be a bit sparse at times, and there is more than enough fog travelling over some levels to hint at a little inadequacy on the draw distance front. But this title doesn't need to break new graphical ground in order for it to be a success; it's all about tension, suspense and controlled aggression.
If you fancy an instant, gratifying hit, then Quick missions are available that come in four possible flavours: Firefight, Recon, Mission and Defend. There is also a split-screen two-player mode, System Link play and the glorious possibility of Xbox Live.
As far as Xbox Live is concerned, well, as we said in the first sentence, we're not going to mislead you. Although we have our shiny new Live kits, we're not able to play online Recon just yet, so we can only guess at how good it is.
But there is no reason to think that online play will be anything less than an added advantage to an already compelling, challenging and competent strategy shooter. We'll be taking a retrospective look at Live-enabled games once the network is fully up and running; so lock and load, boys and girls.

TOM CLANCY'S GHOST RECON ADVANCED WARFIGHTER
Tactical shooting Clancy-style - so realistic and absorbing you'll be ducking in your chair
FPS - Issue 54 (April 2006) - 9.0/10

(US08402W)
reconaw.txt
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In 2013, Mexico City becomes a sun-scorched battlefield where death lurks around every corner. Armed terrorists in dark alleys and on rooftops fill the air with a tense, sinister mood as you creep cautiously through deserted city streets, ready for a deadly shootout at any second. This is Ghost Recon Advanced Warfighter - an ultra-absorbing FPS that will really take you there.
Terrorists have seized the city and kidnapped the Mexican president, turning the whole place into a warzone. Obviously, the Ghosts are the guys called in to clean up this mess, and that's where you come in. This game grabs you by the scruff of the neck and yanks you into its world. With the inside-the-helmet view, you can see the dirt on your soldier's visor, and you can hear his breathing and heartbeat. When your man gets shot, you can almost feel his pain as the visor flickers and becomes grainy, and colours go a washed-out grey. After the arcadey feel of Ghost Recon 2 (Issue 36, 7.4), which had you running around in third-person blasting big guns without a care in the world, Advanced Warfighter pulls the series back to a gritty level of realism, but without the tedious strategy and dreary pace of the original (Issue 21, 8.5). It's like a hybrid of the two.
The pace of levels balances subdued caution and stealth with frequent moments of high-octane shooting and large-scale destruction. You advance through the urban environments with extreme care and observation. Open city environments mean hostiles can come at you from any angle. Dark alleys aren't your only worries - with ladders opening access to rooftops, you have to search high as well as low in your hunt for danger. As always, Ghost Recon is unforgiving of careless play - you can be shot dead in a second, sometimes before you even see your attacker. It's harsh, but that's what makes Advanced Warfighter so tense.
The game uses lighting to further enhance this tension, with particular focus on the intense sunlight. Remember, Mexico City is close to the Earth's equator. The sun's glare can sometimes be blinding, making it difficult to see enemies in the distance. You can't cheat and turn the brightness down on your TV either, because this burning light is contrasted by incredibly dark shadows. It a bit like when you walk from a sunny outdoors into your house and everything appears extra dark. This makes overcast alleys just as blinding as the sun's glare, and an ideal hiding spot for sneaky terrorists.
It can be tough going, but you've more than enough technology to help you out. The game's 2012 setting allows the makers to throw in some cooler gear along with the usual rifles and body armour. In previews of Ghost Recon, Ubisoft spoke proudly of the technology used by soldiers in GRAW, and it got us quite excited. Weapons are based on real military prototypes - they're lighter, more accurate, hold more rounds and have a quicker rate of fire than today's weapons, which is very cool. Admittedly, when you're playing you forget about all that stuff, but you have to respect its realism.
Your high-tech helmet is the hub of all your abilities as an Advanced Warfighter. It's linked to an advanced satellite system that provides two functions. The first, and most useful, is a detailed radar located at the top right of your screen. This shows the layout of local buildings and tracks any enemies you or your squadmate have seen. This is what makes scoping out your surroundings so important - if you haven't physically seen a hostile, your radar won't detect them. But this is nothing new - GRAW may go to the effort of explaining the superfluous technology behind it, but it's essentially just a radar as seen in countless videogames before.
Your satellite technology also provides a small visor on the right of your screen. For most of the game, this displays your squad-mate's point of view, which is interesting enough, but its practical use is limited. If your squadmate goes missing you can take a peek at what he's getting up to, but that's about it. The visor is too small and too grainy to any enemies he's focused on, and they'll all appear on your radar anyway.
But Advanced Warfighter makes more constructive use of the visor in missions where you control a remotely operated reconnaissance drone. A small spy camera relays a video feed directly to the visor on your HUD, enabling you to inspect hostile-infested areas and gather intelligence from a safe distance. The visor also allows you to communicate with choppers, tanks and sniper units that occasionally offer their assistance. You just aim at the target you want made dead and hit the D-pad to send the order through. But you will only have such helpful assistance in specific parts of your missions. For the rest - the large majority of of the game - you'll have to make good use of your squadmate to survive the harsh battlefield.
Unlike previous Ghost Recon games, you only have one partner to attend to (as opposed to a whole team as before), so you can concentrate your efforts on using him to his full potential. Controlling him is easy - knowing how to use him effectively is trickier. Before you move anywhere it's a good idea to order him to go on ahead to test the water before you jump in. If it's hot, his gunfire (or violent death) will alert you to the danger that awaits.
As well as telling him where to stand, you can also switch your squadmate between Stealth and Assault modes with a simple tap of the Y button. But you have to analyse your situation to use this function properly. When you've multiple enemies to deal with you'll want him in Assault mode, which makes him attack any hostile upon sight. He's smart enough to lob grenades when necessary and use fixed gun turrets where possible - although he can sometimes get a little carried away and wander off to do some headhunting. If you don't order him back quickly he usually ends up biting off more than he can chew.
But when the situation calls for a more subtle approach, you'll want your squadmate in Stealth mode, when he'll try to stay low and only shoot when shot at. It adds an extra layer of strategy to the game, without being overly geeky about it. But generally, the main strategy is all about caution and positioning. When things are quiet, it's all about keeping your eyes peeled and your back covered.
Then the game picks up the pace and you have to make some quick strategic decisions. Your corporal radios in and tells you that you have an enemy convoy inbound on your position. Where do you stand? Do you crouch behind a wall? Hide down an alley? Do you scramble around in search of a ladder to get to a rooftop? A high position is always good. But you've not got long - the convoy will get there soon and if you're not ready for them, they'll put more holes in you than a cheese grater.
The single-player campaign is one tough cookie - you're looking at a good 15 hours of skilful stealth and sharp-shooting to get through. And you'll be happy to know there's a big old multiplayer mode in there too, which includes all the stealth tactics of single-player. To start with, you can play through the entire solo campaign co-operatively with a friend via split-screen, System Link or online over Xbox Live. It works really well because, of course, the second player takes control of what would otherwise be the AI-controlled soldier, and you can work your way through the open environments via separate routes, flanking enemies everywhere.
Over on the battle side of things, you've got 12 arenas - mostly in city streets but a park and a couple of warehouses add variety to the selection. Split-screen gives you two modes: Sharpshooter, your standard deathmatch, and Last Man Standing, which gives everyone a single life per round. That's not all either - Advanced Warfighter also packs an impressive ten multiplayer modes in System Link and Xbox Live modes. Assassination mode sounds particularly cool, having one team trying to kill a VIP within a time limit while the other team do their best to keep him alive.
We really enjoyed playing the new Ghost Recon game, even if the whole 'Advanced Warfighter' thing turns out not to be that advanced after all - the radar isn't really any different from other shooters in the past, and the little video visor is of hardly any use. But when it comes down to it, GRAW is brimming with atmosphere, has brilliant, open levels and challenging AI that will put your shooting skills to the test. Combine the 15 or so hours of single-player action with the heaps of fun to be had in multiplayer, and only one other shooter is hefty enough to contend with it. So give your Halo 2 disc a break for a few hours and check this out. Go on, you can do it.

TOM CLANCY'S RAINBOW SIX 3
The ultimate package for fans of realism-based FPSs
First-person shooter - Issue 23 (December 2003) - 9.4/10 - Xbox Live features *****

(US01901W)
TomR63.txt
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Unless you've been living in a fallout shelter for the last year, you couldn't have escaped the phenomenal success of Tom Clancy's Rainbow Six 3 (Issue 23, 9.4) when it flashed and cleared its way onto Xbox last November. Even if you didn't get to sample the devilish delights of controlling the world's premier counter-terrorist squad, chances are the TV/Tube/billboard campaign percolated into your subconscious. But Ding and co didn't cruise to notoriety on the crest of a marketing rainbow, because their first Xbox outing was a storming squad-based FPS. Aside from looking the bomb, it incorporated an involving single-player campaign and a fantastic multiplayer that remains one of the most popular Xbox Live games to date.
If you're a Rainbow virgin (shame on you!), a comprehensive tutorial will quickly bring raw recruits up to speed on movement and weapon techniques. For the veterans out there, a more accessible front-end menu makes jumping into the game a cinch and, once you do, it's all comfortingly familiar.
The single-player campaign takes the pleasingly simple route of the first title, with players reprising the role of hard-as-nails Rainbow commander Ding Chavez. A loose plot involving shady terrorists, nuclear plutonium and a kidnapped scientist (can't these guys ever look after themselves?) ties together ten varied maps and objectives (mostly involving eliminating terrorists, defusing bombs, eliminating more terrorists, rescuing hostages and shooting some more terrorists). But although these missions sound a bit similar, intelligent level design always keeps the action fun and fresh. Making much more use of the vertical plane, players need to be constantly on the lookout for rooftop snipers and Molotovs raining down from mezzanines above. You're given much more freedom to explore levels as well, with the addition of lots more ladders and stairways to gain the upper hand.
To complement this, the enemy AI has been significantly upped, eliminating any trial and error gameplay complaints of the original. Repeatedly try to work through a particular area and, far from remaining rooted to the same spot time after time, foes will move from cover to cover, take hostages and set up ambushes, all in the name of countering the Rainbow boys' efforts and keeping gamers on their toes. Try playing on Veteran or Elite difficulty settings and assaults must be planned even more carefully. Utilising the rest of your team is just as crucial, and the slicker, intuitive method of issuing a host of varied orders (along with the returning, fantastic voice-activated commands) means you'll be Opening, Flashing and Clearing before you can say, well, Zulu. That said, certain missions require Ding to make the final objective alone, inciting some exciting, solo Rambo-esque running and gunning.
But enough of the single-player mode; there's no 'I' in team so hook up with a bunch of mates and settle into the true essence of Black Arrow - the absolutely fantastic multiplayer options. For counter-terrorist twosomes, a split-screen co-op mode makes its debut and offers a surprisingly tactical experience. Choosing between Practice Missions (complete with different objectives) and Terrorist Hunt (eliminate all enemies throughout the single-player maps), each player lacks the option to control the rest of the team, but must still put valuable covering and sniping techniques to use in order to achieve success.
It's the new System Link and Xbox Live options that have made us really see the light however, because everything lacking from the original has been redressed. Co-op missions and Terrorist Hunt are still present, as is the frantic 16-way Sharpshooter much loved by the online fraternity.
However, the inclusion of a couple of additional game modes means this Arrow really hits the spot. We're sure everyone knows the ins and outs of Capture the Flag, but the intensified strategic element of Black Arrow elevates this beyond the norm of a mad dash. The great level design means each potential push for the flag must be a carefully voice co-ordinated operation and, believe us, this is as tense as shooters go. Capture the Point is basically King of the Hill, but yet again careful planning is the only way to ensure your team is the only one left standing on the hallowed ground.
And so, the burning question. What else does Rainbow Six 3: Black Arrow bring to the table over the original? Well, to be perfectly honest, not a great deal more. The graphics have been given a slight graphical polish, though don't look radically different. Gameplay is pretty much exactly the same, but then if the formula of mixing top-notch strategy and frantic FPS ain't broke, why try and fix it? As a standalone mission disc (meaning you don't require the original game to play it) at £20 this is superb value for money. And because it features such a wealth of multiplayer options and Live playability, you would need to have been shell-shocked by several Flashbangs to not want this in your life. Open wallet, Move to shop and Buy on Zulu. Outstanding, Ding.

TOM CLANCY'S SPLINTER CELL
Gritty, good-looking, exciting and amazingly atmospheric
Action adventure - Issue 10 (December 2002) - 9.0/10

(US01210E)
TomSC.txt
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Don't know about you, but stealth doesn't really figure in our everyday lives at Official Xbox Magazine. Unless, of course, we're late for work (sorry boss), in which case we make the journey from the front door to our desks as unobtrusively as a sponge ninja. Who is invisible. In the main, though, we're not ones to keep quiet for long.
Not everyone can afford to be so astoundingly brash and brazen, mind. Sam Fisher, star of Tom Clancy's Splinter Cell, is one of these people. If he was to prance about like us, loudly impersonating Papa Lazarou from The League of Gentlemen, he'd be shot to bits in seconds.
We're sorry to say that you can't actually do Papa Lazarou impressions in Splinter Cell. What you can do, though, is pretty much everything that a stealthy, gadget-laden blokey like Sam would do in real life (we'd imagine).
Abseil down a building and through a window? Check. Flick off the lights, flick on the night vision, and bash some heads? Go on then.
Play through the game without being constantly interrupted by cut-scenes that last longer than most marriages? Blimey, you can do that too, along with loads of other cool new stuff.
What you can expect from a single-player stealth adventure has changed.
Yes, while the success of Metal Gear Solid and its sequel indicate that gamers like sneaking about, for every Solid Snake fan there's someone who can't be bothered with FMV clip after FMV clip. Those latter folks can now rest easy, because the stealth game they've always wanted to play is here. Sam Fisher has knocked Snake off his pedestal.
Splinter Cell is superb. The feeling of being on a covert mission and doing virtually anything possible to remain undetected has rarely been achieved to the extent it has here. The subtlety of the analogue control means that your actions become as careful and considered as they would be in real life. Staying in the dark and checking out your surroundings with thermal and night vision soon becomes second nature, as does slipping fibre-optic cable under doors and knocking out the lights.
Silently taking out enemies by grabbing them from behind and bashing their heads is a skill that you'll soon become frighteningly adept at. Fans of stealth will love the tense process of tracking a foe and choosing the right moment to attack him.
Happily, that's not all there is to the game. While stealth is always high on Fisher's list of priorities, there's significant variety in the gameplay, helping to keep the basic sneaky premise fresh throughout. On some missions, killing anyone results in failure, putting far more emphasis on remaining totally undetected. New equipment is also added to Sam's arsenal throughout; it's some time before his versatile rifle becomes available, for example.
Other neat variations on the traditional adventure missions include a kidnapping and a rush to defuse a bomb, forcing you to adapt your skills at a moment's notice. Tasks like these prevent the action from ever becoming stale.
The plot encourages progression, too.
Cut-scenes progress the basic plot between missions, with Sam's personal situation being neatly blended with news broadcasts relaying the 'bigger picture' to the world at large.
Relatively unusually for a video game plot (although not previous Tom Clancy games on PC), Splinter Cell's story is genuinely intriguing and mature, not to mention credible.
Perhaps the greatest indication of the story's success is that cut-scenes are welcome when they arise, rather than being something you just want to skip through to get back to the action.
The story is also intertwined in the gameplay. Sam can check computers he comes across and read data sticks dropped by enemies on his nifty Palm computer.
Taking the form of email exchanges between terrorists and often informing you of door codes, these little bites of information add a layer of depth and purpose to the action.
If you've ever played the ground-breaking Deus Ex, you'll understand how little things like this add to the overall atmosphere.
Splinter Cell's jaw-dropping visuals help in this department, too. This is easily among the most impressive looking games we've seen on Xbox and, therefore, ever.
The thermal and night vision filters are as amazing-looking as they are useful: the night vision goggles, in particular, make Sam's world look almost photo-realistic at times. Equally stunning is the lighting. Shadows are cast in an amazingly realistic fashion and are exploited to the full by the game's designers.
As well as looking simply gorgeous, the shadowing is something you'll need to exploit well to remain undetected. If GoldenEye made you constantly check for CCTV cameras whenever you went out, then Splinter Cell will give you an aversion to bright light matched only by vampire moles.
The locations illuminated by the exemplary lighting effects are hugely impressive. Every room looks exactly how you'd expect it to; offices feel like places of work and you can almost smell the Toilet Duck in the lavatories you come across. All this graphical realism adds enormous amounts of atmosphere and grittiness to the action, and the wide variety of locations means there's a hell of a lot of opportunity for showing off. And there's nothing wrong with that.
A trio of niggles stop Splinter Cell from being perfect. Each mission is interspersed with checkpoints, meaning that progression is steady for the most part. But you'll find you get stuck at some points for quite some time; if you get to a new checkpoint with little health and even less ammo, getting to the next one can be a nightmare. It doesn't happen all that often, but when it does, frustration can set in because trial and error is required to work out how to progress beyond these tricky bits.
Some patchy enemy AI contributes to this element of try and retry. It varies quite a bit, so that some guards are convincingly alert and others are simpletons that let you get away with murder (literally). It means that you're never quite sure how they'll react, although that does help make things suitably tense.
The game is rather linear, too. Perhaps because the levels look so realistic, it's easy to assume you are in a building and can go where you want. The truth is that your route through them is largely predetermined, as in a Tomb Raider game. Your freedom tends to be restricted to stealthy strategies rather than how to negotiate levels - we'd have liked a little more leeway to explore more open environments, especially given Sam's impressive repertoire of acrobatics.
That said, the linearity does have its benefits. It means that the game is perfectly paced and exciting, with a minimum of slack moments.
Thankfully, the niggles don't spoil things, mainly because Splinter Cell is such an overwhelmingly enthralling game to play. The combination of cracking scenarios, cutting-edge visuals and tense atmosphere is spot-on. It's one of those games where you tell yourself you'll play to just one more checkpoint before turning it off, and then you look at your watch and three or four hours have passed by.
What's more, it'll stand up to a lot of lengthy gaming sessions, because there are plenty of long missions in the game, with the promise of more to come, thanks to downloadable content via Xbox Live.
This slick, engrossing stealth adventure uses the power of Xbox to its full capacity, and has some of the most exciting moments we've experienced in a game of this sort. This game should be part of your collection.

TOM CLANCY'S SPLINTER CELL CHAOS THEORY
Elegant, engaging and electrifying, Fisher mercilessly silences any competition. The best Splinter Cell yet
Screenshots - Action adventure - Issue 41 (April 2005) - 9.4/10

(US05602W)
SCchaos.txt
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Sshhh.You hear that? A rustle of cellophane. The sinister snapping of Amaray plastic. Then bam! We're out cold. That's what would happen, we imagine, if games somehow developed artificial intelligence, appendages and, erm, the ability to jump off the shelf and assault us. Well, Chaos Theory would at least. But put down the crack pipe, it's more than just belief in the surreal you'll need to suspend whilst playing Tom Clancy's latest stealth 'em up. Without doubt, this is one of the best-looking games we've ever seen on Xbox. Chaos Theory is the true successor to the groundbreaking Tom Clancy's Splinter Cell (Issue 09, 9.0), developed by the same studio that created the original. Pandora Tomorrow (Issue 27, 9.3) was a brilliant stop-gap, but a swift sticky shocker and sleeper hold later, and CT jumps in to relieve command and establish itself as the true sultan of stealth.
If there's one assumption CT does make, it's that the vast majority of its audience will have played, at some stage previously, one of its little brothers. The obligatory pretty cutscene opener details the latest international crisis tempting Sam Fisher out of retirement. Your cast of supporting team members, including no-nonsense tutor Lambert, simply informs Sam in the excellent standard of voice acting we've come to expect, which exotic location and sinister enigma he's being shipped off to visit next. Comprehensive Training videos immediately reiterate the Fishter's espionage ability for the rusty, and detail his incredible new array of skills and kills for everyone else.
Refreshingly, this cut-the-crap approach does allow players to tweak and tailor their equipment before each mission. Go underground like The Jam with sticky cameras and shockers in the Stealth option. And when the situation looks like it could all go Die Hard on you, pack extra ammunition and grenades with the trigger-happy Assault option. Catering for both ends of the patience spectrum, this is a great touch that adds healthy substance to the mix. Indeed, Splinter Cell Chaos Theory tries to pack in more diversity than a shelf full of Kellogg's variety packs, boasting multiple paths through levels. Granted, you'll ultimately reach the same funnel points, but CT's levels feature a myriad of routes through, each posing different puzzles and setpieces to conquer. It makes the original look more railed than London Underground.
Like a Chateauneuf, Sam Fisher has definitely got finer with age. We're not making any slanderous accusations of Botox or Just For Men to hide the ravages of time, but the visuals in CT are truly enlightening. Gorgeously lit levels create some amazingly atmospheric - and realistic - shadows to lurk in. The cod liver oil's been doing the trick too, as Sam's slinky, cat-like movements are animated in a stunningly believable way. For a party with a happy atmosphere, CT delivers like a sticky shocker to the nether regions. Aside from utterly astounding visuals and lighting, the brilliant score perfectly accentuates the immersive atmosphere; subtle and almost unnoticeable during more clandestine moments, rousing to heart-pounding intensity during firefights. Turn up the 5.1 and you'll be jumping out of your pants (what better lone attire is there to play games in?) as bullets crack and ping around you, shattering glass and plaster with frightening realism.
To complement his visual makeover, Sam packs some killer moves too. If Pandora Tomorrow provided the whistles (Black button), Chaos Theory sees Sam boast killing ability with bells on. Entice a guard to your secluded spot and tap the R trigger to execute a no-nonsense, silent kill even Tom Berenger's Sniper (One Shot, One Kill, One Crap Film) would be proud of. There's no gratuitous gore, just a slick, satisfying feeling of getting the job done. It doesn't pay to be quite so knife-happy all the time however, as CT continues to press home the fact that stealth gives wealth. Of information, that is. Grab a guard, interrogate him, and often he'll cough up (before the blood) some very handy info pertaining to the mission, be it door codes or hints on how to navigate tripwires and traps. You'll occasionally get the same information by eavesdropping on a conversation (instead of blithely barging in, frag grenade in hand), yet this doesn't compare to the titillation of hostage taking.
Enemy AI yet again pushes the boundaries beyond what we've previously experienced. Guards often patrol in groups, and lone gunmen aren't afraid to immediately call in their mates if they spot anything untoward. Instead of merely investigating the problem and then promptly disappearing (Stolen, put this dunce's hat on and go sit in the corner), they'll remain in the area till you either discreetly dispatch their number, or evade the now doubly complex patrol patterns. The point of 'Stealth First' is hammered home even more succinctly here. In the previous games, guards would elevate their alert status by progressively donning body armour and helmets. Here, the paranoid perps will suit up quicker than a chauffeur caught with his boss's wife, ultimately fortifying their defensive positions once the alarm stages reach level four. Face shots only here folks, and frickin' hard ones at that. However, this is finely balanced with the welcome addition of a Noise meter, where the varying level of detectable noise you're permitted to make is displayed.
Failing that, your cool thermal vision soon points an accusing finger at heat-emitting Mercs and the like, giving Sam the ability to snipe from a safe distance through their thinly veiled cover. Solid cover isn't a lot safer either, as superb physics see bullets penetrating, pinging off objects and cannoning into enemies. Once again, great AI sees them take up intelligent firing positions, though short, controlled bursts will keep their heads down long enough for you to figure out just what the hell you should do.
In a pleasing bid to make the game more accessible, players can carry on even after they've triggered alarm after alarm, as long as the primary objectives are met. Another huge improvement is the new instant save feature, sure to see a significant drop in heart conditions; no more scraping to the next checkpoint, ammo dry, and with only spit balls and foul language to get by.
The new streamlined interface is less clunky than previous games, and makes selecting weapons and attachments for your SK-20 easier than ever. Gone is the so-last-year PDA system, replaced by a one-touch button menu, but this now means you have access to a brilliantly useful, fully interactive 3D map. Your objectives are clearly displayed, so there's no confusing (read: bloody irritating) backtracking through levels if you've lost your way. Emails are the new data sticks, and when coupled with the odd loud-mouthed guard, provide a perfectly paced drip feed of information with which to complete the mission.
Dispelling the myth that all gruff-voiced, reluctant action heroes like to work alone, CT now offers the superb option of two-player co-op. If Pandora Tomorrow opened the closet doors for dressing in black rubber and lurking in the shadows with fellow espionage enthusiasts, then CT will quite literally blow them off. It's the addition of this fantastic Co-op mode, coupled with seriously innovative features that genuinely enhances the gameplay experience, that makes CT more than just another sequel.
Sod frantic shooters, the subtle craftiness of Chaos Theory has reignited our passion for the precise, methodical approach, something that's been frustratingly absent from a title since, well, Pandora Tomorrow. Awesomely exciting and heart-stoppingly tense in turn, Fisher and co prove the law of diminishing returns completely wrong, and deliver the most complete and cool stealth 'em up we've ever seen. You're never too old for hide and seek when it's as good as this.

TONY HAWK'S AMERICAN WASTELAND
The Hawk-man finally hits Xbox Live - and it's the best one in years
Action - Issue 49 (December 2005) - 8.8/10

(AV07301W)
TonyHawkAW.txt
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It's a bit like learning how to walk again after a tragic skateboarding accident. Every year we have to remind ourselves which button is for grind, relearn exactly how many spins we can get in before smashing into the side of a building, and generally work on the old reflexes so that they can cope with more Tony Hawk. It is, after all, one of the videogame world's finest and fastest inventions.
And once you've got yourself up to speed, this year's offering - which is Tony Hawk number SEVEN if you've been keeping count since 1999 - is right up there with the best that the skateboarding series has managed to produce. You can count the number of new moves on the fingers of a hand that's been caught up in nasty industrial accident, but this year's Hawk sees a streamlining and change in emphasis since last year's THUG sequel. American Wasteland has got rid of all the MTV Jackass stylings, replacing them with a simple Story mode, featuring five generic skater dudes and a fit goth chick called Mindy.
In the game's Story mode you travel to Los Angeles, hook up with skanky aspiring cartoon illustrator Mindy, and set about trashing the city and stealing bits of scenery so you can build the 'ultimate' new skate park in the Hollywood Hills.
The biggest change to this latest Tony Hawk is the way it's joined together. The first area has a busted subway in it, which you eventually open once you've pulled off a few tricks and impressed the right people. This then leads you to the next 'level', which is accessed by skating down the subway. This unlocking system gradually gives you access to all of Tony Hawk's Los Angeles at once, letting you skate from the last level to the first in one long, seamless journey.
This is a great change. There are buses and cars dumped throughout the game that serve as teleport jumps if you want to get from the skate park to Beverly Hills in a few seconds, so there's no need to worry about there being lots of travelling between the different levels. You're in a nice, complete little world, and you're ever so gently forced to learn it really, really well. Which means you get more out of it in the end, rather than scraping the bare minimum to unlock the next one and moving on, as you did in the Hawks of old. Each area's a little different as you'd expect, but there are no jarring leaps from, say, Alcatraz to a cruise ship and then back to a city carnival, like we've seen in the past. It's loads better this way.
Entirely separate from all this are two very different and welcome sections - Classic mode and Xbox Live play. The Classic bit is the good old progressive, level-based Tony Hawk's, featuring familiar levels from previous games polished up and jigged around. Here you skate around Minneapolis and Chicago from the first Tony Hawk's game, doing the usual tasks - collecting SKATE, earning Stat points to make you better and finding hidden video tapes. All very nice, but it's a shame there are no new levels to enjoy.
Custom mode does have one quite superb ace up its torn and dirty old sleeve, though - split-screen play. Now two players can simultaneously battle to achieve the goals, which, when combined with Xbox Live play, makes this by far the most sociable Tony Hawk game yet. And as you'd expect from a series in its seventh year, the behind-the-scenes customisation options are immense. You can edit tricks, morph skaters and create your own custom skate parks, with vast potential for building your own amazing skate zones and a huge variety of ways to make American Wasteland your own personalised skate heaven.
But a lot of the old cheats and minor flaws exploited by experienced players have not been ironed out. In Classic mode, simple Natas spins and easy button-mashing, lip-trick and rail combos let you beat any high score challenge on your first attempt, while the Story section tends to start off with simple tasks before suddenly giving you impossibly complex missions that'll have you frustrated for hours on end.
But then all the last six Tony Hawk games suffered from this, and they did all right for themselves. What you're getting here is a classy set of new levels, Xbox Live play for eight people and a few old classic levels remade for old time's sake just because they can. It's a bit like a director's cut of Tony Hawk's that gets rid of all the rubbish and tightens up the winning formula. It may simply be going through the motions, but they're bloody good motions.

TONY HAWK'S PRO SKATER 3
The biggest and best skateboarding title in the world
Extreme sports - Issue 2 (April 2002) - 8.8/10

(AV00402E)
Tony3.txt
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There's a good reason why the Tony Hawk's franchise has done so well on every system it has graced. When it comes to extreme sport video games, Tony is the man.
More people have scraped his face across the tarmac than any other plank-riding madman, and now we get to do it on Xbox.
Everything you've heard about this game series is true - Tony Hawk's Pro Skater 3 is one of the most immensely playable games around, thanks to brilliant level design and a smart, intricate trick system.
Every one of the 10 main levels has been constructed in such a way that you can perform ludicrous combos and chain together astronomical point scores.
Almost every piece of scenery, whether in the ramp-happy stunt parks or the more unlikely airport lounge level, slots together to make a skater's paradise.
Any curved surface can be used as a launch pad to grab some excellent air. Any edge can be used to pull off a grind, and the manual and revert techniques allow you to thread your tricks together.
Once you've eased yourself into the slick, simple control system and acclimatised to the warp-factor speed of play, each stage becomes a freestyle playground where time is spent mixing together ultra-combos for pure satisfaction.
The airport level, for example, is filled with a series of rails that span the entire stage, beginning at start of the customs corridor and looping all around the departure lounge.
That is, of course, after you've wrung every last challenge, stat point and hidden deck out of the career mode. And then, if you're still gagging, you can build your own little skate Lilliput with the park and character editors.
The option to create your own soundtrack using the Xbox tune-ripping facility is a real plus, because the licensed soundtrack for the game is the weakest (Motšrhead excused) so far in the Tony Hawk's series.
As is the case with Amped (Issue 01, 8.7) and Project Gotham Racing (Issue 01, 8.9), throwing your own favourite tunes from your prized CD collection into the mix makes the game a far more personal experience. After all, what developer could possibly cater for your own music tastes?
The only significantly annoying aspect of the gameplay is the presence of a few glitches. There are a few invisible trip wires - times when your character will suddenly decide to dismount at an awkward angle or collapse arse-over-tit for no reason whatsoever.
Although they are relatively rare (so far, we've found fewer of them here than in the PlayStation 2 version), they're still there and are an unfair fork-in-the-eye, especially during the later levels when the stakes are raised and your trick-scores are as big as lottery jackpots.
To a lesser extent, it's worth mentioning that the tasks have little consequence - they do little to modify the level, and occasionally open up new sections, but that's it.
Everything about THPS3 is pure entertainment - from your first cigar-worthy 100,000-point combo spectacular, to the carrot-snap crunch and smear of blood that follows a tumble.
It's also one of the very few video games around where you can see and feel your skills improving with practice. During your first few shaky goes you'll awkwardly frown at the telly and controller as you struggle to keep your buttocks off the bitumen; the later career goals seem stupidly unattainable. A week later, you're holding your own, your stuntman slapping the combos together like a tasty stir-fry.
After earning your wings by completing every single challenge and besting every competition, you'll go back and do it with another character, exploring the now-familiar parks with a whole new trick-set. Then you'll try and conquer every level goal in a single two minute session. It's possible...
Tony Hawk's 3 takes days to master, but months to truly savour. Whether you're a fat-panted skate loon stereotype or not, that's something well worth playing for.

TONY HAWK'S PRO SKATER 4
Silky trick system. Absolutely tons to do, and then some
Extreme sports - Issue 11 (XMas 2002) - 8.6/10

(AV02302E)
Tony4.txt
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Just about every town in England has a public square or meeting place where you'll see groups of skateboarders gathering to show off their skills. But often, you won't see any actual skateboarding at all; instead, they'll all just take turns to stamp on the ends of their boards before falling off.
But don't mock them. They keep falling off because skateboarding is ankle-twistingly, ligament-wrenchingly tricky, with proper tricks reserved for a super-elite group. Yet these near-mythical heroes, capable of (gasp!) actual skateboarding, are still completely rubbish when placed alongside Tony Hawk. He's a brilliant skateboarder, and he features in brilliant skateboarding games.
Improving Tony Hawk's Pro Skater 3 (Issue 02, 8.8) was always going to be a tall order - that game represents the pinnacle of the extreme sports genre, with a brilliant trick system and tightly designed levels combining to make a truly enjoyable, great game.
It's therefore a brave move by the game's developers to introduce such sweeping changes for the fourth instalment. These changes are mainly structural - gone are the two-minute runs on smaller levels, replaced by sprawling areas of the kind found in Aggressive Inline (Issue 07, 7.7). The time limit has also been dropped, so you can now skate about for as long as you like.
The objectives are still here, though. By approaching a person with a convenient large arrow above their head, you can try a variety of tasks similar to those found in previous Tony games (perform a specific trick, beat a score, collect S-K-A-T-E - you know the sort).
Happily, there's a whole bunch of new objectives, too. Some involve being dragged along by a car or other vehicle and keeping your balance using the standard manual balance meter for an allotted time, while others demand that you race from point to point within a tight time limit. There are also new C-O-M-B-O challenges, plus challenges that demand that you master the new Spine Transfer move.
Despite all the changes, though, for our money THPS4 doesn't quite match up to its predecessor for a number of reasons. One of these concerns the objectives themselves, which vary in quality. Some are top-notch, either with an excellent mini-game feel or just a solid, fair test of your skills. But others can be irritating - the task that asks the player to collect a series of 12 pink elephants is very fiddly for a challenge on the first level, for example, as is the objective where you must use the Spine Transfer between moving carnival floats.
There are a few tasks like these that require you to do the same thing over and over until you nail it - and, because they're rather fiddly, it can be more frustrating than fun. That said, the open structure of the game does mean you can saunter off to try something else for while.
If you're new to the series, you might find THPS4's learning curve frustratingly steep. The game seems to assume a familiarity with the basic controls and throws you straight into tasks that require a fair knowledge of stringing combos together. This may seem a bit presumptuous if you've never played a Pro Skater game before, so be warned. For those of us who have spent hours perfecting our trickery in the past, however, it means we can get stuck straight in without having to perform insultingly simple challenges from the off. There's certainly lots of challenge for seasoned players.
The only other complaint is that the game's new structure has resulted in much larger levels. Admittedly, this is a matter of preference, but the smaller areas found in THPS3 were, we think, better. They seemed tightly designed and rewarding to play, and cramming everything into a smaller space meant that you could know every layout like the back of your skateboard.
That's still theoretically the case with this version, but the larger levels feel a little flabbier. Some parts still demonstrate an admirable level of complexity - the more intricate areas of Alcatraz, for instance - but there are quite a lot of duller areas with nothing more than a few funboxes and kerbs dotted about, too. It's closer to the kind of area you might skate in real life, basically, and how you feel about that will probably dictate how you feel about the new sprawling areas. We prefer the all-out 'game-ness' of the levels in THPS3, though, so ner.
But regardless of the debate over the new game structure, Pro Skater 4 cements the series' reputation as the finest extreme sports game available. The trick system is the best out there, by miles, and stringing together an almost offensive number of tricks is joyful. And, once mastered, the Spine Transfer allows you to negotiate the scenery even more effectively.
The third in the series is still our favourite, but it's a very close-run thing - and regardless, there are hours and hours of high-quality skating to be had here. So, our Tone's pulled it off again - but he's really got his work cut out for the next one.

TONY HAWK'S UNDERGROUND
Refreshingly different and diverse. Hop off and explore!
Extreme sports - Issue 24 (XMas 2003) - 8.6/10

(AV04502E)
THUG.txt
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Urban skaters - despite the efforts of the authorities to move them on from the town centre every Saturday afternoon, and Daily Mail readers' anguish when they show up on interestingly shaped street corners, they're persistent little buggers and somehow fade away and reappear as soon as a disgruntled back is turned on their experimental antics.
Tony Hawk is a leading evangelist in this concrete church. Not only is he one of the most well known and respected extreme sportsmen of all time, but the phenomenal success of his previous four signature video games has introduced an army of armchair athletes to the four-wheeled wonder of skating.
Tony Hawk's Underground, aka THUG, sees a return of the birdman, but is a huge extension of the previous titles. Skate culture eschews mainstream society for restricting creative freedom, and THUG has capitalised on this by allowing the player freedom to hop off of their board at any time (be it midway through a combo or atop a huge electrical pylon). You can now run around, climb onto roofs, and reach what appear to be completely inaccessible areas. This massively expands the playable environments, and genuinely adds a breath of fresh air to the stagnating series.
There are loads of returning pros to play with - all of Tone's mates, in the game as a favour, and surely not just for the huge licensing fees they get paid. However, this time round the Create-A-Skater lets you customise your on-screen persona's sex, body shape, facial details and garb. There are tons of different clothing options available for each part of your skater, and you can choose the exact hue, shade and tint of each garment.
Anyway, we digress from the game itself. You can play as a pro, as before, through free skate levels, and post high scores to unlock bits of video and increase your stats. The real meat of things, however, is in the story mode. Use said created skater, and lead your frowzy friend out of the streets of New Jersey. You've got no money, drug barons are after your mates, and all you want to do is skate. Salvation can be found, though, through running errands for local gangsters in return for favours, and hope flourishes when Chad Muska pays the area a visit. Impress him, and he'll give you your first pro set-up. And so begins an epic journey, whereby impressing cameo pro riders, in various international cities and competitions, will earn you success and pave the way for global superstardom.
The better you get, the more your stats will increase, and the more tricks you'll learn. All the favourite moves are present, and gradually unlock more equipment and decks, eventually culminating in that elusive pro model.
The create-a-park option makes a welcome return too, along with the addition of create-a-trick. Decide what, how and where you grab, bone and spin in the air, in an elaborate and incredibly hard-looking, but stupidly easy executable that'll have your mates going "Whoa, bra!" Or something.
Multiplayer options again make an appearance, and the inclusion of System Link means all the popular cool kids can play together, although criminally there's no Xbox Live play.
As always, the graphics and animation have been given the odd tweak, and the game world is denser than ever. The story mode and free roaming feature genuinely add a bit of flavour to a tried and tested formula, though the car driving sections are a bit lame and frankly unnecessary. Like its real-life counterpart, THUG continues to push the boundaries of what's possible in extreme sports. A real winner.

TONY HAWK'S UNDERGROUND 2
Not much progression in gameplay, but still an excellent, totally enjoyable sports outing that is two games in one
Extreme sports - Issue 36 (December 2004) - 8.5/10

(AV06001W)
THUG2.txt
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This 'Don't try it at home' thing is all getting a bit out of hand. Rocket-airing off the church roof may require some form of precautionary warning, sure, but wheelchairing up an air vent while wearing a leg cast, spinning a 720 chair-flip and acid-dropping onto a Berlin art gallery from a height of 40 feet? Come on, only a fully trained kamikaze airhead would be ready to commit himself to that one. But then, that is exactly what this game is all about.
If anything, the new Tony Hawk's game has taken things to the next level of extremity. Rather than restricting control to your custom-created skate punk, the main Story mode lets you alternate between recognisable pros (Rodney Mullen, Chad Muska et al) and mystery guest stars. These range from go-kart riding Aussie natives to Jackass mentalists on mechanised bulls. It all makes for a game that is marginally more fun and out-there than previous entries.
The quest begins with Tony Hawk and loud-mouthed Bam Margera leading two teams of upcoming pros (some fictional, some real, some from Jackass) on a World Destruction Tour, with the losers forking out for the entire competition. Gulp! You'll start off in Boston, before flying off to sample the delights of Barcelona, Sydney, Berlin and more. This makes for the familiar gameplay of skating around the city, nailing fixed goals (grinding specific routes, setting cops' heads on fire etc), picking up extra challenges and unlocking goodies.
The twist comes in the additional ability to control both your pro team-mates and a bevy of new characters, with less obvious extreme sports vehicles offering alternative handling but similar stunt capabilities. The best - the wheelchair-bound maniac Paulie (whose voice is very suspiciously Cartman-like) - zips along at such an unbelievably fast rate, you'll be bouncing, spinning and grinding across rooftops like a pigeon with its backside on fire. It certainly ramps up the series' humour, whilst also milking its Jackass connection for all its worth.
But the new Tony Hawk's Underground (THUG) experience doesn't end there - Neversoft has generously complemented the new levels with a Classic mode. This revisits the time-limited gameplay of the Pro Skater games, giving you two minutes to complete a number of much-adulated tasks like collecting S-K-A-T-E, smashing sick scores and finding the hidden video tape. Crack the early levels and you'll unlock environments from Pro Skater games 1-3 too, such as the legendary warehouse. With the addition of all your new tricks (like jumping off your board) and the improved grinding skills, beating Classic mode is considerably easier than it used to be. Still, you're essentially getting two games for the price of one.
So something for everyone, then. However, in spite of the gratifying additions, you can't help but feel THUG2, even in Story mode, still plays very much like its predecessors. The controls are virtually identical (if it ain't broke, don't fix it), the skaters perform mightily similar manoeuvres (even aboard a lawnmower) and, stylistically, it's an unnoticeably touched-up affair. In fact, for all its free-roaming environments and Jackass-style humour, at the core remains an experience as close to Pro Skater 2 and 3 as you can possibly get without risk of passing infection. Which is, to be fair, great. Unless you're bored rigid of the greatest extreme sports series known to man, of course.
There are some minor downsides too. The city settings could certainly be larger and more varied. Some feel noticeably restricted in size, while others appear as lacklustre extensions of the previous ones, sporting similar buildings, landmarks and vehicles to trick off. A day and night rotational cycle simply annoys because the lighting is predominately basic (compare it to the forthcoming Midnight Club 3, which is stunning), and the split-screen multiplayer (there's no Live support) is horribly claustrophobic on anything other than a huge TV set. Fortunately, the rest of the game is typical Tony brilliance.
With the reintroduction of the old-skool game, this is certainly the most complete Tony Hawk's offering yet. It may be more cartoon-like than its predecessors, but provided you haven't grown tired of all those boomerangs, kick-flips and boardslides, it is certainly the one to get.

TOP SPIN
Incredible detail. Hands down this is the best tennis game in the world
Sports - Issue 23 (December 2003) - 9.0/10 - Xbox Live features ****

(MS05302E)
TopSpin.txt
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Wimbledon fever might have passed us by but we've finally got a tennis game to keep us gagging for strawberries and cream all year round. But we've not just got 'another tennis game', oh no, Xbox is now host to the richest, deepest, most accessible tennis experience ever, and yes, that does include Sega's once mighty Virtua Tennis. In fact, we would go as far as to say it's even better than the real thing. And that's coming from a genuine fan of the sport.
Since the launch of Xbox we've had to endure some simply shocking attempts. FILA World Tennis (Issue 09, 2.6), Tennis Masters Series 2003 (Issue 10, 3.0) and Pro Tennis WTA Tour (Issue 07, 1.9) weren't worth the grass they're played on. Why quality tennis games are so few and far between is beyond us, but we're thankful to PAM for giving Xbox a tennis game to not shout 'fault' at.
Every button on the controller is vital in making your Grand Slam dream reality, but if you've never played a tennis game before, you'll be acing opponents in no time thanks to the A button. This is basically your safe shot. It won't go like a rocket but you're assured a shot that will get over the net. A good starting point.
Once you've got this licked, you can bring in the other buttons to spice up your rallies. The B button is your top spin shot. Timing this perfectly produces a fast low return of the ball and if you get the angle right, it can be turned into a clean winner with a little practice.
On the other side of the court is the spin shot (X). This can be used to return a ball slowly over the net, allowing you to get back into position ready to receive. Once you've improved your character's stat points, you'll be able to slice and curl the ball left and right, which really annoys a human opponent.
The Y button is the classic get-out-of-trouble shot, otherwise known as the lob. If your opponent's dominating the net, just hit this and watch them run backwards swinging at the ball like it's a pesky fly. On the other hand, you can flick the Left trigger to perform a drop shot if you're getting pummelled from the base line.
Pressing and holding down any button causes your player to wind up his shot before letting rip, while a quick tap produces more of a reflex shot. After playing a few games you'll soon be using your favourite shots in your favourite situations.
But there's one extra level that'll truly separate the men from the women and that's the Risk shot. Hitting and holding the Right trigger serves up a small meter with a line across the middle. The idea is that as another horizontal line moves up and down the column, you have to let go of the trigger when the line's in the middle. Release it perfectly and you'll hit a clean winner, miss the bar and you'll miss the court. It's your choice but it's worth it when you get it right.
If you're not hooked up to Xbox Live, don't worry, there's plenty to see and do in the single-player game. It's a bit slow to start, as you begin as a rookie vying for attention at the bottom of the leader board. Win small-time matches for cash to buy equipment or travel the world to enter bigger tournaments. Earn even more cash from completing training tasks and landing big-name sponsors and you're halfway to becoming the next Pete Sampras. It's more like a role-playing game than a tennis game, but you'll come out the other end a champion. Over Xbox Live you will be able to whack your mates' balls in both singles and doubles tournaments. You really couldn't ask for more. Top Spin has the lot.

TORINO 2006
You won't find any crazy physics or special move fireworks in this plain vanilla sports sim
Sports - Issue 52 (February 2006) - 4.9/10

(TT16902W)
torino.txt

TOTAL CLUB MANAGER 2004
Impressive, accessible management sim. Play out the matches with FIFA 2004
Sports - Issue 24 (XMas 2003) - 8.4/10

(EA06501E)
Total2004.txt
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Sitting somewhere between the accessible LMA Manager 2003 (Issue 10, 8.0), and
the statistical overload of Championship Manager 02/03 (Issue 11, 8.1) comes EA's Total Club Manager, with all the fun of running a team from the comfort of your living room.
Pick a team from the 50 leagues on offer, including an astounding 30,000 pro players. Raise that unknown team from the French second division to the dizzy heights of European glory, or just plump for the Premiership side of your choice like everybody else does.
Menus are the staple diet of footy sims, and there's more on display here than in a square mile of Chinatown. But the user-friendly interface makes a daunting task relatively accessible, as the level of detail here is phenomenal, allowing you to fine-tune every aspect of your team.
Set individual training regimes and team talks with all the players and adjust their personal skill levels, as well as the customary tinkering with formation, tactics and transfer market throughout the season. You're rated on a points system, which is affected by your squad's performance, and both the team and fans' morale. The decision to fine a player after a hotel-wrecking rampage, or giving the wrong answer to a reporter all have a significant effect on morale, thus affecting your overall rating. There's a huge amount of freedom on the practical side of things too, from the stadium to the club's marketing.
As befalls many football management sims, the relentless menus and stats can overwhelm the actual excitement of the season. And this is where the most intriguing feature of Total Club Manager 2004 comes into play. Pick a team for your next fixture, and just jump to the end of the 90 minutes for a predetermined evaluation of your performance.
Alternatively, watch a 3D rendered, accelerated version of the match, issuing tactics and commands via the D-pad, in a bid to change the outcome. The most interesting thing, however, is the Football Fusion option. If you own FIFA 2004 (Issue 23, 8.7) you'll love this. Arrange the fixture, then pop in the FIFA disc. All the match details will be there, so just play out the match then swap discs again for the result to be included in TCM, massively expanding the playability of the game. Clever, eh?
The rendered matches do take an age to load, and the graphics (based on a very basic FIFA engine) aren't great, but otherwise TCM is a pretty innovative way to move a rapidly stagnating genre. Liquid Football.

TOTAL CLUB MANAGER 2005
Stands out as an accessible title in a fairly niche market. Compatible with FIFA 2005
Sports - Issue 35 (November 2004) - 8.7/10

(EA10101E)
Total2005.txt
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As deep and involving as they are, management games require a lot of patience. To its credit, Total Club Manager does everything to make this as exciting an experience as possible. Banging menu music grabs you by the lapels of your sheepskin and drags you kicking into the game.
Pick a team from the multitude of worldwide squads on offer (yep, take that obscure second-division Portuguese side to European glory and beyond), and immerse yourself in the almost incomprehensible number of squad options, from buying, selling and training players to taking care of the day-to-day running of the club.
After prepping your team to the best of your ability, match days roll around quicker than Lady Chatterly. Skip a game and an instant result is available, calculated on the relative strengths of each game influencing the random nature of a football match. But we'd much rather participate than spectate, and TCM allows players to view a real(ish)-time game, with the ability to significantly affect the outcome. Watch the game comfortingly surrounded by menus of player stats and possible dugout shouts. Simple, intuitive commands like Attack and Defend are complemented by more complex shouts like Pressing and Play Dirty. But utilise the fantastic Football Fusion option and you can take total control. Pop in your FIFA 2005 disc, and you can physically play through the virtual fixture. It may be a bit of a faff swapping between discs, but aficionados won't find a more immersive football experience.
TCM stands out as one of the more accessible titles in a fairly niche market. It might not have the technical weight of its PC counterpart, but it leads the league of management sims on Xbox.

TOTAL IMMERSION RACING
Original ideas and solid visuals, but slow with unspectacular AI
Driving - Issue 11 (XMas 2002) - 5.7/10

(EM00301E)
Total.txt
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As I write this review, Total Immersion Racing is already on sale. Normally when that happens, it's a sign that a publisher suspects less-than-decent reviews and wants to shift a few copies before punters are wise to its iffy status. But that's not entirely the case here.
TIR's special twist is its AI - each driver has some sort of personality, dictating how they'll react to certain situations. Each car also has a meter above it (turn offable with the B button) that shows their current attitude to you - keep cutting them up or crashing into them, and it'll fill up with red mist. The idea is to add a more dramatic, human element to the action that could ultimately see you develop rivals who'll take you out in the last race of the season because you called their Mum a bad name several races ago.
It's a nice idea, but in practice it doesn't really add a vast amount of depth to the action. It is noticeable that some of your fellow racers are more happy than others to push you off the circuit, but it doesn't really feel much more sophisticated than that.
So, the AI isn't as spectacular as we'd hoped it might be, but TIR's main problem is the handling of the cars themselves. It's very difficult to get them around anything but the shallowest of corners without slowing down to a pedestrian pace. They don't hold the road, and keeping them on the track means driving slowly. Which doesn't allow for much excitement. The cars feel floaty too, with no sensation of them having any meaningful contact with the road. Later cars address the speed problem, but you never feel you're in a race with a souped-up car, caning it for all you're worth. The speedo might say 100mph, but it rarely feels like more than 40mph.
There's something likeable about TIR though, despite its failings. It's solid but unspectacular, basically, and once you accept the handling it provides some pleasant enough moments. And there are some nice ideas other than the narky drivers, such as the Challenge mode - which is a series of 30 different driving challenges that unlock new cars and the like as you progress through them.
TIR isn't a revelation, then, but neither is it a total failure. The slow pace and uncomfortable handling detracts from what could have been a good game. As it is, you'll only be waist-deep in the immersion stakes.

TOTAL OVERDOSE
Fajita-flavoured blasting madness! Tony Hawk's meets GTA meets Burnout in this mental arcade shooter
Action - Issue 48 (November 2005) - 7.6/10

(SC01601W)
TotalOverdose.txt
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Let's get straight to the point. Shooting people is fun. But before the moral outcry, we mean shooting people in videogames. And before the letters come flooding in about how little Jimmy is being corrupted by the evil of videogames, we're referring strictly to titles with an 18 CERTIFICATE. Total Overdose makes no bones of its content (apart from those of your enemies), and revels in unabashed violence. The comical Mexican flavour sits well with the ultraviolent action, and the affectionate pastiche borrows heavily from every fajita-flavoured film of the last few years.
Killing is more than a necessity in the game - it's an art form. Total Overdose is all about racking up style points. Points mean more than just prizes; each milestone (every 5,000 points or so) unlocks new weapon abilities, health upgrades, and more importantly, more stylish ways of dispatching enemies. Hold the Left trigger and hit any direction on the Left thumbstick, and the old bullet time kicks in while your hombre dramatically dives all over the place. Take an enemy down during this window of opportunity, and you'll amass points - the more outrageous the move, the bigger the bonus. Bounce off cars, flip off walls; there's tons of fun to be had learning and performing a wealth of murderous moves.
Every time you dispatch an enemy, a combo timer starts counting down. You're encouraged to take down another opponent before it resets, at which point it begins again. Chaining kills together is both challenging and fun, and the desperate race against time to find another victim and be as creative with him as possible is a right laugh.
Pull off a particularly spectacular kill, and you'll be rewarded with a Loco move. Mapped to the D-pad, activate one of these and a special ability kicks in - momentarily you'll pull off one-shot kills, gain the powers of a Raging Bull, or summon the help of a fat, very angry wrestler, or the grenade-launcher wielding Sombrero of Death.
Quite... Again, it's all executed really well, and the humour stays strictly tongue-in-cheek. The AI of these CPU team-mates isn't as hot as it could be, but they can still seek out and kill opponents of their own accord well enough. The environments are essentially free-roaming, but the city settings aren't very expansive and can easily be traversed on foot in a couple of minutes. Vehicles are present, but due to the size of the urban environments (and occasionally tricky handling), they aren't crucial to the game.
It's the top mix of crazy humour and frenzied action that elevates Total Overdose above every other generic actioner out there, though. Sure, the action could be seen as mindlessly repetitive, but then to an extent you're only limited by your own creativity. Just kick back and lap up the theatrical gunplay in this sizzling shooter, and you won't get burned.

TOUR DE FRANCE
Great idea, but everything about it is sub-standard
Racing - Issue 6 (August 2002) - 4.6/10

(KN01501E)
Tour.txt
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In the absence of any cycling games, Tour De France, a bike-racing title focusing on strategy and conservation of energy rather than leaving skid marks that can be seen from Venus, is a good idea.
In fact, the closest we've come to a title like this is the gladiatrocious Circus Maximus (Issue 05, 3.5), where you had to avoid knackering your horses while still keeping the speed at a premium.
The key to winning races in Tour De France is patience, and effective use of the slipstream provided by packs of competitors around you; a feature that works very well. A slipstream looks like a cheap firework is being held to your face, but it shows in what direction the slipstream is in effect and how you should overtake. It's key to the idea of pacing; riding a slipstream lets you get your puff back, meaning that, when the time is right, you can make a break for the next pack of riders in the distance.
This travelling from group to group is what Tour De France is all about and, while it's a novel idea, it's just a bit uninvolving. Besides looking like a PS2 game on a bad hair day, the bike handles in a twitchy manner.
Rising through the pack is an absolute nightmare due to the unsubtle collisions. The infuriating, untouchable syndrome that often plagues kart games is present here. If you even so much dare as brush against a competitor, they continue unfazed while you're knocked away into a lower position. It even happens if one of them nudges you from behind.
Accelerating is unresponsive, too. You have to hammer the A button to pedal faster, yet it could have been so much better if the analogue controls were employed. As it stands, the triggers are wasted on gear changes and the right thumbstick is unemployed.
If someone were to build on the shaky gameplay of Tour De France and make a better title with push bikes, we'd gladly give it a whirl. As it stands, we'll stick with the motorbikes of MotoGP (Issue 04, 8.9).

TOXIC GRIND
A few imaginative tracks can't disguise the lack of flair or polish
Extreme sports - Issue 11 (XMas 2002) - 4.8/10

(TQ00702E)
Toxic.txt
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Nobody likes alarm bells. An alarm bell nearly always heralds the arrival of something bad or unpleasant - anything from waking up on a cold Monday morning to evacuating a burning building. Alarms are bad news, trust us.
The OXM office has a special alarm reserved for suspect games. In the case of Toxic Grind, it first went off when we received word of an extreme sports title that's main claim to fame was that it was the first BMX game to incorporate a storyline. A storyline in an extreme sports game - surely that can't be as important as graphics, handling, playability and excitement? Well, according to THQ and Blue Shift, it can be.
In the future, BMX riding is illegal. It's a crime punishable by having to compete in a series of extreme challenges for a reality TV show called Toxic Grind. Unfortunately, the culling of many BMX riders has resulted in the bad guy, Dixon Von Blass, resorting to time travel to snare fresh meat. And as an American hotshot BMX champ who gets zapped from the present to the future, that's where you come in.
The purpose of this patchy plot is basically to present a BMX game in a different light. But if developers are going to diversify from the core skills of making a competent extreme sports title, then they really need to have mastered the fundamental requirements first.
Ultimately, a BMX game - with or without a story - is still a BMX game. As such, it needs to have responsive handling, playability, an authentic feel and heaps of excitement as its cornerstone, long before getting into the bells and whistles of a plot. The plot in this game basically consists of different settings to do the same standard biking stuff of having to pull off enough tricks to survive the level or out-trick an AI opponent - it doesn't really offer anything new.
Toxic Grind fails because it hasn't really paid enough attention to delivering a worthwhile BMX experience, instead trying to smokescreen the issue with a poor story that may as well not be there. The collision detection is unstable - with wheels occasionally sinking into the track, fortunately not resulting in a crash. There is little sensation of fluid play and you never really achieve the same feeling of zipping along, as you do in the Tony Hawk's Pro Skater series - even though you're in charge of a much faster vehicle than a skateboard.
There are a couple of nice touches, such as a few imaginative power-ups and a couple of visually appealing tracks, but it doesn't disguise the fact that Toxic Grind is just a very average game. If two-wheeled grinding and verting is your thing, check out Dave Mirra Freestyle BMX 2 (Issue 02, 6.9) instead.

TRANSWORLD SNOWBOARDING
A looker, but boredom sets in once the views have been admired
Extreme sports - Issue 10 (December 2002) - 6.1/10

(IG00402E)
Transworld1.txt
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Those of you not so keen on the realistic snowboarding offered up by Amped (Issue 01, 8.7), will have been keeping an eye on TransWorld Snowboarding over the last few months.
Not only has every one of its preview versions looked amazing, exploiting the graphical grunt of Xbox to the full, but it has also taken the arcade approach to snowboarding action, with a number of goals to attain on each stage. Beat a certain score, bust a certain trick in a certain place - you know the drill.
Much of the beauty of the screenshots is present in the finished game. The way the sun gleams on shiny groomed snow and dapples across thick powder is lovely, and highly evocative of the real thing.
And, unlike Amped, the slopes are crammed with incidental detail; lickle snow hares jump about, reindeers stand around grazing and snowmobiles buzz around the place. A particularly nice touch is the way your goggles fall off if you land on your head. We like this kind of thing. But the visual wonderment is let down by occasional juddery slowdown and the game is a teeny, tiny bit glitchy.
The way objects react when your 'boarder hits them is odd. Smashing your way into and through a herd of deer (come on, we had to try it) results in the animals dispersing as if made of fibreglass. It might not seem like much, but there are a handful of things like this that detract from the solidity of the game. It's a shame, because so much work has clearly gone into making it.
The main problem with TransWorld Snowboarding, though, is that it's too easy (as noted in Issue 08's Exclusive Access). If you've ever played another extreme sports game, you'll breeze through this like a veteran on the nursery slopes. It's almost impossible to fall over without trying really hard to do so, but this does mean that you can effortlessly put together the combos needed for the serious scores.
Keeping a massive combo going for ages is fun, but the excessive simplicity of play means there's little satisfaction in nailing a big one. Odds are you'll feel rather nonplussed after seeing most of what the game has to offer after a few goes. This probably won't see you through the long winter months ahead.
TransWorld Snowboarding isn't terrible by any means. But it is average in the extreme, and can't compete with Amped, unless you like your snowboarding really simple.
If you must have another arcade-style snowboarding game, you will get some entertainment from this. But there's months of play to be had from Amped.

TRANSWORLD SURF
Some really great water effects but not enough variation
Extreme sports - Issue 2 (April 2002) - 6.1/10

(IG00502E)
Transworld2.txt
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Tucked away in its deepest depth, the blue planet contains all of Mother Nature's maddest secrets and gonky rejects - fish that look like coathangers, for example. In comparison, there's not much happening on its surface.
Well, there are waves - big crashing swells of water perfect for propelling some free-spirited daredevil about on a slice of plywood. And that's where Transworld Surf comes in.
In structure and spirit, this follows the excellent Tony Hawk's blueprint. Choose a dude from a line-up of surfing's A-list bigwigs, then carve your way through several levels of challenges and competitions using an elaborate trick system, stringing together lady-impressing combos as you go.
When it comes to actually completing these challenges and competitions, though, it's an acquired taste. Controlling your rider is cumbersome and frustrating.
It may be an accurate reproduction of the sport, but it's nowhere near as rewarding as the masterclass of freestyle stunt expression that is Tony Hawk's Pro Skater 3. The tasks are a bit lame, but that's what happens when you stage a game on the lip of a wave - there's not going to be that much to do outside of board-based water wiggling.
A serious oversight is the lack of a tutorial level, a training mode or any kind of on-screen prompt. Having to read and learn all the moves in the manual is a real downer, and you're reduced to progress via trial and error.
The showcase effect for a title like this has to be the water, and it's a strangely mixed bag in TWS. As the camera zooms in from its aerial view of the entire bay, straight into the thick of the action, it's gorgeous. The briny in the sunny levels looks stunning - you can almost taste the spray as waves billow, swirling the barrels. But when it's cloudy, the sea becomes an oily slick that looks like a lake of liquid metal.
This may be an authentic and fairly deep take on the sport but, as a game taken on its own playable merits, Transworld Surf is average at best.

TRON 2.0: KILLER APP
Tron 2.0 was probably a better PC game than this Xbox version. Good to see such a comprehensive multiplayer side
First-person shooter - Issue 37 (XMas 2004) - 6.8/10

(BV00102W)
Tron2.txt
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Tron 2.0 is all about computers, perhaps to a greater extent than Climax intended. Unlike most Xbox FPSs that feel like they've been tailored especially for the console, or at least heavily optimised for it, this game plays like a PC game. It's no coincidence. It came out a year ago on PC and despite a tenacious smattering of Live features, hasn't been significantly updated.
Abundant load screens are the most obvious culprits. Most levels are short but loading times often still break the 20-second mark. Frustratingly, the level also reloads after each death, just when you want to jump straight back into the action and get revenge on the virus who de-rezzed you.
Our other major 'glitch' in the system is the targeting. It'd feel more at home on a mouse and keyboard than the Xbox pad. When throwing your lethal disc, the margin for error is tiny, thanks in part to the minuscule crosshair. You need the kind of accuracy only a mouse can provide. It doesn't help that the disc is the only weapon worth using. Most of the others cause a severe drain on your energy and the burden of backtracking to recharge nodes is bigger than the perks of wielding them.
Although the combat is far from inspiring, we are very impressed by the ability to transform into a light cycle. This really shines in multiplayer, where you can both run around on foot or instantly rez up some wheels and mow through the opposition. Alternatively, it's possible to set the game to light cycles only, transforming Tron 2.0 into an extremely fun throwback of the 1977 Atari game Surround. The object here is to force your enemies to crash into your light trail. Racing around the immense, tiled arenas is fast, colourful and plays better than ever in 3D. Ironically, this retro-skewed game mode is the most fun part of the entire experience. It's equally surprising that the graphics are so appealing, even though they're based on a film about 20-year-old technology. We guess it's a testament to the vision of the movie that the settings and characters still seem fresh and interesting today. Cool graphical effects including light-bloom also helps.
We also particularly like the upgrade feature which works in a similar way to Deus Ex: Invisible War's biomods. Downloading new abilities and choosing which ones to upgrade means that two players could end up with vastly different characters at the end of the game. It's a shame the upgrade interface is so fiddly.
Tron 2.0 offers plenty to shout about in multiplayer, particularly complete support for Xbox Live 3.0 features including voice messaging. Overall, the multiplayer game modes are far more engaging than the story mode, whose biggest failing is a lack of variety. One for Xbox Live maniacs only.

TRUE CRIME: NEW YORK CITY
The gangsters are back, ruder and nastier than before - and with an incredible looking NYC to terrorise. This kicks LA's arse...
Action - Issue 51 (January 2006) - 8.0/10

(AV06902E)
TrueCrimeNYC.txt
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You know a few years ago everyone was going on about games being like movies? But then all that happened was games got stuffed full of rubbish movie clips and got more boring and worse. Well, we've got some good news about that - True Crime: New York City does a fantastic job at shovelling Hollywood production values into Xbox.
The cut-scenes, characters, acting and general presentation of the action here are all quite superb, with top-drawer Hollywood actors and a stylish, cool and a very enjoyable plot being told between True Crime's many shooting bits. Sadly, the plot is that same really old, rubbish one about people getting killed, finding out who did it and unearthing a conspiracy, but the way it looks and unfolds is Triple-A Hollywood through and through.
The New York City part is equally polished and big-budget. The streets are rammed with cars, pedestrians and suspiciously flimsy lampposts to send cartwheeling through the air, giving the town a buzzing atmosphere. Central Park is packed with people that you can drive over or help, depending if you're going for a good or bad cop day.
The controls are way better than those of 2003's Streets of LA. Marcus has a lock-on auto-aim for shooting ease, plus a press of a button kicks in manual override and lets you aim for yourself if you'd prefer. Fighting is simpler and easier with less emphasis on bullet time and martial arts skills, and more importance on hammering A and X. Simpler, but it makes the game more instantly playable.
The whole tedious idea of training your character through Streets of LA's lengthy dojo sections has been obliterated, in favour of letting you buy new skills or, better still, the game just giving them to you when you rank up. It's an easier, friendlier system that removes much of Streets of LA's boring bits.
Also new for New York is a collecting angle that encourages you to clean up the streets to earn money, whether by honest means or by planting drugs on housewives. Each mission starts back at the precinct, and from here you pick your clothes and car for the day - or until you die and have to start again. Instead of just stealing cars you now have an underground garage of cop and civilian vehicles you've unlocked and bought, which lets you drive what you like without having to bank on stumbling across the right car to steal outside.
Buying cars means you're forced to complete random street crimes for the money, making the game a much bigger proposition. The only downside to this precinct business is that you have to start there whenever you load a saved game, so the process of picking a car, selecting your outfit and cashing paychecks does start to drag after a while. Damn paperwork!
What remains, though, is an extremely tight and linear plot. There's not much deviating from the story, with failed missions dumping you into straightforward alternative play sections where you get yourself back on the main story arc. If you play it solely to follow the plot, and ignore the bonus missions that pop up as you drive about the city, True Crime: NYC will be a rather short experience.
The whole good/bad play angle remains to boost longevity many times over, with you able to make Marcus a goody-goody nice cop or have him steal, plant evidence and generally rough up the citizens. It works, makes the street crimes worth solving and gives you a reason to go back to it long after the gangsta plot has been resolved.
Despite all the murders, New York's a great place to be - and the game's better as a result. The city is more interesting than LA and easier to get around thanks to the subway. The story is clich‚d 'gangsta' nonsense but extremely well presented, plus the good/bad cop city-cleansing missions are a huge challenge that'll have you busting human scum for months. New York kicks LA's arse.

TRUE CRIME: STREETS OF L.A.
Decent attempt at encompassing driving, fighting and shooting, but it can't beat GTA
Driving - Issue 24 (XMas 2003) - 8.2/10

(AV01407E)
TrueCrime.txt
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Picture the scene. The sun's shining, the radio's loud, and you're cruising round the city in a requisitioned car, stopping every so often to rough up a suspect passer-by or two. You'd be forgiven for thinking that you're a hardened thug from Grand Theft Auto 3 (soon to be released on Xbox) and not an officer in the LAPD. And whilst not the most morally sound of professions, the criminal life certainly has its financial benefits. That is, until a multi-clich?d, washed-out cop, Nick Kang, the star of True Crime: Streets of L.A. is called back in for one last job.
Nick Kang is the latest in a long line of loose cannons, with a bag of chips on his shoulder and a van-load of vendettas to see through, recalled to the LAPD's Elite Operations Division to combat the rising level of Triad and Russian Mafia-related violence. The orphan of a disgraced cop, Kang went to the school of the streets and learnt a martial art or two along the way. So, having reluctantly rejoined the boys in blue, he's on a one-man mission of revenge.
But enough of the bastardised cop drama screenplays, True Crime is the real deal. First up and a prerequisite of any big title is a quality voiceover, and the developer hasn't scrimped one bit with the stellar range of talent on display; Christopher Walken on the narrative, Gary Oldman, Michael Madsen and Michelle Rodriguez as characters and Snoop Dogg and Ice Cube on the soundtrack are present, although they struggle with a cheesy script.
Quality's got to have some quantity to back it up, and there's no shortage here. Over 240 square miles of Los Angeles have been accurately recreated, paving the way for a possible 100 manic missions to drive, fight, or shoot through (either via a first- or third-person perspective). There's an impressive amount of freedom here, as our hero is able to commandeer any vehicle he comes across, ˆ la GTA, only this time in the name of solving crimes, not carrying them out. So dig out those string-backs because driving plays a big part in this game. Maniacally drive across town (using the handy bottom-left map for navigation) to thwart a robbery or pick up a witness before the bad guys get to them. Be cautious of taking out innocent bystanders though, as while each vehicle handles quite differently, they all have a tendency to slide all over the place when cornering, and public genocide has some very bad consequences. But more of that later.
If the morning rush hour all gets a bit too much, Nick is free to jump out of his chosen vehicle at any time with a quick pull of the Left trigger. You'll spend a lot of time on foot, with two modes of combat to defend Kang against the scourge of society. Hand-to-hand combat is achieved via simple one- and two-button combos, with special moves available once learned in the friendly neighbourhood dojo. Gunplay, however, is far more exciting. Draw twin pistols with a quick Right trigger tap, and handily pick up more powerful assault rifles or shotguns left behind by recently departed foes. Fire again using the Right trigger, but holding it down will engage first-person mode, where time momentarily slows down to make that all-important headshot a little bit easier. Frequently though, you'll accidentally enter this perspective in a haze of quick-fire bloodlust, which can be very frustrating and off-putting during heated gun battles.
Normal cruising sections, (far from letting Kang pick up random guys on street corners, and occurring at the end of each story episode) allow you to freely roam the titular streets of L.A. resolving crimes, alerted via your trusty police frequency. Pursue by car or on foot to apprehend the lowlife, and attempt to successfully bring the suspect down. It's crucial that you use minimum force (and significantly more challenging).
Now why would a badass cop like Kang want to use fists when guns would be easier? Well, pivotal to the game is your good cop/bad cop rating system, typified by the on-screen Yin Yang symbol. Carry out good deeds, like the use of non-lethal force to rescue a mugging victim, and you'll earn good cop points. However, needlessly kill criminals, or run over pedestrians during driving stages, and you'll clock bad cop points. Badge points are also awarded for admirable conduct, and these can be exchanged for street races or training sessions at the gym or shooting range, thus earning upgrades to your car, fighting skills and weapons. The gym and driving challenges are relatively easy, but you'll need frequent use of the 'cover' function (the A button) to get through the tricky shooting tasks.
And so this leads us to the most intriguing aspect of the game... that the multi-branching storyline is seriously affected by your behaviour throughout the levels. Good or bad performances result in different outcomes and, leading into the next varying mission, differing cutscenes. By following multiple paths through the storyline, you'll see a whole host of different characters and the replayability factor is greatly increased. However, nice guys certainly don't finish last here, as although you're meant to have total freedom during the game, a bad cop rating will just lead to several plot dead ends, which could have been exploited a bit more. Thus a good cop status is required to get through most of the story.
A couple of fundamental niggles like these, with occasional camera flaws, unfortunately prevent True Crime: Streets of L.A. from being a truly great and groundbreaking title, but it's still a relatively successful achievement of a very ambitious project.

TUROK EVOLUTION
Disappointing sequel. Feels older than the dinosaurs it features
Action/Shooter - Issue 8 (October 2002) - 6.6/10

(AC00402E)
TurokEvolution.txt
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The Turok series carries a bit of baggage. The first game, Turok: Dinosaur Hunter, was a super-expensive Nintendo 64 launch title. Acclaimed for its lush visuals and atmospheric dinosaur shooting, it also attracted criticism for its irritating platform sections.
Then came a big-hype sequel, boasting an OTT armoury (including the famous, head-emptying Cerebral Bore), gaps between save points that could be measured in light years and not much else. It's fair to say that Turok 2: Seeds of Evil was something of a disappointment.
Two more so-so follow-ups came and went, and now there's Turok Evolution with its new muscular protagonist Tal'Set in another world of outlandish weaponry, big lizards and lush jungles.
Dive straight into the first mission with high hopes of a Jurassic lark, and you might be a little disappointed. Back on N64, the jungle of T:DH was foggy, but it was atmospheric, sweaty and claustrophobic. On Xbox - a console that could have the N64 as a snack between meals, let alone for breakfast - the jungle is a bit gaudy, and poorly textured.
In this day and age, we've come to expect good lighting as standard, and that is noticeably absent here. Without it, the resulting cartoon-bright, plastic look of the daytime levels feels odd in a game like this. The later night levels veer uncomfortably close to N64-style brownness, and the texture quality is poor.
After the first set of levels, the game switches to a third-person, flight-based shoot-'em-up, with you in control of a pteranodon equipped with missiles and guns. It's the first time the Turok series has taken a departure from first-person gameplay, and it's okay once you've tamed the rather unwieldy beast.
However, players keen to shoot dinos in the first person (the reason many people invest in a Turok) might not be too impressed. It's a nice idea that hasn't been implemented well enough to improve the overall experience.
Wade through the first jungle and flying sections, though, and you'll find things get much more interesting. An ascent of a mountain path is livened up with a natty sniper pistol, and interesting new weapons start to present themselves as you progress.
There's some variety in the gameplay, too, with one set of levels requiring Tal'Set to infiltrate an enemy camp under cover of darkness. Yes, it's stealth time, and it works well. Shooting poison arrows into enemies and then ducking for cover while the poison does its work is tense and satisfying.
Turok, though, is all about the weapons. If there's one thing that distinguishes this series of games from other first-person shooters, it's the long list of devices that you can kill things with. This instalment is no exception.
From the sniper pistol onwards, the weapons get better and better as you progress. The accompanying effects are great: from the heat-haze explosion of the rocket launcher and flame-thrower to the excellent remote control spider mine.
These cool new toys encourage progress, providing a strong incentive to get to the next area, but they also highlight the old-fashioned nature of the game. Guns found early on in the game are pretty much redundant when more powerful weapons are found later.
And for some reason, the handy, quick select weapon wheel of previous Turok games has been ditched, so that you now have to cycle through weapons to find the right one. It's a very annoying task in frantic situations.
An equally grumblesome feature is the poor enemy artificial intelligence. While foes will duck for cover on occasion, nearly all opposition creatures are dense cannon fodder.
It's not that they're not fun to fight against - many of the pitched battles can be very satisfying - but you never find yourself completely swept up in the game world. Enemies never seem to consider their environment at all.
Things have moved on, but Turok Evolution hasn't evolved as much as it maybe likes to think it has. In the light of advancements made in the FPS genre, this game feels as primitive as some of the lizards you have to shoot, especially when dying leads to a lengthy trip back to the start of a level.
The game does pose a stern challenge, with teleporting enemies and longer levels being used to prolong the experience the further you get into the game. Sadly though, it's the kind of toughness that tests your patience as much as your skills, since enemies are always in the same place each time you play. Players keen to see the end must be prepared to put in some hard, frustrating work; often, it's only the urge to see the next weapon that keeps you playing at all.
The multiplayer mode is shoddy, with a low frame rate, muddy and indistinct graphics and some uninspired arenas preventing it from being a genuine contender in the multiplayer FPS stakes.
Ultimately, the frantic, flashy battles in Evolution do provide some fun. But in the wake of Halo, and with plenty of other big-name shooters Xbox-bound, it does feel as though the series has run into something of a dead end.
Turok fans may find that this works its way into their consciousness like a Cerebral Bore. For the rest of us, the unadventurous, old-fashioned gameplay is likely to be a different kind of bore altogether.

TY THE TASMANIAN TIGER
Not just for kids. There's plenty here to challenge older gamers
Platformer - Issue 10 (December 2002) - 7.6/10

(EA04101E)
Ty.txt
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'No worries, mate!' is a phrase you'll hear over and over again during
Ty the Tasmanian Tiger. It's a constant reminder of the fun and carefree attitude that runs through the game.
Deep in the Australian Outback, Ty must collect five magical talismans to rescue his parents from suspended animation. Evil dodo Boss Cass has sent his minions - lizards, razorbacks and crocodiles - to thwart the Tasmanian tiger's rescue attempt.
If everything sounds a bit cute and cuddly so far, well, it is. All the characters are bright and colourful and the world Ty inhabits is lush and full of detail. The opening hub level is full of cartoony touches like harmless wallabies hopping about and ants crawling across the dusty plains.
The scale of some of the levels, including Rainforest, Coral Reef and Snowy Mountains, is surprising. They're non-linear and you can have fun exploring without getting lost, thanks to a useful in-game map. Thankfully, the map doesn't give away all the secrets.
Aside from searching for the five mystical talismans, you also have to locate Golden Cogs, rescue Ty's Bilbie friends and find Thunder Eggs, Rainbow Eggs and boomerangs. Such a wealth of items to find would normally be a good thing but it's all thrown at you right at the beginning. You don't really know what all these things actually do until you've collected them.
Ty is easy to control. Initially, he can deliver a powerful bite and throw his boomers. Later on, he discovers boomerang upgrades and plenty of other new skills. This helps to keep the game fresh in the latter stages. Aiming the boomerang is nice and easy, thanks to a useful first-person crosshair activated with a press of the Left trigger.
If there's a single major criticism of Ty, it's the shameless borrowing from Rare's benchmark platformers, especially Banjo-Kazooie. But Krome Studios could not have had a better role model, and has incorporated the finest qualities of the platform genre into this game.
Describing this as 'just for kids' is wrong. While the fun and colourful characters will keep nippers entertained, there's plenty here to challenge older gamers. Ty won't hold your attention for as long as the sublime Blinx, but this is still a worthy addition to any platform fan's Christmas list.

TY THE TASMANIAN TIGER 2: BUSH RESCUE
Far too generic for hardcore platform fans but younger gamers will love it. Pass if you're over 12, though
Platformer - Issue 36 (December 2004) - 5.7/10

(EA09902E)
Ty2.txt
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No sniggering at the back! Bush Rescue is a GTA-style kiddies' romp starring the entire catalogue of Australian animals. And despite the dubious name, you won't see a beaver anywhere.
On initial contact with Ty The Tasmanian Tiger 2: Bush Rescue, you'll roll your eyes and mutter something about 'bloody platform games', or 'generic ballsy rodent game character rip-off sequel'. Both would be correct - this is a platform game with another not-quite-as-cool-as-it-thinks-it-is leading character, and there are gems to scramble around collecting, but it's the GTA-style mission structures that give some breadth to the otherwise paint-by-numbers gaming, just as it did the original.
You'll be bombing around on the back of a Yute, diving through billabongs and interacting with all manner of Aussie inhabitants, just like in the first Ty title (Issue 10, 7.6), but this time the action has been cranked up a notch. Ty can now leap into the cockpit of giant clunking mechs or behind the turret of a mounted mortar gun in an attempt to broaden the scope of gameplay. And although it does so, the whole thing still feels as though you've played it in its entirety before.
The sub-missions which see you walloping stray crocs in the sewers or testing out battle arenas for your mad professor friend are fine distractions, but nothing other than distractions. They're certainly not awe-inspiring slices of innovation.
Where Ty 2 does push back the borders of banality, it does so with small touches and incidental things. Many levels are filled with beautiful blink-and-you'll-miss-them moments such as the Koala RAC going about their business hauling a car to safety after plunging from a bridge, or old inhabitants of towns stopping for a chat with their friends. It may not actually add anything to the game, but its endearing nonetheless.
Ty's rack of boomerangs is back and fired up too, ranging from the standard 'rang' to the kaboomarang (guess what that does), the infrarang, x-rang, and the megarang. Each has its own attribute, be it the ability to destroy metal crates or, in the case of the x-rang, be able to spot bad guys in disguise who'd seek to sabotage your do-gooding.
Despite these blips of interest, despite the cute animals going about their business and the cute things you're asked to do with your 'rang (we could think of a few), Ty 2 remains flat. It feels as though it's been designed by people who market rubberised cheese in the shape of string under the pretext that's it's somehow cool. A Tasmanian Tiger needs more than just a 14-year-old's haircut and 'tude to make him a platforming icon. Look at Crash - he never utters a word, yet is infinitely cooler.
But what's the point in splitting hairs over which marsupial has more cred? Ty 2, for all the effort (and don't get us wrong, a lot of effort has been applied), retreads such a familiar path, and feels so utterly vacuous, you might just as well look at the box and consider the game completed. A solid attempt, but nowhere near as inventive as it needed to be.

UEFA CHAMPIONS LEAGUE 2004-2005
Enjoyable but by no means essential. Pro Evo 4 is still the footy title to own
Sports - Issue 39 (February 2005) - 7.8/10

(EA11201E)
UEFAChamp.txt
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Well, they've certainly managed to get the referees right. One-nil down to Maccabi Tel-Aviv in the opening qualifier, the clock ticking down to 90, you steam into the penalty area, only the keeper to beat, you shimmy, dribble, pull back the trigger, and then - WHAM! A stray right leg pole-axes you ferociously into the muddy turf. "Penalty!" you scream. "Play on!" retorts the referee as your Champions League aspirations vaporise in one blurry instant, and the vultures start composing tomorrow's headlines: 'Mr Bastard Sacked as AC Milan Crumble At First Hurdle'. Oh, it's a ruthless, ruthless game...
More than anything, UEFA Champions League prides itself on dodgy refereeing decisions, like the kind you get in the real world. Borderline offsides, ridiculous red cards and penalties for fouls so far outside the box, they may have well been committed in the car park up the road - this one's got the lot. We're even expecting a two-yards-over-the-goal-line 'goal' to be ruled out as soon as we draw Manchester United. But hey, UEFA Champions League is actually quite realistic in other ways too. In fact, it's surprisingly quite good.
It's essentially quite similar to FIFA Football 2005 (Issue 35, 8.9), but tailored like an action adventure. The main Season mode doesn't let you view domestic league tables, transfer players when you want, or even kick off every match at 0-0. Instead, it often sets up scenarios, shoving you in a match 30 or so minutes down the line and challenging you to overcome various deficits. It's all about bounce back ability - being able to turn on the style when the pressure's on; defying the odds and achieving even more unfair objectives set by your fascistic chairman. Of course, you can still customise your own tournaments and leagues too, and the Season mode does let you enjoy many 'full' matches. But the onus on this game is its storytelling feel, something that gives UEFA a unique twist.
But let's talk about the main footballing action and to be fair, it ain't half bad. Developed by a new team up at Vancouver, it's solid, playable, enjoyable fare. The animation is good, the passing generally crisp, and a neat addition to the controls is the ability to decide when to send nearby players on forward runs. Sadly though, it just isn't Pro Evolution. As hard as it tries, the responsiveness can feel a tad sticky, and your players are also erratic - sometimes they lose the ball the instant they receive it; other times they flashily turn an opponent, which totally catches you unaware. And some of the movement just feels too predictable.
Still, if you're a massive football fan and enjoy European Cup action much more than domestic league drama (i.e. you don't support West Ham), UEFA Champions League is worth the effort. Amongst other things, it's got Live tournaments and decent multiplayer. But to everyone else (and it's a bit of a clichŽ), Pro Evo 4 (Issue 35, 9.4) is still by far and away the essential footy title to own.

UEFA EURO 2004
Xbox's most realistic and technical football sim, let down by limited team options and no Live play
Sports - Issue 29 (May 2004) - 8.4/10

(EA07409E)
UEFA.txt
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With the customary all-day drinking sessions, seasonal armchair supporters and giant national flags hanging from every bedroom window, the Euro football championships always spark a wave of municipal momentary madness, and although Codemasters may have jumped on this like David James would smother a withering daisy cutter, EA didn't want to miss out on the party either.
Already home to the fantastic FIFA 2004 (Issue 23, 8.7), it's no surprise that Euro 2004 is the FIFA engine in an away kit with a couple of neat new skills. Focusing, unsurprisingly, on all of the European international teams, there's the usual match choices of Friendly, Tournament, Practice, Penalty Shootouts and Fantasy, where players pick their ultimate Euro dream teams. The mediocre Career mode involves taking a team through the Euro qualifiers to the knockout tournament, and ultimately the Euro final itself. Once again there's an impressive lineup of customisable options, from formation and tactics to the direction and precise positions your squad will assume for free kicks and corners.
The gameplay itself is again a fantastic balance of team-based fluidity and individual player skill. Passing is measured and responsive, and the one-two manoeuvre, a staple of fast, attacking football, is easier than ever to pull off with a quick double-tap of the A button. In fact all three methods of passing are very intuitive, and mixing up short accurate passes and weighted lofted balls is an authentic and satisfying experience. The opposition AI is both attentive and realistic; defenders will press and close down attackers when necessary, yet also track back at the appropriate times. Because of their intelligent positioning, more often than not it's vital to use the through-ball option on every attack, playing the ball into your striker's path as opposed to directly to his feet. The individual player skills return, accessed via the Right thumbstick, which sees your prima donnas jinxing back and forth, dropping shoulders and nutmegging the opposition. Aside from looking ace, this radically enhances gameplay as along with getting out of a tight spot, it allows the individual merits of each star to shine - making dribbling and turning infinitely easier. The brilliant, albeit somewhat tricky 'off the ball' option also makes a welcome appearance, where players, when in possession, can select specific receivers for pinpoint passes
So what's not to love? Well, along with a bit of graphical gloss (although the characters still look a bit rough around the edges), we're pleased to say the game plays better than ever. Calmly play into the opposition's half, and they'll mark and move in a measured way. Sprint through however, relying on skill and dribbling ability, and the AI team shift up a gear and significantly up the pace of the game. A couple of great new features compound this. Along with a new Free Kick mode, budding Beckhams can now precisely deliver crosses and chip keepers by using the X and B buttons respectively, in conjunction with the Left trigger.
However, when you get to the real core of the game, Euro 2004 has unfortunately got less meat to it than what's between most Premiership players' ears. Four-way multiplayer is a brilliant laugh, but if you take away most of the chuffer teams, there's the option of only five or six decent squads to play with. This is reflected in the single-player game too, as there are only so many times you can play through the Euro championship, and this makes Euro 2004 look limited compared to the expansive likes of FIFA 2004. And whilst we're on the subject of multiplayer, we know it's getting tiresome but the lack of Xbox Live play with EA games really makes Euro 2004 suffer in light of England International Football, the first Live playable footy sim.
Euro 2004 slots home a tidy little game, which plays brilliantly and includes loads of great little touches. The emphasis is on 'little' however, but a lacking single-player game shouldn't detract from the fact this is four-way footy at its best, and almost grasps Jules Rimet greatness.

UFC: TAPOUT
Brutal two-player fighter but a bit one-dimensional if it's just you
Beat 'em up - Issue 3 (May 2002) - 7.4/10

(US01301E)
UFC.txt
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Ultimate Fighting Championship, for those of you not into American extreme fighting franchises, is the most brutal, bloody circus of men-in-pants violence you can imagine. Psychopathic rednecks kick and punch each other until they pass out, or one of them begs for mercy by slapping the floor - the 'tapout' of the title. Of all the sports in the world, this is the one you'd really want to have a doctor's note for.
All of which makes it ripe for a video game adaptation. It's not hard to see the appeal of smashing a lairy muscleman in the face, and here there are none of the life-threatening consequences you'd get in real life. UFC: Tapout features 27 real-life UFC thugs ready to belt one another around the chops, and like the sport it simulates, it's savage.
It feels like a hybrid between a hulking, grapplesome wrestling game and the faster fisticuffs of something like Dead or Alive 3 (Issue 01, 8.5). Each of the four main buttons is assigned to a different limb, allowing for some swift left-right-kick combos. Pressing buttons together allows for grapples and counters - both of which are essential techniques if you want to leave the ring with an intact face. It's also an intuitive system that lets you get stuck in quickly, and also learn new techniques as you go on.
As you get into the game, you'll find yourself guffawing and wincing in equal measure as you smack a scumbag's face into the canvas, splashing his blood all over the place - it's like Jerry Springer, but without all the intrusive morality. But once the initial amusement (or horror) at the violence has subsided, what's left is a playable, if unspectacular, fighter.
The uncompromising violence means that bouts don't tend to last long. Each fighter tries to wear the other down with nose-splitting punches and shin-crunching kicks before grappling them to the floor and bludgeoning them into unconsciousness. Fights lengthen dramatically once you get the hang of the counters, letting you turn practically any attack against the aggressor.
But despite the generous amount of fighters, there's not a huge amount of variety in the way they play or look.
Whereas a beat-'em-up like Soul Calibur or Dead or Alive 3 provides wildly differing characters and outlandish moves, Tapout is constrained by its realism. Although the combatants boast different fighting disciplines like wrestling or kickboxing, they don't really feel that different to one another - meaning there's a lack of variety in the combat.
It's a mixed bag in the looks department, too. The characters are well done - never have thick-necked men in pants been so lovingly modelled and animated. They all look just like their real-life counterparts (check the amusing mugshots in the menus), are packed with plenty of detail and they move smoothly. But this graphical excellence doesn't extend to the fighting arena, which consists of a drab canvas and a dark, almost black background. It looks like it was cobbled together in a hurry.
There are other annoyances, such as the TV-style presentation, which attempts to show grapples from a ringside view. Occasionally it uses an angle that puts a fence-post directly between the camera and the action. When it happens, it's all too easy to lose the bout because you can't see what the hell is going on - which is very frustrating. Capping it all off, is the poor presentation. The menu screens are functional enough, but they look cheap and nasty.
But for its faults, the game achieves what it sets out to do - provide remarkably vicious fights by the ambulance-load. The punches and kicks that you rain down upon your opponent are solid and painful, and successfully flipping an opponent onto their back and punching their lights out is satisfying in a primal way.
The fighting core of Tapout is very playable, and matches between two players familiar with the counters and grapples can be a lot of fun. Single players may get bored quickly thanks to the lack of variety, but with a friend to fight, UFC: Tapout becomes something much better, letting you bash one another to pieces in a pleasingly violent fashion.

ULTIMATE SPIDER-MAN
The Spider-Man and people-eating nemesis Venom make a big mess of New York in this 'comic-inked' extravaganza
Action - Issue 49 (December 2005) - 8.5/10

(AV05303E)
UltimateSpidey.txt
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The saying 'if it ain't broke, don't fix it, but cover it with spangly new visuals' might not exactly roll off the tongue, but it must surely be circulating around Treyarch's offices right about now.
The third Spidey game to hit Xbox in as many years needs a gimmick since it isn't based on any movies, so developer Treyarch, presumably eager to keep the flame alive, has looked to alternative influences - namely, the Ultimate Spider-Man universe. Created in 1990 and looking a little elasticised, the Ultimate Spider-Man comic series is a retelling of the webbed wonder's history, told through the eyes of a young Peter Parker. It's a series of tales rather than a single story, so that means Treyarch has been able to cram just about every character ever conceived into a web of storylines. Want to see Wolverine brawling with Venom in a seedy New York pool hall? It's all there.
Fundamentally, very little has changed from Spider-Man 2 (Issue 32, 8.6) The physics have remained the same for Spidey, and the free-roaming cityscape of New York is back, but a few tasty extras have been lovingly ladled out too. New York is now huge, with Pete having to swing back and forth between Manhattan and Queens as he runs errands for Aunt May, goes to college, or collects his pay cheque from his grumbling editor J Jonah Jameson. The random city tasks, such as stopping muggers and clobbering felons, still pop up on the map from time to time to keep you busy, but it's clear this Spider-Man game is focusing on a younger Peter Parker. He's gangly and awkward at the beginning of the game, learning later on to focus his movements and become the hero he was born to be. He also has a complex relationship with Eddie Brock, his one-time friend who becomes his mortal enemy when he's transformed into Venom - the second playable character.
Venom quite literally chews up and spits out the scenery whenever you get a chance to play as him. He can leap buildings in a single bound, eat pedestrians to maintain his energy levels, slam his fists into buildings to climb them, and whip out his gooey tentacles to smash cars and people to bits. He's the anti-Spider-Man - and everything Spidey can do, Venom does better and twice as hard. Their stories run parallel to one another, with one causing panic in the streets, and the other unsure why mysterious scientists in flying machines are stalking Manhattan's roof tops. Don't worry, we won't give it away.
Perhaps the most startling new aspect of this Spider-Man game is the way it's told. A series of comic-book panels illustrates every cut-scene (and some actions scenes) perfectly, with characters climbing out of the pages, or punching people right through the panels into new areas of the story. It plays like a giant, interactive comic-strip, and with Treyarch's 'Comic Inking' (that's cel shading to us) so tastefully illustrating the whole shebang, you'll wonder what the appeal of the first two Spidey games ever was in the first place. It's a great achievement to make a sequel of a sequel, and yet give it so much life and colour it feels like an entirely reinvigorated franchise. We really can't wait for Ultimate Spider-Man 2!

UNREAL CHAMPIONSHIP
This sets a new standard for multiplayer shooters.
First-person shooter - Issue 10 (December 2002) - 9.2/10 - Xbox Live features ****

(IG03605L)
UnrealChamp.txt
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Unreal Championship has been one of the most highly anticipated Xbox games since it was announced in 2000, for three very good reasons. One, it's the latest game to emerge from the well-established and hugely popular Unreal universe.
Two, it has been created from the ground up specifically for Xbox and the Xbox Controller - this is no conversion of a PC game made to fit on a joypad. And three, it's the flagship multiplayer shooter for Microsoft's high-speed online gaming service Xbox Live, the first phase of which, Test Drive, launches on November 30 (see www.xbox.com/uk for more details).
It's this third reason where this exclusive review of the game runs into a small technical problem. Xbox Live doesn't launch until November 30, and even though the option to play online is there on the opening menu, no-one is playing Unreal Championship on Xbox Live and we didn't get the chance to test it using the Test Drive service. (Basing our review on the early Beta testing phase of Xbox Live would not give the correct impression of game or service.)
What you're about to read is how the offline game fares. But don't worry, it still gives you a valuable insight into the game's features: its weapons, controls, maps and various game modes. We'll review the Xbox Live component of the game as soon as we can. Until then, offline is all you need.
Digital Extremes worked on Unreal Championship for well over two years under the careful eye of Epic Games, the company which created Unreal and Unreal Tournament for PC. As with Tournament, Championship is a dedicated multiplayer game, but one that a single player can enjoy immensely. There's no story to follow or cut-scenes to show you what's lurking around the next corner; this is a game of accuracy, timing and speed.
The opening menu presents several different options: Single Player, Play Live, Instant Action, Tutorial, Profiles and Settings. You can jump straight into a game under the Instant Action option; just pick a game style and map and off you go. Think of this like a quick race option in a driving game, only without the accelerating and braking.
If you're new to the whole thing of playing a dedicated multiplayer shooter or wanting to know more (people do take this kind of game really seriously) then hit the Tutorial option to learn the basics.
Skip it and you'll be left wondering how your opponent dodged the rocket that you thought couldn't miss...
Guiding you through your introduction to the brutal bloodsport is a computerised female announcer, who also provides commentary during each game of death.
A new and very important feature of Championship is the Adrenaline system, which gives you the option of using one of four abilities when your character's Adrenaline level reaches maximum. These abilities can come in very useful during the various types of games.
Before you start shooting though, you'll have to set up your profile. Pick a name, a team of five characters from the extensive list given, choose your team colour from red or blue, then select your difficulty level from one of four levels: Novice, Skilled, Masterful and Godlike.
Novice is definitely for beginners as the bots (CPU-controlled cannon fodder) aren't too aggressive or accurate, but playing the game on Godlike difficulty setting is as hard as nails, if not harder. It almost feels as if the bots are programmed not to miss, regardless of their position on the map.
The single-player game is broken down into an order of five different types of game (all of which are playable online): Team Deathmatch, Capture the Flag, Double Domination, Bombing Run and Survival, with the slightly odd number of seven rounds in each mode.
After you've won the first two rounds of a specific mode of play, the next one will be unlocked. When you've completed and won all seven rounds, you'll be awarded with a gold statue for your trouble.
For anyone who's played a multiplayer shooter before, the Team Deathmatch mode shouldn't present any surprises, as this is the simplest type of game to play. Two teams of five characters battle it out until one of them hits the kill limit, which varies from 10-20 depending on your position on the ladder.
Capture the Flag is another favourite of the multiplayer shooter fan and Championship's stab at it works perfectly. Each team has a base with a flag in it, and the object of the game is to infiltrate the base, pick up the flag and return it to where your own flag is in your base to score.
Your flag needs to be on its spot in order for you to score and the first to five wins. Unlike in Halo, you can actually shoot while carrying the flag, which makes a lot of difference because in Bungie's game the standard bearer is cannon fodder for his opponents.
Double Domination is a frantically paced game that sees teams attempting to secure two separate points on a map for ten seconds to score a point - first to five emerges victorious. Points A and B are on different sides of the map and players have to run over the icons to turn them the same colour as their team. Holding the icons while the female commentator counts down from ten, and the opposition is firing its way towards you, is a rush - especially if you take them out before they make it to the icon.
Bombing Run is more of a sport with guns than any of the other modes as it features a bomb as a ball. Players must be in possession of the bomb when they pass through the opponent's goal to score. Both teams begin in their bases and the bomb spawns in the middle of the map.
Players holding the bomb can pass it to their team-mates but cannot shoot, meaning that support is crucial as you advance towards the opponent's base.
Only when the above four modes of play have been completed does Survival mode become available. This is basically team deathmatch without the team. It's a one-on-one fight to prove yourself as the ultimate champion.
The variety and style of maps in all modes is nothing short of amazing. Each has been designed to suit the particular type of game that it hosts.
Some of the deathmatch arenas feature tight maze-like corridors with several flights of stairs, ramps and lifts while Double Domination maps often feature huge indoor and outdoor areas perfect for team assaults.
Each map has also been created with an astonishing eye for detail. You'll sometimes just want to stop and admire the surroundings.
Maps range from huge ancient temples with tunnels, streams and corridors running underground to complex industrial structures with several lifts arriving at multiple vantage points perfect for sniping. In the vast outdoor jungle arenas, fireflies hover around the action.
Every map will impress you in its own right as each has its own unique feel and characteristics. Some you'll get the hang of straight away while with others it'll take some time to figure out the best routes.
Playing the game with bots isn't the same as playing with human players, but the AI of UC's bots will gladly help you pass the time until Xbox Live is launched.
We did occasionally come across the odd team-mate bot stuck on the scenery or others who just stand around as if they're waiting for Christmas. A quick rocket up the backside soon sorts that out though.
Your team of four bots will carry out the simple commands you issue to them. Pressing the Y button brings up a list of four commands: freelance, defend, attack and taunt. Once you've used them a few times it becomes second nature to quickly issue commands during a frantic firefight.
Our biggest fear was that the game would be so fast and frantic that it would be impossible to improve skills. While the game does run at an incredible pace, it's still possible to aim for the all-important headshots.
Practice does make perfect, as they say, and there's a deep level of accuracy and timing to get to grips with.
Digital Extremes has managed to make the controls as simple as possible while at the same time making them feel solid. Using the Chain Gun is great fun, as the whole screen shakes while the pad rumbles with a vengeance. The overall selection of weapons is also good. But you'll quickly find your own favourites and stick to them. Each one does have its own use though.
Unreal Championship played as an offline game with bots is great. But the prospect of playing in teams on Xbox Live with the Xbox Communicator is mouth-watering. All signs point to it being nothing short of stunning.

UNREAL II: THE AWAKENING
A good, solid conversion of a great shooter. The multiplayer mode has real legs
FPS - Issue 28 (April 2004) - 7.9/10 - Xbox Live features ***

(IG06002E)
Unreal2.txt
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Xbox is fast becoming the new home of first-person shooters and Unreal II is the latest in a long list that includes Doom 3, Half-Life 2 and Halo 2. We've also got the world's best online console gaming service to play with. There are almost as many shooters to choose from as there are racing games, which is a very good thing if you like shooting and driving. Good job we do then.
February 2003 saw the PC version unleashed on the public and fly straight to the top of the charts, which gives you an idea of the huge community behind the Unreal games. Not bad considering there was almost a revolt when the PC game was originally released with no multiplayer options whatsoever. It's like releasing a football game with no two-player options in sight. It doesn't bear thinking about really. Good job then, that Atari and Tantalus saw fit to include full multiplayer support straight out of the box for our version. You won't like us when we're angry...
What this Unreal has over the last one to grace the Xbox (Unreal Championship, Issue 10, 9.2), is a story-based single-player game that whisks you off through space to fantastical planets looking for ancient but very powerful and mysterious relics. They're all the rage and it's up to you to find and grab 'em before the various races that populate these planets figure out what you're up to. After a quick training course (that should only be taken if you've never played a shooter in your life ever), you hop on board your little ship and jet off to the first location on the treasure hunt.
First stop is an abandoned factory facility. There's one survivor, trapped inside the command tower, and he can only see you via the cameras scattered around. He'll open doors for you and point you in the right direction, if you agree to save his bacon. The facility might be abandoned by humans, but there's something else lurking in the shadows. The survivor calls them 'monkey freaks' and when you clock one you'll know why.
This is where Unreal II lets itself down. You'd sooner laugh at the monsters (if you can call them that) than run away screaming. Their animations are terrible. It's almost as if the developer created four different frames for them and programmed a line of code to flick between them in rapid succession while making gargling noises. You'll laugh or cry, but scared you certainly won't be. And we have to mention the spiders. Why are we still shooting little spiders? They just get in the way of the bigger things in life, like the daddy spiders. God didn't give us rocket launchers, assault rifles and flame throwers to deal with household pests. More action - fewer spiders, is what we say.
Rant over, because on the whole Unreal II is a very enjoyable FPS. The controls fit onto the Xbox pad perfectly and if you're familiar with Xbox shooters, your fingers will feel right at home. Aiming and shooting is straightforward, but the manic movements of your enemies don't help the situation. If in doubt, just run up to them and fire the shotgun right into their faces at point-blank range - it never fails.
Speaking of weapons, Unreal II packs a serious arsenal. You get to dish out pain with a couple of handgun models, a hefty shotgun, explosive rocket launcher, electric blue shock rifle, grenade launcher (various ammo types), sneaky sniper rifle, rapid assault rifle and even a few organic ones towards the finale. Each weapon has an alternate fire mode so you can cause maximum damage and destruction. It's a shame that with all this firepower under your belt you can't destroy the scenery. Only explosive barrels and crates are on offer.
Certain sections require you to guard areas or objects by placing field generators and rocket turrets. You've got around two minutes before the first wave of enemy forces comes knocking on your door. In that time you must construct a couple of field generators around the landscape the way you see fit and position rocket turrets where you think the enemy's most likely to come from. After you've dealt with the first wave, you get a few moments to repair any damage before the second strolls along. These setpieces make for a nice break in the walk-shoot-find-key-progress process. This feature could have been expanded a little, bringing a slice of real-time strategy into the FPS equation. Maybe next time.
For the most part, the single-player game involves more walking than shooting. This isn't helped by the fact that the assortment of environments - while stunning - is massive. Each level could host a game in its own right and features the trademark level design the series is famed for. More enemies pouring over the hills and stampeding towards you would have notched up the excitement a little. Instead, you get two or three enemies bunched together that don't take long to deal with. Less walking, more shooting in future, please. Still, the levels are truly gorgeous and clearly inspired by sci-fi films such as Star Wars, Aliens and The Matrix.
As your journey around the Unreal solar system progresses, you meet more and more NPCs. And that means the dreadfully overacted dialogue can't be avoided. Just about every sci-fi and action film clich? ever created is in here and at times you can't help but laugh - even when the roof is falling in and the person you're supposed to protect has just kicked the bucket.
Thankfully the background music and ambient noises genuinely add to the occasion. There's even a hint of techno-rock waiting to kick in during some of the more serious firefights and especially when you come face to face with boss characters. And these bosses might look mean, slimy and green, but you can deal with them without breaking into a sweat. The same goes for most of the enemies you face. Playing the game through on the Normal difficulty setting is easy. You rarely die and if you do it's because you've fallen too far. Experienced shooters should jump straight in with Hard for a better challenge.
One of the biggest draws of the long-awaited sequel (if not the biggest for hardcore FPS fans), is the XMP multiplayer mode. This feature missed the PC version but has since become available to download on the web. For the Xbox version though, it all comes in one tidy online-enabled package. XMP is the name of the game and it's all about teamwork - ganging up and going head to head on some very lavish deathmatch maps. Some have been inspired by levels from the single-player game while others have been designed especially for multiplayer carnage.
The best feature of XMP is the vehicles. If you've played Halo (Issue 01, 9.7), you'll know what we're talking about. If you don't know, go find out. There are three classes of soldier to suit up as and each has unique equipment and abilities. Remember when we said we'd like to see the building mini-bases feature expanded a little? Well, it has been in multiplayer. We'll never tire of gunning around in tanks and jeeps, mowing down anyone who stands in our way.
Unreal II certainly isn't a bad game. In fact, it plays very well and looks great in parts. But we can't help feeling that this conversion doesn't do the Unreal universe or Xbox justice.
If you never got round to playing it in all its visually accelerated glory on a cutting-edge PC, then pick it up. Hardcore fans will chew it whole then spit it right out.

UNREAL CHAMPIONSHIP 2: THE LIANDRI CONFLICT
Seamlessly blends traditional first-person blasting with frantic third-person action. Superb
Screenshots - Shooter - Issue 40 (March 2005) - 9.2/10

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We fear change. Especially when powerhouse franchises like the Unreal series are involved. And especially when a game moves away from its established roots and dares to be different. Take Ghost Recon 2 (Issue 36, 7.4) for example. A firm favourite amongst FPS fans, the shift in perspective from first- to third-person alienated the majority of sniping spectres and lost some of the comfortingly familiar characteristics we knew and loved. So we were wary of UC2. As in, lock your doors, stay off the moors, we-don't-like-your-sort-round-here wary. The original was a local game for local people, and we liked it that way.
It came as nice surprise then (read: bloody massive shock), when we got to grapple with Liandri Conflict. At first glance it seemed like any other Unreal title; a slick, smooth game engine, meaty weapons that feel immensely satisfyingly to wield, and the return of all our favourite characters. Yep, UC2 ticks more boxes than pubic lice. Dig a little deeper however, and you'll discover this sequel has evolved far beyond its now seemingly encumbering predecessors...
We kicked off the impressive single-player campaign with Tournament mode. Seven Unreal characters are immediately available, and players follow their individual career ladders through the bloodthirsty, Liandri Corporation-sponsored conflict. The default difficulty setting informs us we're 'Experienced' at the game, though with later settings confidently described as Expert, Masterful and Godlike, you can tell, as is characteristic of the series, that UC2 isn't going to be an easy ride. This sets a precedent for the majority of the game; sneaky camping and sniping gets you nowhere, as frighteningly astute AI will suss your tactics and overwhelm your position in no time. UC2 makes no bones (apart from yours) about its punishingly hard difficulty. Skilful dodging, nerves of steel and faster twitching than an electrified ornithologist are the only way to make progress. Your head's pounding, sweat's dripping down your face and the taunts of your last slaughterer are ringing in your ears. This is brutal, in your face blasting, and we love it.
All our favourite Unreal weapons return, complete with primary and secondary modes of fire. Before each match there's the handy option of assigning your character weapons from the familiar arsenal - one Explosive (rocket launchers, ripjacks, flak cannon and all-new grenade launcher) and one Energy weapon (shock and sniper rifles, bio rifle and stinger gun). This option allows players to really learn each weapon's combos and strengths; the downside is you may ignore the less-appealing (though just as powerful in the right hands) weapons, like the bio rifle.
Each Tournament rung features different game modes for all the characters involved. It's great fun to experiment and master the ton of different Adrenaline powers on offer. Deathmatch and Capture The Flag are obviously present, but also on the roster is the brilliant Overdose. A bastard child of Bomb Run, different coloured orbs will sporadically spawn on a map. Players fight opponents to collect them, then endeavour to leg it to the corresponding reception points. Deposit orbs at the distant, corresponding-coloured gates, and you'll earn six points, or wuss out and go for the nearer, opposing-coloured gate for three. Equally, the longer the player holds onto an orb the more their radiation levels build up and, when they reach the relevant coloured gate, result in a huge 'overdose'. Adrenaline powers are instantly assigned, and you'll temporarily become an unstoppable killing machine - great for barging your way back to the next orb spawn point. Brilliant fun, this game mode sits particularly well with players not inclined to the strategic co-ordination of CTF, and should be an absolute blast online.
Just when you think it can't get any better... hit the B button. You'll instantly be yanked out of the immersive, enveloping first-person view and seamlessly transported into third-person mode - it's quite an out of body experience. And this is when the hammer hits home. Epic, in a masterstroke, has created not only a worthy successor to Unreal Championship (Issue 10, 9.2), but also an innovative new direction to take the series in. And it's absolutely feckin' brilliant.
The great Training mode soon puts any uncertainties to rights. Following the tale of Unreal fave Anubis's pre-match nerves, close buddy Sobek educates players in the ways of moving, jumping, and taking advantage of your new-found liberation. Increased spatial awareness means players can now vault around like never before. Wall jumps are an essential part of getting out of a tight spot, yet would never have worked in first-person mode. They're great for evading enemy fire, too, so hone that 'wall-sprung dodge technique' [groan - ed]. One of the biggest things we noticed was the amount of time we actually spent playing the game in third-person - about 95 per cent of it! Unreal Championship die-hards may baulk at the thought of neglecting the familiar first-person view, but as sacrilegious as this may seem, it's actually more enjoyable than the now-oppressive normal view. Sure, it's great to go all FPS when charging up the sparking ripjack or to get a better view with the sniper rifle, but the lure of our new-found freedom was just too much to pass up.
The other reason for the switch in point of view is the introduction of the fantastic melee combat. Each character has the ability to unleash a close-up attack using their character's weapon of choice (be it staffs, swords or good old-fashioned fists). Faster, weaker attacks complement slower, more powerful moves, though mis-time a lunge from a distance (jump + attack) and a rival player will punish you. Melee combat opens up a huge amount of brilliantly bone-crunching gameplay variants. Holding both triggers creates a shield to protect from range attacks, whilst tapping the Left trigger reflects back an opponent's projectile. It's immensely satisfying to precisely deflect a sniper shot right back at a camping foe, though you'll need nerves of steel to continually bounce back a barrage of rockets raining down. These defensive options really balance the gameplay, and as a result there's no discernable advantage between the safety of ranged weapons and getting up close and personal with your claws. A lock-on function (click down on the Right thumbstick) is available, and though useful for range attacks, is vital when you're going toe to toe with a hyperactive vampire like Janus.
For the ultimate in stylish slaughtering, UC2 takes a leaf out of Midway stablemate Mortal Kombat's book, and introduces incredible finishing moves. Nimble fingers are definitely needed to pull off the tricky combos required to execute them though. Another improvement is the fantastic level design. Whereas UC offered relatively flat and two-dimensional arenas, the killing fields of UC2 boast verticality in spades. Sumptuous cinematics pave the way for some seriously gorgeous visuals, and don't be surprised if you find yourself continually de-rezzed because you're gawping at the beauty of your surroundings. Getting around involves some Prince of Persia-style wall jumping to reach the upper echelons, and every individual character animation is impressive, from the sprightly springing of Selket to the heavier-footed, ungainly gait of Szalor. Power-ups are generously distributed throughout, though due to the frantic pace of the game you'll need to make like Michael Johnson to snap them up, particularly the brutally powerful Unreal Damage icons. Although single-player mode doesn't involve strict missions per se, each stage is elevated above the 'yet another Deathmatch' monotony thanks in part to the unrelentingly good enemy AI, and to the abundance of intelligently designed maps to learn. And even though Anubis is the only character with a complex back story, there's still enough variation in each match to keep the ADD divas happy.
The assorted Challenges are awesome as well. Described by the developer as "near-impossible", they are achievable but will definitely separate the Gorges from the boys. Variants of all the regular modes, they throw players into viciously difficult situations. You could find yourself overcoming the deficit of being 15-nil down in the middle of a Nali Slaughter match, or ten kills down in a team Death-match against three mean robot snipers, with the clock almost up. Though significantly tougher than the main game, players are handsomely rewarded for sweating blood and tears with the wealth of unlockable extras. Game modes, multiplayer maps, alternate versions of each character and even the great Raiden himself are all available once you've mastered these ball-breaking tasks.
But for all its lone gunmen attributes, the heart of the Unreal series has always been its multiplayer capabilities, and UC2 delivers like a rocket to the face. Up to eight players can frag it out over System Link or Xbox Live, in more than 40 stunning arenas. We would've liked to have seen provision for up to 16 players, but then again the frenetic pace of the game means you're never more than a lunge attack away from another opponent. Overdose, though an individual (i.e. not team-based) game only, provides some spectacular edge-of-the-seat moments, and there's nothing like co-ordinating a well-timed flag snatch with double Adrenaline powers in CTF.
There are enough customisation options to fill a Juggernaut's battle armour thanks to the brilliant Mutator game options. Featuring an almost incomprehensible amount of game-changing variants, players can tailor each game to their exact specs, from health and weapon restrictions, to the type of bots and specific match rules. For the die-hard there's even the chance to play as the original UC intended - no third-person view, no melee attacks and old-skool Adrenaline powers only.
You'd think all this bouncing around and blistering pace would cause some slowdown, but not at all. The engine runs super smoothly, and displays some seriously impressive visuals, particularly when you combine several Adrenaline powers like Speed (a blurry screen akin to playing with a bottle of vodka in your veins) and Energy Burst (like throwing a box of Swan Vestas into a fireworks factory) at once.
We feel really guilty about loving UC2. Dirty, almost. We have been so faithful to the traditional FPS over the last few years, never questioning or wanting more. Other first-person floozies striving for our attention also started wearing the alluring guise of innovative powers (Project: Snowblind), but couldn't sway us. Then UC2 sauntered into the room and our jaws dropped. This new shooter in town didn't just impress us, it blew us away with its gorgeous looks, balanced weaponry and unbelievably fun gameplay. We're now scarred by this illicit encounter, and no FPS experience will ever be the same again. For a reality check on the future of shooters, look no further.

URBAN CHAOS: RIOT RESPONSE
Teach evil street thugs to respect the badge. It's the urban crime game where YOU are the law!
FPS - Issue 55 (May 2006) - 8.6/10

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If you think British football fans are rowdy when their team loses, you've seen nothing yet. Urban Chaos: Riot Response's brutal, cold-hearted violence and bad language makes GTA seem like a Disney game. We can tell you right now, this is definitely not one for the kids.
No, Urban Chaos is a proper no-messing first-person shooter. You work for the police - but there's no paperwork to fill out or rights to read here. Large gangs of masked, murderous psychos (called Burners) are causing havoc on the streets, lobbing Molotov cocktails all over the place, setting fire to buildings and generally swearing a lot and causing trouble. These scumbags need to be taught a harsh lesson in justice, and you're the policeman who gets to pull the trigger...
Urban Chaos's hard-hitting, face-smashing brutality is so much fun it will please even the Grand Theft Auto generation of gamers, who prefer to shoot at the Five-O rather than join them. You're not just any old cop on the beat, though. You're a member of a zero-tolerance justice squad named T-Zero. The kind of macho specialist unit that gets called out to clean up the mess when the brown stuff hits the fan. Urban Chaos is all about using hefty guns, and more uniquely, your trusty riot shield, to splatter punk brains over walls. The word 'Chaos' in the title is most fitting.
As is the word 'Urban'. The opening scene sets the tone perfectly for the rest of this manic game. Dozens of Burner gang members are attacking a police station, and T-Zero is called in to help. The scene opens with two crazed rioters sprinting down the street clutching bloody meat cleavers. Suddenly the T-Zero van bursts onto the scene, crushing two Burners and skidding to a halt outside the station. Your view jumps to the eyes of your player in the back of the van, and you see one of your partners kick open the van doors before emerging into a scene of utter madness.
Evil punks are everywhere, climbing over walls and running over cars, hollering the S-word. And sometimes even the F-word! As parked patrol cars get raked with bullets, Molotovs are flying in every direction - bursting into flames as they hit the ground, shaking the whole screen violently and leaving you dazzled. In the background, entire residential blocks are ablaze, with flames roaring out of the windows and smoke billowing into the air. You barely get a chance to take it all in when suddenly, a dumpster truck crashes though a wall, exploding and killing three cops. That's just the first mission.
The textures are blurry and the 3D models lack detail, sure, but it's the sheer volume of pandemonium that makes this game look so amazing. It's the kind of on-screen bedlam that will give you a genuine kick of adrenaline. It'll make you squeeze the trigger harder than you usually do, and grit your teeth aggressively as your bullets batter anything that moves. And that's the moment you realise that this isn't Black (Issue 53, 8.4). Your overexcitement will get the better of you, and careless run-and-gun tactics will result in death every time. The Burners are everywhere, so you've got to pick your cover spots, watch your back and, most importantly, use your riot shield.
It's easy to not bother with the shield at first. After all, taking cover behind objects in the environment is a skill you've honed to perfection over years of FPS gaming, so why bother with a shield? It's almost cheating. But you'll soon learn to love it, and use it regularly. Holding the Left trigger brings it up, guarding you from bullets, axes, petrol bombs and whatever else enemies hurl your way. It's see-through too, so you can block an attack then whip out your gun and put a bullet in his head.
Not only is the shield a defensive tool, but also a brutal melee weapon. If a smelly punk gets too close for comfort you can tap the Right trigger to wreck his face-bones, leaving a satisfying bloodstain on your shield. The shield can also be used in more innovative ways - to protect against explosions as you navigate through a burning building, or to get past a jet of flames coming from a crack in a gas pipe by holding it towards them as you pass. Later, you can upgrade to a new shield that's lighter and a more effective melee weapon, but you'll have to complete special objectives to unlock it.
Optional mini objectives are not uncommon in shooters. But when all you get is a few lousy extra per cent on your 'game complete' score or a crap developer video, they're hardly worth the hassle. Urban Chaos has some of the coolest unlockables you could hope for, though, which tie into a clever upgrading system that makes you a more lethal killer as you progress. Simple side-objectives like getting 20 headshots or making five non-lethal arrests with your stun-gun will earn you medals. These medals unlock much-needed upgrades, such as increased weapon power, stronger body armour and loads more. Some upgrades will even change the way you play the game, like the long-range stun-gun which makes non-lethal arrests easier and saves ammo.
You're sometimes given the optional objective of bringing in a gang leader alive. If you do, police will get intel from him which opens new bonus levels - or Emergency Missions. These Emergency Missions are more than just a bit on the side - completing them unlocks new weapons that you'll be able to use from that moment on.
All this upgrading and the clever unlocking system makes Urban Chaos somewhat like an RPG, in the sense that the more effort you put into it, the more you get out of it. You can ignore all the bonus objectives if you want, but if you want to blag those shiny new guns, you'll have to try hard to complete everything, which adds massively to the game's replay value.
But Urban Chaos seeks to ensure that you stay hooked to its gory violence for months after you've finished the main campaign, with some really cool team-based multiplayer action. Players can split into two teams - one playing as T-Zero and the other as Burners - and compete in good guys vs bad guys gameplay scenarios. In one, T-Zero players have to defend an armoured truck that the Burners team are out to destroy before the time limit. And a king-of-the-hill-type mode sees both teams competing to control a specific location for a set amount of time.
But our favourite is the Counter-Strike (Issue 24, 8.0)-style hostage game where the T-Zero team have to sneak or shoot their way into a Burner-controlled building and escort three AI-controlled hostages to safety. The urban levels are well designed, with multiple routes in and out of bases, and there are heaps of potential strategies you can adopt. It's a shame there's no split-screen multiplayer, but we can't wait to see what this is like over Xbox Live.
We were getting worried about Urban Chaos - with long delays and numerous name changes, you can only fear the worst. But now the finished game is finally here, and Rocksteady Studios has turned out a highly polished title. The missions, although basic in design, play incredibly well, with plenty of variety from one stage to the next. One minute you're fighting to retake control of a police station under siege, the next you're rescuing civilians from a burning office block, or rushing to save a VIP hostage from a horrific gang execution.
The clever incorporation of valuable unlockables tied to bonus objectives really gets you playing missions properly, too. You won't just sprint through it like you would with most shooters, because you'll want to earn those big guns, and you'll need that stronger armour. It also adds a great sense of progression, as you see the fruits of your extra efforts come into effect and feel proud of the super-soldier you've created.
Package all this with the solid multiplayer and you've got one superb shooter on your hands. Being a new, unrecognised franchise could prevent Urban Chaos from getting the recognition it deserves - a situation not exactly helped by the three name changes it went through during development. But as a dedicated reader of OXM you're lucky enough to know all about this gem of a shooter, so get out there a give it a go. You won't be disappointed.

URBAN FREESTYLE SOCCER
Terrible gameplay, awful dialogue, shooting too easy, passing too laboured, appalling charactersy
Sports - Issue 27 (March 2004) - 2.0/10

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Picture the scene. A group of suits having a brainstorming session at a developer's studio. "Kids love football, right? So why don't we make a football game cool, like adding some hip kids spouting street speak, give them a bit of attitude, and garnish it with popular music. It'll make a great game, won't it?"
That's where all hope for this title ends. Teams of four woefully misguided, stereotypical urban youths (including Skater Boys, Hardcore Honeys and the Taggin' Crew) apparently 'battle' things out in ghetto-style five-a-side courts, complete with those mythical cheering crowds that stand in for pikey kids nicking your kit bag.
The ball control, for one thing, is atrocious. We know this isn't the most accurate footy sim out there, but severe gluefoot makes dribbling ridiculously easy. Your team-mates' AI is just as bad; when you pick up the ball, they'll run everywhere apart from towards the opponent's goal. Apparently street soccer is all about showing off, and the more passes and skill moves are put together, the more your power meter fills up. Once full, you can unleash the 'virtually unstoppable' Netbuster shot, but restrictive gameplay severely hinders this.
Pass to an AI team-mate, and by the time they've finished flicking the ball (instead of passing back to you), they've been tackled and the opposition have scored. Scored, because shooting is ridiculously easy. There's no skill required, just holding shoot from pretty much anywhere will result in a goal, thus negating the entire Netbusting idea. This is compounded by the ineptitude of goalkeepers, as you have no direct control over them until the ball is in their hands. This is an even rarer occurrence though, as while they'll parry nearly every shot into the oncoming path of the opposition's striker, this is punctuated by the occasional save-then-dribble-into-your-own-net lark. Very, very frustrating.
If you can stomach all of the above, there are several modes available, like Turf Wars, Street Challenge, Freestyle and Home Turf. Movies can be unlocked too, and are worth watching for the pure comedy factor of kids trying to act all hard while looking like plonkers.
At the final whistle, UFS started as an alternative take on a football game, but through dire execution and truly laughable presentation, it ends up missing the mark wider than a Gareth Southgate penalty.

VAN HELSING
Run-of-the-mill, yet reasonably enjoyable adventure. Accompanies the film well
Action adventure - Issue 30 (June 2004) - 7.0/10

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Vivendi is quite keen on its movie blockbuster/ comic book adaptations. First came The Hulk (Issue 18, 7.5), now there's some beastie bashing based on the Hugh Jackman/Kate Beckinsale film of the same name. Inspired by the mythical exploits of a 19th-century vampire hunter, the game follows Van Helsing as he traipses across Transylvania in search of Dracula, the Wolfman, and other assorted nasties that conspire against his employer, the Church.
Being a hyperactive hero, Van doesn't hang around. So, after a stylishly lit cutscene, it's straight into tearing chunks out of Dr Jekyll's Hyde, giving players the chance to fully get to grips with our hunter's combat, which is a brutally simple mix of melee attacks and impressive Gothic gunplay. Then hi ho, it's off to darkest Transylvania we go, where a village besieged by evil entities seeks the slayer's help. Gameplay involves players working through the ancient streets, cemeteries, castles, a few more streets and some more cemeteries. The scenery may be on the repetitive side, but the waves of varying enemies, including skeletons, gargoyles, ghosts and goblin-esque servants, keep coming thick and fast, so the action never lets up.
As well as supernatural abilities and strength, Van counts on an impressive arsenal to aid his holy war including twin revolvers, pump-action shotguns, electricity cannons and a cool crossbow. Ammo is limitless too, so there's no need to scrimp on the silver bullets during your demonic destruction. Our hallowed hero also packs some fun saw blades and kitana swords as melee weapons. As with most adventure titles, collecting objects is a key feature, as fallen enemies release both health and power-up orbs, the latter of which can be used to buy upgrades.
Although the environments may be invisibly walled imitations of each other, VH offers plenty of replayability, as players gradually discover more powerful weapons throughout the course of the game. These can be used to revisit completed areas and unlock bonuses. Several enjoyable secret time challenges are also available, accessed through finding scattered Easter egg keys and matching them to the corresponding statue. All of Van's weapons have an alternate ammunition mode that's more effective against certain enemies (silver bullets for werewolves, explosive-tipped crossbow bolts for gargoyles), and this adds strategy and replayability to the missions.
It doesn't break any nefarious new ground, but VH isn't a bad movie tie-in. Like its lead character, the game looks a bit rough around the edges, and the automated camera sometimes becomes an issue, often getting confused during hectic, life-draining fights. It's not the longest game in the world either, but Van Helsing should keep fans entertained until vampire-vanquishing fever wears off.

VEXX
Darker than your average fare. Fun, absorbing and distracting
Platformer - Issue 15 (April 2003) - 8.0/10

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When an elderly relative pops their clogs, you'd expect your inheritance to be something dull and, if you're lucky, a little valuable. Some nice brass ornaments, maybe, a cake tin or even a blunderbuss. The last thing you'd expect, or even want, when your grandfather shuffles off this mortal coil, would be a set of glowing all-powerful gauntlets, that carry with them a highly hazardous world-saving quest for vengeance. Can't we just have an ivory backscratcher or something instead?
But hold on. Don't be so quick to try and sell off such an accursed inheritance on eBay. These aren't just any old metal gloves, y'know - they're razor-sharp talons of war, useful for clambering over all manner of obstacles and duffing the crud out of anyone who so much looks at you funny, as well as exacting revenge on the evil-doers who slaughtered your grandfather. And thus the scene is set for Vexx,
a platformer that tries to scale heights other platformers can't hope to reach by equipping the lead character with some enchanted fistwear. These enable him to go hand-to-hand with all manner of nasty beasties in between bouts of high-wire jumping and item collecting.
It's a game that follows neatly in the footprints of 3D platformers gone by. Your main goal, therefore, is to collect special objects - Wraith Hearts, in this instance - in order to unlock themed levels based around a central hub and progress on to the ultimate showdown. Each Wraith Heart requires the completion of a fairly imaginative task to unlock it. On the first level alone (the pastoral Timberdale, a valley filled with waterfalls and sheer cliff faces) you've got a variety of goals to get stuck into. These goals can be anything from taking on the might of a fat-ass mutant sumo wrestler to scaling your way to the very top of a series of floating, sky-high boulders.
There's a good mix of things to do, depending on a combination of fighting and leaping to get things done, and plenty of imagination has gone into the objectives. Some of them do occasionally feel a bit derivative, and you can't help but feel a twinge of d?jˆ-vu as you dodge/long jump your way to the top of yet another platforming assault course. However, there is a whole grab bag of cool ideas, as opposed to the usual fun-size pack, to explore. These include mini-games, set-pieces, and quirky, fresh objectives, such as an impromptu game of football.
The levels have a refreshing, unique look, and are packed with some great colours and detail. Although it never really manages to outrun that twinge of dejˆ-vu we just mentioned, they do make for some cool playgrounds to run about in. And that's really what it's all about - platformer fans are going to love all the exploring.
Vexx himself is a neat little mover, and the wide repertoire of moves is very responsive and straightforward to pull off. The only slight irk with the handling is that he feels a little sluggish where inertia is concerned, changing directions without enough lope.
As far as gameplay is concerned, the difficulty level sometimes makes your adventure pretty taxing. The tasks you're asked to complete are occasionally a little too demanding, but not enough to make you quit. Granted, it has got a difficulty curve like your average Tony Hawk's vert ramp, but don't let that put you off. While Vexx isn't going to revolutionise the genre, it's enjoyable enough for anyone who relishes a challenge. Bagging a Wraith Heart feels like an achievement, and there's a genuine pang of desire to see how you'll get your gloved hands on the next one. And that is how it should be.
Vexx isn't going to be crowned the king among platforming games, but that doesn't stop it having pedigree and feeling like a right regal little game. It currently stands as a very good platformer on Xbox - although the competition is fierce, with plenty of potential candidates to chose from. It's colourful, imaginative and dark to boot - it has a slightly more gothic feel (Vexx wears eyeliner, the lush!) than your typically twee and cartoony platform adventures, and is all the more refreshing for it. Give it a go (give the trial version on last month's demo disc a damn good outing first, if you like), and give it a chance. It's got everything a generic jump/thump-'em-up adventure should have, but it's also kitted out with enough decent ideas and cool tasks to make it into something more than just another wannabe. Vexx may just surprise you.

VIETCONG: PURPLE HAZE
Rugged, robust FPS that sometimes suffers from a stuttering pace but has fantastic multiplayer
FPS - Issue 34 (October 2004) - 7.7/10 - Xbox Live features ***

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Cruising up the Da Nang river on a tide of Vietnam shooters, Vietcong got called up for the draft on PC last year. Just when it thought its tour of duty was over, it got recalled and shipped over to Xbox, but we're not complaining.
It's 1967, and Vietcong obviously paid attention in military college (rather than getting distracted by the copious amounts of drugs and promiscuous sex that were all the rage), because careful tactics are the order of the day to complete the standard objectives of rescuing pilots, reaching Landing Zones etc. Simply blazing through a level will see you dead quicker than a baby fox during hunting season.
Although not as complex as other squad-based shooters, simple orders can be issued to your team, like disperse, follow etc, and individual members can be asked to carry out unique functions. Moving from cover point to cover point slowly and surely is, well, the way forward.
Each level and multiplayer map is a fair old size, which, when playing online, is a godsend. When working through Campaign mode though, the maps sometimes suffer from a very stop/start turn of pace. Your squad will often creep for a few minutes without spotting an enemy (though mindful of booby traps), engage in a fierce firefight, creep for a few more minutes, have another brief firefight etc. It never becomes a major problem, but a more continuous pace would have been appreciated.
But that's not to say the stages aren't challenging. Top-notch enemy AI (way smarter than your Yank counterparts, who often need prompting to continue following you) ensures players can't simply sit tight and mow down approaching opponents. Nope, these VC will actively seek better cover, try to outflank you and get the hell out of the kitchen to alert others if the heat gets too much.
This is soon put to rights through the brilliant multiplayer. You can play co-operatively over Link or Live on any map against hordes of tough-as-nails VC. It's great fun working through these maps with
a bunch of mates, although Deathmatch comes mighty close. Up to 16 soldiers can fight it out over the expansive maps on offer, as VC vs US Army. There's no real difference between teams (save for starting weapons), and although the character animation isn't the smoothest ever, it all runs at a cracking pace, and picking up weapons is quick and easy - exactly the way multiplayer games should be.
Even coming down from this multiplayer trip, Vietcong remains an entertaining and absorbing shooter in single-player. More than just a straight PC port, it provides no-frills solo action mixed up with fantastic multiplayer options. Although you could overdose on Campaign mode, true hallucinogenic happiness lies in teaming up with a bunch of buddies for a real jungle boogie.

VIRTUAL POOL: TOURNAMENT EDITION
A rough and ready pool sim that's strictly for the die-hard potter fans. And we're not talking boy wizards either
Screenshots - US Sports - Issue 46 (September 2005) - 5.8/10

(TT02201L)
Vpool.txt

VOODOO VINCE
An accomplished, instantly involving 3D platformer with dark humour
Platformer - Issue 22 (November 2003) - 7.9/10

(MS09502E)
Voodoo.txt
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The Bond film Live and Let Die traumatised me as a young kid. I loved the theme tune, but the movie featured the terrifying voodoo priest Baron Samedi, who caused me to spend many years sleeping with the light on, constantly in fear of a wide-eyed face-painted fiend jumping out at me.
Voodoo has featured in many a film over the years, but not so prominently in the world of games. Now an unlikely hero makes his console debut in the latest release from those crazy folk at Beep.
If the Xbox is guilty of one thing, it's a dearth of decent platformers. Blinx (Issue 09, 9.3) is of course a standout classic, but the rest are either mildly entertaining or unoriginal ports from other formats. Voodoo Vince dares to be different - a cartoon platformer not necessarily aimed at younger gamers.
Madam Charmaine runs a funky voodoo shop in downtown Nawlins (that's New Orleans to you), and has in her possession a large quantity of Zombie Dust. This magic powder has the ability to animate all manner of strange objects and creatures. Evil type Kosmo The Inscrutable has sent a couple of heavies to steal this dust from her shop in a bid to rule the world. During the raid, Madam Charmaine is kidnapped, and the Zombie Dust spilt all over the place. Vince, her third-best voodoo doll, is brought to life, but not before reality is warped and strange creatures have appeared. Now it's up to Vince to travel around various locations of the Deep South in the hunt for his erstwhile mistress.
From the outset, it's obvious that off-the-wall humour plays a big part in this game. As soon as Vince starts to move, look out for the quizzical glance to his non-existent nether-regions, then a resigned shrug to the camera before cheerfully ambling off. Leave the controller alone for a while, and Vince will absent-mindedly remove his eyeball and begin polishing it. Quality.
The main concept behind the game is highly original. Inflicting a world of hurt upon Vince will result in those around him feeling the pain as well, thus beginning an interesting twist on an established genre. Controls are pretty standard stuff, with jumps allocated to A, punches to X and so on. The camera is manipulated with the Right thumbstick, and there is a handy, often lifesaving, option to invert the camera both left and right and up and down.
The driving force behind most platformers is the importance of collectable power-ups, and Voodoo Vince is no different. Destroying enemies results in the release of red and purple orbs. Red boosts your life meter and purple increases your voodoo power. Once full, this enables you to unleash a voodoo attack, by way of jumping and holding both triggers. Poor Vince will inflict a nasty injury on himself, resulting in all enemies on screen suffering a similarly lethal fate.
As you progress through the game, collecting purple skulls enables you to learn more extravagant and humorous ways of masochism, from a chainsaw slicing him (and all surrounding monsters) in half to our favourite - an electro-magnet squashing Vince between a cooker and a fridge.
The game plays surprisingly well. You'll face increasingly difficult puzzles, but none so challenging that they frustrate. The warped sense of humour never falters, from the wacky characters you'll meet on your travels to the sarcastic asides from Vince himself. He's an unlikely hero, but a great character nonetheless.
An early level sees you in a madcap dash, trying to stay alight in order to destroy a troublesome petrol pump, accompanied by old-fashioned chase music. But it's not all jumping and collecting, as several levels require Vince to ride a bucking rat, fly a bi-plane and commandeer a shrimp submarine. These provide a welcome break from the routine and, unlike other titles that try the same tactic, are equally as entertaining as the main game itself.
The settings, from downtown New Orleans to a backwater bayou, have all been lovingly created. Despite the cartoonish feel, everything is covered with realistic textures. Apparently the Main Square and rickety sidestreets were exactly replicated from film footage of the city.
The levels are both numerous (there are more than 30 to complete) and non-linear, so there's loads of exploring to be done around the extensive environments, and finding every collectable will test even the truest platformer fan. The laid-back jazzy musical score really adds to the atmosphere, too.
But as the voodoo religion dictates, good and bad must always be balanced. Whilst not quite sacrificing itself at an altar covered in goat's blood, Voodoo Vince does have some bad points. The concept is original and refreshing but you get the feeling that something's, well... not as good as it could be. The icons you collect limit the way Vince can unleash voodoo attacks, and interactive use of the environment - giving greater freedom and creativity in the manner of these attacks - would have been greatly appreciated, enhancing the gaming experience no end. As a result, the action can get a little repetitive, and when you strip away the gloss and skewed humour, there remains a run-of-the-mill platformer. The addition of cutscenes is vital to relating the storyline, but the option to skip through them would have been welcome.
However, on the whole, Voodoo Vince is a welcome addition to a relatively sparse area of Xbox games, and one that will entertain both kids and adults alike.

V-RALLY 3
Good car damage and framerate, but tracks can be a bit mundane
Driving - Issue 16 (May 2003) - 6.4/10

(IG05204E)
VRally3.txt
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There's a bit of a running joke that Xbox is turning into a car park for motor sport games. It seems that every month we're offered further opportunities to get behind the wheel, put our collective feet to the floor and burn more rubber than an arsonist in a PVC factory. We're not complaining though - especially considering the number of high quality titles that have skidded into view in recent months.
Premium rally racers like Colin McRae Rally 3 (Issue 10, 8.9), Rallisport Challenge (Issue 01, 8.5), and Rally Fusion: Race of Champions (Issue 10, 8.0) are the frontrunners in their field. So any newcomer such as V-Rally 3 has to make sure it flies off the starting grid like poo from the proverbial shovel if it wants to compete with the leading pack.
V-Rally 3 is Xbox's first taste of the long-running series and its debut trades largely on its previous success on other consoles. It's a driving title so the setup is fairly standard stuff. You create a driver, take part in time trials to win a place on a constructor's team and then compete in various rallies across the globe in the hope of elevating your team's position in the rankings. You naturally start by being invited to join the less successful teams (with the dodgier motors) and if you achieve goals set by your team manager (finishing above a certain position, for example) you will be invited to try out for some of the bigger outfits.
But what makes a racing game succeed is a subtle combination of handling, realism, sensation of speed and detailed graphical flair. And it's never more prominent than in a rally game where the only opponent is the ticking clock and you're not being distracted by a streamlined convoy of AI opponents waiting for their chance to make you eat their dust. And it's on some of these disciplines that V-Rally 3 starts to lag behind the leaders.
For a start, the handling is not as good as it could be. The car feels incredibly light to control and doesn't have the earthy relationship with the ground that a rallying game dictates. This can be best demonstrated when you're slipping and sliding from side to side - crash into an obstacle and your car will almost float in slow motion before coming back down to earth. It doesn't happen all the time but it does happen enough to dispel the illusion that you're playing a realistic racer.
Rally games naturally have the disadvantage of not being able to race through gorgeous, gleaming cityscapes and instead rely on more sparse rural terrain, so it can be more of a challenge to provide alluring trackside eye candy. But this should give the opportunity to provide stunning vistas and really show off the scenery, as was the case with World Racing (Issue 14, 6.8). Instead the V-Rally 3 backgrounds seem very basic with the standard cardboard cut-out crowd and disappointing landscaped textures. The nice little touches are there: dust clouds, screen water splashes when you occasionally drive through streams and the odd glimpse of dappled sunlight filtering through a forest level all go some way to rectifying the generally drab-looking maps you have to race around.
The damage is also pretty neat with lots of stuff falling off the car. Windscreens get smashed, bodywork gets dented and bumpers hang precariously before being discarded. You can even lose a wheel and limp around the remainder of the course with sparks flying from your axle rather than face retirement and lose valuable season points.
Each race consists of five stages and you only get a couple of chances to repair your car during a rally so you'll often be carrying damage to the next stage, which can dramatically reduce your performance. This adds a valuable strategic element because you can only make repairs inside a set time limit, so you need to choose the most important components to fix in the time provided.
There's also an incentive to keep playing by being able to progress from driving 1.6L putt-putts to the meatier 2.0L beasts. This makes a significant difference to the gameplay because the greater power makes up for the very similar handling of all vehicles in any one particular engine class.
V-Rally 3 is like a souped-up Ford Mondeo: an average racing vehicle that doesn't really excel in any category. It's not a bad game, but it doesn't do anything particularly well either. The rally games we mentioned in the introduction are all more competent, but if you're a rallying fanatic who must own every title then you can do worse than add this to your collection.

WAKEBOARDING UNLEASHED FEAT. SHAUN MURRAY
Outrageous arcade action
Extreme sports - Issue 17 (June 2003) - 8.6/10

(AV01301E)
Wakeboarding.txt
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It seems any sport that lets you risk breaking your head is given the O2 treatment these days. Now that little-known wakeboarding has entered the equation, what could possibly be left on the publisher's list? Base-jumping? Synchronised skydiving? Maybe Jackass-style shopping trolley racing?
Wakeboarding, as you'd probably expect by its relative unfamiliarity, is a bit of an oddball. Like Aussie rules football mutates soccer, gridiron and rugby, this high-flying pastime takes elements of surfing, skateboarding and water-skiing and rolls them into one sweet package. Imagine being dragged along by a speeding boat, soaring through clouds like a ragged human kite and bouncing off waves with the intensity of a ball bearing in a pinball machine.
The game itself is rubber-stamped firmly with the familiar O2 print, but with several neat twists to give it a feel all of its own. In fact, despite a similar handling setup, even ardent Tony Hawk's pros will probably require a crash course before executing 100,000 point combos without having their face embedded in the sea floor. A activates jump, X and B prompt grab and air moves, while Y will see your dude embark on a dangerous slab of boardsliding. Gaining speed is perhaps the most sim-like part of its design. As the opening tutorial level generously explains, swinging your boarder towards the centre of a thundering wave, and timing jumps with perfect precision is the key to success and extra height.
Okay, so that's the basics out of the way, now here's the really interesting part. As well as clinging onto your boat, your rider also has the ability to temporarily depart from its guide for a slice of solo venturing. This allows for some short, scenic journeys through obstacle-infested environments. Static boats can be used for tricking off, rocky canyons explored, jagged ridges jumped and dilapidated houses bravely leapt. Winding rails, broken jungle branches and, believe it or not, even aquatically themed rollercoasters all offer perfect opportunities for recording that stat-breaking, injury-defying epic boardslide whether you're alone or in tow. And with practice, you'll soon be able to leave your legions of fans with their jaws on floors. Why not try spinning away from your vehicle, sliding through a spooky graveyard, 'somersaulting' 12 feet up into the air and grabbing hold of your boat's trailing rope just for added effect? That's sure to impress 'em.
In terms of goals and aims, the variety of challenges included in the main Career mode is massively testing. There are the usual level objectives such as notching up an Insane points score, pulling off successive three-move combos or tipping cows (eh?), but there is a huge wealth of strange challenges to be unlocked too. Some of these are truly extraordinary, such as the Deliverance-influenced 'duelling banjos' in the Bayou swamp (trust us, all becomes clear as you play) or rescuing animals in a speedboat.
Now all of this would be a total waste if the game doesn't play. But it does. Oh boy, does it play. For a start, the water physics in Wakeboarding Unleashed are absolutely stunning. As your boarder gains momentum, the waves rock and curve with so much lifelike authenticity it's almost frightening. The controls are fluid, the onscreen movement even more so and the size of scope, challenge and excitement, positively unnerving. Sure, it's just another extreme sports game, which means that it probably won't be flavour of the month for everyone. And for all its stylish twists, subtle improvements and individualities, at heart, the overall experience does not dramatically differ to what's already been promoted in previous O2 games. But don't let that put you off - most of them were pretty good. In fact, we're gonna be hard pressed to recommend a better sport to play this summer. Get this and get drenched.

WALLACE & GROMIT IN PROJECT ZOO
Perfectly rendered characters, huge levels and addictive gameplay
Platformer - Issue 22 (November 2003) - 8.2/10

(BM00302E)
Wallace.txt
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Union Jack boxer shorts, The Great Escape and bulldogs aside, for me Wallace and Gromit epitomise everything that's British. A no-nonsense, cheese-loving, slightly eccentric inventor and his faithful companion get into all manner of scrapes and adventures, end up saving the day and are always home in time for tea.
The brainchild of Nick Park and Aardman Studios, and the greatest claymation duo since Morph and Chas, Wallace and Gromit's first outing in the gaming world finally arrives in the form of Project Zoo.
The first thing that strikes you is the graphical quality. Nick Park worked closely with the developers, and his babies are perfectly recreated on screen. The intro graphics are stunning, with great real-time lighting and a high polygon count giving texture to the characters.
The storyline is straight out of an episode too, with the pair's arch nemesis Feathers McGraw imprisoning all the baby animals in the zoo, and enslaving their parents to mine the rich hoard of diamonds buried underneath. Slipping past his guards in a Trojan penguin (seriously), it's now down to our intrepid duo to liberate the incarcerated youngsters and rescue their parents.
The game kicks off as a standard 3D platformer, but as you work your way through each level, the true scale of each environment strikes you. The stages are huge, and thoughtful level designs see the action progressing vertically as well as horizontally, as you travel through the jungle, underground mines and Arctic regions in your quest. Gromit is well animated, and has a series of jumps, kicks and punches to aid him on his way. Simple button combos result in some very funny breakdancing moves too, whilst health is replenished via a supply of Jacob's crackers. Wallace is always a wolf whistle away, and by collecting nuts and bolts he'll fix and modify any broken machinery you come across into helpful gadgets such as Banana Guns, Spring Boots and Gyrocopters.
The game's funny too, shot through with the same sense of humour as the TV shorts. The environments are hugely detailed, and each level also gives you access, by solving simple puzzles, to bonus levels containing more power-ups and unlockables. The downside of this is that these levels must be completed in full before you can return to the main game, which sometimes proves infuriating.
Aside from this and the occasional skewed camera angle, Project Zoo delivers a polished platformer which oozes humour and personality, as well as proving that wearing tank tops can be cool.

WALLACE & GROMIT: THE CURSE OF THE WERE-RABBIT
A fun, faithful and playable movie tie-in. Pretends to be a kids' game, but it's fun for adults and young 'uns alike
Action Adventure - Issue 48 (November 2005) - 8.3/10

(KN05202L)
W_G.txt
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Let's get one thing straight. W&G are far from mere kiddie-fodder. And so, pleasingly, is this tie-in sequel. Curse of the Were-Rabbit is a far more liberating experience than the previous Project Zoo (Issue 22, 8.2). Whereas before you'd enter a room, solve required puzzles, advance to the next room, and repeat ad infinitum, this sequel gives you the chance to explore the twosome's distinctive home town, acquiring missions along the way. Not quite on a GTA scale but it's a welcome feature. The upcoming film makes for decent source material, and you couldn't ask for a more faithful or inventive game.
Running Wallace's humane pest control company Anti-Pesto means you get to pick and choose from a satisfyingly diverse range of tasks for the town's inhabitants, opening up a fun range of side missions and mini-games. It's not confined to generic time-based platforming dash-and-grab challenges either - there are more imaginative challenges too. Some involve shepherding pesky bunnies into specific areas using both characters and their different abilities (real brain-scratchers); others have Gromit playing football, or controlling a huge, stuffed dancing were-rabbit. And it may looks like a kid's title, but the action is punishingly tough. What doesn't help at all are the dubious physics of the game. We're not expecting Half-Life 2, but when you're trying to roll a barrel down a hill within a tight time limit and the damn thing either rolls off in a random direction or won't react to your guiding nudges, it's very annoying. Factor in a camera that occasionally just won't rotate as quickly as you sometimes need, and these are slight blemishes on an otherwise top adventure.
There are lots of NPCs going about their comically clich‚d, small-northern-town business, and though the context-sensitive controls used for conversing with them aren't as sharp as we'd like, they do provide frequent chuckles and some entertaining dialogue. You can instantly flick between playing as Gromit, Wallace and new addition Hutch with a flick of the Black button. It's a definite improvement being able to use the inept inventor yourself to co-operatively solve puzzles with Gromit, instead of him merely being a slow AI sidekick as before. The game looks pretty enough too; visuals are slick and the character animation impressive - the smooth, claylike appearance of each character is perfectly recreated here. The film hadn't come out as we went to press, but judging by previous efforts this looks the business.
Once you've amassed enough reward cards, the duo can turn day into night, and here's where the game really steps up a gear. The were-creatures come out to play, and missions become a much more exciting mix of melee combat; not only does this feel more rewarding, but you also get to play as Hutch, a mutated rabbit who's a much more combat-competent ally than Wallace. It's a shame you have to endure such a large amount of to-ing and fro-ing in order to sample this part of the game, but this is still a worthy accompaniment to the series. That's just grand, lad.

WHACKED!
Shows how a party game should be done. Fun to play
Party - Issue 11 (XMas 2002) - 7.5/10 - Xbox Live features ***

(MS03901L)
Whacked.txt
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Multiplayer party games might be a bit of an acquired taste, but the variety, pace and visuals of Whacked! should appeal to many. The first game of this type to land on Xbox was the average Fuzion Frenzy (Issue 01, 4.5) which failed in all aspects to show how much fun a multiplayer party game can be. But here, even when playing in single-player against the computer-controlled characters, there are enough laughs to keep you wanting more.
Which says nothing of the promise the treats the Xbox Live aspect holds in store.
Whacked! is the name of a TV show presented by over-the-top host, Van Tastic, who walks you through each stage of the show armed to his big white teeth with a gag for every occasion. Some are genuinely funny while others are scraping the barrel, to say the least.
Gameplay in Whacked! is split into two different modes. There's the single player Gameshow mode, and there's Battle mode for multiplayer matches played either split-screen, via System Link or on Xbox live. Should you want to hone your skills first, there's also a Theatre mode that shows you the basics. But as the controls are pretty simple (one button to attack and one button to jump) you won't be at a huge disadvantage if you leap in at the deep end. But before you can play either you'll have to select your character from the four very different personalities open to you at the game's start.
There's Eugene, a geeky-looking green penguin; Toof, a creature that defies all description; Lucky, a permanently angry rabbit; and Lucy, a cheeky female dressed only in stockings with nothing but little strategically placed bars over her private parts. And no, you don't get to see her fully naked, even though she tries her best during the show (Van Tastic just won't allow it). Four hidden characters are also in there waiting to be unlocked.
Once you've chosen your misfit it's off to the selection room to choose your first game. A game of Whacked! comprises three stages, and to complete each, nine matches have to be played. You can play these in any order you wish, but you must complete all of them before moving onto to the next stage.
Whacked! features six different game types. Most of them pit all the contestants against one another in manic slap-'em-ups to the death. But one of the first games you'll come across is played purely solo - Chicken. This dumps you into an arena on your own, and to win the round, you have to collect a set number of silver stars by destroying chickens. Each rooster you destroy nets you a star. Collect 50, 100, or 200 (depending on which stage of the show you're at) and you're through to the next round.
Combat is a free-for-all where the first player to collect the set number of stars wins. Grab 'n' Run sees you having to hold a trophy for a certain amount of time to win, while the others throw everything that comes to hand at you to make you drop it. Dodgeball finds you all dodging huge, red, bouncy balls with the last one standing winning. In King of the Hill it's the first person to accumulate three minutes of time by standing on green swirls that appear around the level. And last but not least is Fragfest, where the player with the most kills once the timer has run out wins.
What's surprising about Whacked! is how playable it is given the amount of chaos going on. The Left stick moves you around the level, while the Left and Right triggers are used to strafe. This allows you to easily zigzag around collecting stars, weapons and power-ups. Only two buttons are used - one for picking up and firing weapons, and one for jumping.
The levels are brimming with elements the player can control, such as a super-weapon that, provided you've collected a battery, takes you into first-person mode for some serious cartoon carnage. Handy when you're lagging in a game of Fragfest.
Also impressive is the variety of weapons, as each level you complete unlocks a new one. You'll get to play around with plunger missiles, cluster ducks, mallets, staplers, pitchforks, beehives, cannons and freeze guns to name but a few. Whacked! is a simple game to play, but winning can be anything but, especially on Xbox Live where you'll always be able to find a bigger fish. But at least you'll have fun trying.

WHIPLASH
Involving with an off-the-wall sense of humour. Great fun with a novel combat method
Platformer - Issue 27 (March 2004) - 8.1/10

(ES01703E)
Whiplash.txt
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Here at OXM, resident veggies Vanessa and Ben L (the rest of us are all ardent carnivores) are positively disgusted at the thought of animal testing, but the rest of us concede it's necessary for the furthering of medical science and, more importantly, the development of better cosmetic products.
What's not acceptable, however, are wild experiments involving the frighteningly titled Genetic Recombinator on over-the-hill, post-laboratory animals, whereby new species are created from two existing ones. This predicament is the ominous fate that awaits the two intrepid heroes of Eidos's new platformer, Spanx the weasel and Redmond the wise-cracking rabbit. They've been chained together, caged and are sadly destined for an unsightly end in the laboratories of the evil Genron Corporation, but manage to escape at the last minute.
Both characters are introduced through comical bullet time sections in the opening cutscene (which is cleverly styled like a corporate promo vid), and this is the first evidence of the warped, totally off-the-wall humour underlying the game. Poor old Spanx has had a bit too much electro-shock therapy, and Redmond sports some permanent remnants of cosmetic testing. However, the tethered twosome manage to use their arrangement to their advantage, as the overuse of the experimental DuraSpray on Redmond has turned his fur harder than Watership Down's Fiver, making him rather handy as a makeshift mace.
Players must navigate the huge Genron Corporation building, all the while guided by a mysterious, ethereal voice that, as Redmond remarks, sounds remarkably like the guy from movie trailers. While Spanx stays completely mute throughout the game, it's the frequent quips from Redmond that keep things interesting, as the alternative humour gets cranked up a notch.
We assume the standard platforming routine from here on in, of running, jumping, whacking, collecting, ad infinitum, back to start and repeat. The levels are both expansive and make good use of available space, but there does still remain a 'flick switch in room A, go to room B, flick another switch, return to room A, flick different switch, go to room C...' mentality. This can become a bit tedious, but is countered with the well-measured escalating difficulty of each puzzle, though your omnipresent guide is never far away should you get stuck.
Combat centres around attacking enemies with the aforementioned (albeit constantly protesting) Redmond. X and B, when used in conjunction with jump (A), enable Spanx to unleash numerous whips, smacks and beatings. This provides a humorous and very effective method of fighting which adds a bit more variety to the gameplay. But his usefulness doesn't stop there, as Spanx can employ Redmond in a number of ways. The rock-hard rabbit can be a grappling hook, or used to clog up machinery and block toilets, all in the interest of both characters' freedom. This skewed sense of humour really makes Whiplash stand out from its platforming peers.
Another novel idea is the concept of each character levelling up, as for every enemy defeated, they'll give up small bags of treats, or Hypersnacks. By amassing totals of these, and deciding precisely where to assign them (between Spanx, Redmond and the reserve pool), players can increase the strength, stamina and attack capabilities of one or both characters. Completing all the goals on each level will garner you a bonus Boon, or level-up option. This definitely adds a strategic element to the title, more akin to an RPG than a platformer, but significantly increases both the depth and replayability of the game.
However, why is it so often the case that developers obviously put a lot of time and thought into the development process (as here) only to let a frustrating, unpredictable and hindering camera ruin the experience (definitely as here)? So many titles feature random zooming in during combat and the obscuring of certain angles that results in blind leaps of faith. Unfortunately, Whiplash is guilty of both. Certain levels require players to hop aboard giant gun turrets (that fire flaming chickens, naturally), but the camera suddenly decides to invert. And not only on the vertical axis, but on the horizontal axis too. Which is very, very frustrating.
Whiplash could have been an outstanding game were it not for the glitchy camera but, if you can see past that, it's one of the better platformers out there and whips its contemporaries into shape.

WINBACK 2: PROJECT POSEIDON
The war on terror boils down to a game of hide and seek in this old-school shooter
Action - Issue 56 (June 2006) - 6.9/10

(KO00802E)
winback2.txt
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If all the names a cold-blooded terrorist might use against those trying to take him down, calling someone a "wussy" like it's a scrap in the school playground probably isn't in the book of top 100 insults. There are plenty of words that would be more appropriate, most of them with four letters in. But getting branded a wussy is something that'll happen to you a lot in Winback 2, with your anti-terrorist team members spending 90 per cent of their time hiding behind cover. Well, it's the only sensible alternative to getting shot to bits.
You see, there's only one tactic that works in Winback 2, and that's propping yourself up against a wall or a solid object and popping up when there's a break in enemy fire to unload a few shots yourself. Save for running out into the open guns blazing and dying an inglorious death, it's the only tactic available in Winback 2. This is a one-trick pony of a game that gives all it's got to offer in the first level, but does it well enough and gets the difficulty balance just right that by the time it's all over you'll at least feel like you've earned the right to see the end cut-scene.
Any given shootout goes something like this: you enter a small room, a handful of enemies scramble to various cover points, and you have a few seconds to get behind cover yourself before they open fire. While in cover you can move the crosshair to target an enemy before stepping out to fire, which is crucial to your survival. Emerge too soon while an enemy is still firing and any bullets that hit you actually knock you even further into the open, leaving you more vulnerable to any fire from other enemies.
It's a game that demands perfect timing and accuracy. Timing the moment to open fire when enemies are either reloading or moving to another cover point, and being accurate enough to take them down in the small window of opportunity. Fortunately, you can target individual body parts such as the head, arms, legs or torso, with one headshot being all it takes for an instant kill and two shots for anywhere else on the body. Hitting his right arm causes an enemy to drop his weapon, while shooting his left arm removes his grenade-throwing ability. If you really want to earn the best score at the end of a mission, a second shot that hits either the arms or the legs of an enemy results in him dropping to his knees and putting his hands on his head, which signifies an arrest.
Although this is pretty much the entire game in a nutshell, Winback 2 tries to mix things up with a so-called 'Route' system, involving two out of the three playable characters in any one mission. At the start of every level you're given a split-screen view of two operatives who begin the mission in the same building but at different spots. You're then handed control of one character and must complete your objectives as normal until the mission resets and you play through it again from the other character's perspective.
The idea is that the first character spends most of his time either clearing out enemies so the other has a relatively safe passage, or unlocking doors and deactivating security lasers located in his team-mate's route. And to a degree it works rather well, with many of the 'Assist' and 'Unlock' objectives pitting you against a pretty severe clock. There's also the occasional neat moment when you can spot the first character in action while you're playing as the second.
That said, the entire concept isn't half as clever or original as developer Cavia seems to think, and for the most part it actually feels underdeveloped. The actual objectives you complete to help your partner are no more imaginative than finding a switch or a computer panel to unlock a door; you can go as far back as the original Doom to get an idea of how many times this kind of puzzle has been done to death. It doesn't help that there's no discernible difference between any of the three characters in terms of their weapons, abilities or even mission objectives - even the second character's route involves finding yet more switches and control panels to operate. Yawn.
You can't help feeling that the game would have been much better and far more interesting if you'd had to use two characters strategically by switching control between the pair more often. Their unique abilities could have been called upon to solve specific puzzles in real-time and work in tandem, instead of playing through a big lump of the game at a time before replaying it with the second character.
At least the first character's success does have a bearing on the second character's progress, beyond being able to enter previously locked doors. Points are awarded based on how quickly you complete the time-sensitive objectives, collect certain items and avoid getting riddled with bullets, which are then carried over to the second character in the form of health. On anything but the easiest difficulty setting, it's vital that you lay enough good groundwork or it's virtually impossible for the second character to get anywhere.
Despite the one-note gameplay, lousy graphics and criminal lack of Xbox Live multiplayer (there are only four split-screen games for up to four players), Winback 2 somehow manages to remain pretty compulsive. There's something very satisfying about popping out from cover to cap a few terrorists in the head then ducking back again before the others can return fire. As simplistic as shooting gallery games like Time Crisis, but just as enjoyable.

WINGS OF WAR
Satisfying arcade fun, but not particularly engaging for long periods of time. SWON and Crimson Skies are better bets
Action - Issue 34 (October 2004) - 6.2/10

(TT02403E)
Wings.txt
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At the outset of World War I, aircraft development was still very much in its infancy. Barely ten years had passed since the Wright brothers' inaugural flight and so even high-tech military planes were, for the most part, constructed primarily from wood and canvas. So it comes as something of a shock to discover that the rickety, wooden bi-plane you're saddled with at the outset of Wings of War is able to carry up to 50 rockets and bombs at once. Historical accuracy clearly isn't part of the game's remit. Nope, this is knockabout arcade flying where the ammo's unlimited and upgrades and power packs can be claimed by simply blowing stuff up. Before long you'll be flying the fastest and most heavily armed bi-plane never to have graced the skies during WWI.
Never mind, because Wings of War is all good fun. For at least the first 20 minutes anyway, until the missions start to feel repetitive and the grainy terrain below begins to grate on the eye. There's no System Link/split-screen multiplayer or Xbox Live support either, so you're limited to battling AI foe in single-player. Still, it is only 20 quid, so you can't really complain too vehemently if it's a little unglamorous or rough around the edges, can you?
There are two main gameplay modes on offer: Campaign and Instant Action, which are both exactly that. Campaign mode is how the best planes and weapons for Instant Action are unlocked, so it makes sense to give this option a fair go before launching into the one-against-all or team dogfights of Instant Action.
There are 70 missions in total that take place over the course of 13 sorties in different locations. These missions are packed full of exactly what you might expect; shooting down planes, bombing installations and taking pictures of enemies from above. It's action-packed all the way, with swarms of enemy planes to engage, as well as land- or water-based targets to bomb. The difficulty level can be set at the beginning and auto-saves along the way save any lengthy back-tracking.
Flight controls are simple and intuitive enough; the Left thumbstick controls the plane's pitch and roll, the Right acts as your eyes within the plane to give you a 360û view of the skies. The triggers control acceleration and brake, while the buttons zoom gun sights, fire the machine-guns and drop bombs or rockets. For precision bombing and aerial reconnaissance missions it's possible to call up a magnified under-sight. Dive-bombing is obviously loads more fun though.
There's a narration to the Campaign mode featuring a typically stiff upper-lipped RAF commander, but it's hardly Oscar-winning material. This is very much a budget game: not particularly beautiful (but not wholesale ugly either), and not particularly engaging for long periods of time, but satisfying arcade fun nonetheless.

WITHOUT WARNING
Generic gun game with a 24-style same-story-from-different-perspectives thing going on
FPS - Issue 49 (December 2005) - 7.0/10

(CC02003W)
WWarning.txt
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They say to get to know someone you'll need to walk a mile in his shoes. Well, the Odour Eaters better be on hand for Capcom's latest blaster Without Warning, because you'll get the chance to play as six different people, all experiencing the same terrorist takeover of a chemical plant.
You've got all out blasting with the Special Forces soldiers, on-foot action with the cop, and a bit of sneaking and stealthing with the TV reporter and trapped scientist. Your actions while playing as one character have no consequences further down the line, though - it would have been great to have a bit more of a branching storyline. Level design doesn't help either; impassable two-foot-high walls make for a very on-rails experience, offset by the inclusion of many pointless, empty rooms. Weird.
The 24-style clock ominously counts down the minutes between stages, and the game does a decent job of ratcheting up the tension. To hammer home the point that it's all happening at the same time, you'll hear the same dialogue from several different perspectives. There's too much repetition though, and it ends up coming across as a tad lazy.
Although gameplay is fast and frantic, missions are a relentless barrage of respawning enemies, doing their darnedest to stop you obtaining yet another keycard or defusing the umpteenth bomb in a level. Controversially, there's no checkpoint system either; bite the big one and it's a long slog through the same slew of generic enemies. The third-person camera that zooms in and out to accommodate the action is a good idea, but close-up firefights can be confused and annoying affairs.
It's a refreshing premise, but it isn't executed as well as it should be. Approach with caution.

WORLD CHAMPIONSHIP POOL 2004
Comprehensive pool sim. Benefits immensely from numerous mini-games and Live play
Sports - Issue 26 (February 2004) - 8.3/10 - Xbox Live features ***

(JA00704E)
World2004.txt
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Pool has often been regarded as snooker's poorer, slightly seedier little brother. Whereas hanging around smoky snooker halls has a certain East End gangster kudos to it, sticking 50p pieces into pool tables in a smelly youth club definitely does not. Plus the endless variations of regional rules and the unfamiliar US version of 8-Ball, means it may alienate potential potters. Luckily for us, we can now enjoy playing with balls in the comfort of our own living rooms thanks to Manchester-based developer, Blade.
Coming from the same people behind the excellent World Championship Snooker 2003 (Issue 18, 8.4), WC Pool 2004 retains the look and feel of its predecessor, and this is by no means a bad thing. The same basic gameplay mechanics apply, though things have been given a white-gloved polish, as all the balls now boast more impressive reflections than ever. Driven by superior ball physics, they now behave exactly as they would do in real life, meaning subtlety is just as important as power when playing off cushions and the like. They sound very authentic, with differently pitched 'clacks' matching the intensity of impact.
Playing pool requires just as much positional forward thinking as snooker, so use of the handy aiming aid is invaluable and, for the majority of shots, vital. They precisely dictate where the object ball will go once struck, and equally importantly, where the cue ball will go after it's struck the object ball. All other factors that determine the type of shot, like top spin, side, screw-back and pace can all be fine-tuned, and holding down the Left trigger will adjust these within millimetres, making for an absorbing and immersive simulation experience.
There's no tutorial as such to ease into the cuing action, but the inclusion of a Free Table option allows you to hone your technique and not worry about the constraints of a competitive match before the main game. The self-explanatory Pool option lets you compete in 8-Ball and 9-Ball matches, along with the customary Career mode, where you can create a player then lead them from obscurity to World Champion. Several of the top-ranked players are licensed to the game, and while you may not recognise Earl 'The Pearl' Strickland or Francisco Bustamante, you may recall our very own Steve Davis, who lights up the pool world in his own inimitable way.
The rules of pool may be unfathomable to some, but thanks to the handy commentary and intuitive controls, things quickly fall into place. We're more familiar with 8-Ball as Brits, where one player is spots and the other stripes, determined by whoever makes the first pot. Once all a player's balls are sunk, they must pot the black (8-Ball) to win. Alternatively, 9-Ball involves the first player to sink a ball, pot the rest in numerical order, and regardless who has potted the most balls, whoever sinks the 9 wins.
Coupled with the regular game, there's also a multitude of trick shots and mini games to spice up the felty fun. Multiplayer is of course included, though there's no doubles option, a common category of international competition. Compensating for this however, is the inclusion of Xbox Live play, where you can take on fellow hustlers in both
8- and 9-Ball matches. Specific rules can also be effectively customised to suit any regional preferences, so there should be no arguments with the Yanks about where the white should go.
But WC Pool 2004 isn't without its flaws, like the way more emphasis has been placed on ball design rather than character animation, resulting in ugly players (that bear only a remote resemblance to their real-life counterparts) jerkily making their way around the table. But although pool may not be to everyone's taste, you'll not find a more comprehensive billiards sim out there. Ball-busting bliss.

WORLD CHAMPIONSHIP RUGBY
A great arcade game. A brutal and very playable treat. Stat jugglers steer clear
Sports - Issue 28 (April 2004) - 8.0/10

(AC03101E)
WorldRugby.txt
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After a stunning display of national pride on top of a double-decker bus comes the official game of the England rugby team. And just in time for the Six Nations too! Since the World Cup everyone's opted for double PE instead of German when it comes to GCSE options and World Championship Rugby is bound to capitalise on all the current swell of rugby mania. At its core, World Championship Rugby is an excellent arcade replacement for the real thing. It somehow manages to capture the essence of rugby and completely disregard it at the same time. It's the rugby Diet Coke.
World Championship Rugby is the official sequel to the widely respected Jonah Lomu Rugby, something the developer Swordfish Studios is happy to draw comparisons with. And rightly so. WCR has the same beautifully simple take on rugby that strips away complicated rules and procedures, replacing them with an intuitive, instantly playable game. Even a novice with neither the knowledge nor interest in rugby will be able to grasp the fundamentals of the game within a few minutes. Shortly after that, they're guaranteed to start enjoying it as well.
Basically, every move you need to perform can be displayed on screen if you feel you want a nudge in the right direction. Left and Right triggers operate passes, A is for kicks, scoring tries, and tackles (because you'll never do all three at once), and just click the Left stick for a sprint. It's as easy as being floored by an All Black. All that's then left to do is to cover yourself in mud, blood, and sweat, and hit the field for a full-on brawl.
The learning curve, once you've got to grips with the handling, is just on the right side of tough. So, although you may know how to pass and tackle, there's no way the All Blacks will stand idly by cheering you on as Dallaglio and co land try over try past the line. The opposition are a tough, intelligent bunch who swarm around you, forcing you to relinquish the advantage you may have gained, but the controls are responsive, and passing the ball is like dropping a buttered baby, so you should find chinks in their defence after just a few goes.
After scoring a try comes the conversion, and if the simple nature of the gameplay falls flat anywhere, it's here. You simply have to position an arrow in the direction you want to kick and press A, without a power bar in sight. Surely an ounce more depth wouldn't have made the game any less arcadey than it already is. Just because it's fun and simple, doesn't mean it has to be brain dead.
There isn't much jiggery-pokery to be had either, apart from renaming some of the players. You can't custom build your own teams, nor can you alter kit, or play as any team other than internationals. Just about the only outside influence you have is over camera angles but some are just plain stupid. One is so far removed from the pitch you're left feeling like you're watching bacteria multiply really quickly in a petri dish.
World Championship Rugby is a no-frills, man's man of a game. It cuts out the namby-pamby gristle of team stats, league scores, and customisation in favour of pure, bone-crunching, ear-bruising arcade thrills. If you think you can handle rugby that concentrates on the game, and only the game, then you're looking at a brutal and very playable treat, but you have been warned. Stat jugglers steer clear.
More could have been made of the multiplayer options (maybe even four-player options like FIFA 2004) but two just about does the job. The action looks great on screen and thanks to its nice and easy arcade approach, even fans new to the game since the World Cup will be slugging it out in no time at all.
After an initial delve into the rules, it all becomes pretty clear and straightforward. And look at that, we didn't make a single gag about funny-shaped balls.

WORLD CHAMPIONSHIP SNOOKER 2003
Deeply immersive. A wealth of extras and sprawling career mode
Sports - Issue 18 (July 2003) - 8.4/10

(CM01301E)
World2003.txt
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Most ball sports have had their intricacies recreated in video game form at some time over the years and snooker is certainly no exception. It allows gamers to peer through upside-down spangly virtual glasses, step into well-polished shoes and don bow ties in the privacy of their own homes, without fear of public ridicule.
World Championship Snooker 2003 is the first professional snooker sim on Xbox, but it's actually the third game in the Codies series. Right from the off it's clear that every moment of the game has been finely crafted by the kind of snooker fanatic that stares intently at BBC2, immovable for hours on a Sunday afternoon. Make no mistake, WCS 2003 is the definitive snooker simulator and if you have even a vague interest in smacking coloured balls into pockets you need this game in your life.
In fact, the package is so stuffed to the Crucible with extras that you can not only experience world championship level snooker, but also eight and nine-ball pool, a frameload of mini-games and a Trick Shot mode complete with its very own cuddly John Virgo.
First stop for the virgin virtual cue handler should be the stupendous coaching session, which sees you play a table under the watchful and slightly boss eyes of the mighty Dennis Taylor. Rather than setting out a series of challenges for you to work through, Taylor will actually give you training and advice on the fly as you create your own scenarios through clearing the table.
If you are the kind of player who ignores the instruction manual, skips over training modes and leaves option tweaking for another day, then WCS 2003 has news for you. Just like the real thing, this game is both tough and slow moving. If it's arcade thrills you're looking for then you are probably not of the considered mature disposition to handle this game. Training exercises are mandatory to begin to understand the intricacies of the game and learning how to spin, curl and adjust your angles for optimum snookering opportunities is essential if you are to get past even the first China stage in Career mode. Fools rush in and those who do will find themselves sloping out of the arena with a bruised ego and their cue between their legs.
WCS 2003 is a serious re-creation of the sport and doesn't pull any punches when it comes to playing the main Career mode. One mistake will see your opponent capitalising on the opening and you can frequently find yourself watching incredulously as he works his way around the table, leaving you twiddling your thumbs with rising bile for ten minutes. That's not to say the game is not exciting. In actual fact, the levels of elevation, finger-biting anticipation and deep despair are rarely rivalled in other games to date.
This is one of those titles where the highs are truly high and the lows are joypad-smashingly low. When you are wowing the crowd with shot after shot of pure brilliance, inspiring cheers from the audience and replays set to a glowing commentary from Dennis Taylor and John Virgo, you will feel like this is the best game ever created. Conversely, when you make a silly mistake that you, the commentators and everyone watching knows was your fault and your fault alone, you will hate the game with the kind of passion and voracity usually reserved for animal molesters.
Angle aids can be removed and the game's difficulty is set accordingly. Sadly, the package is let down by the lack of Xbox Live play, which frankly is a crime. Online snooker here would have been fantastic. Another reason for the game just missing out on Elite status is that it lets the side down graphically, too, simply not up to Xbox standards. The visuals are as boring and workmanlike as Stephen Hendry's play. Snooker fans will adore the game but many will simply steer clear.

WORLD CHAMPIONSHIP SNOOKER 2004
Brilliant for anyone with a remote interest in snooker. Pure tension
Sports - Issue 31 (July 2004) - 8.8/10 - Xbox Live features ***

(CM04201E)
WorldS2004.txt
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The Crucible is swathed in a deathly hush as nearly 1,000 people hold their breaths. Potting balls was a formality in the beginning, but when one ball will seal the championship, it's never been so tough. Will you sink the black and the glory or will you lose your bottle and the title along with it?
World Championship Snooker 2004 certainly isn't for people with nerves of jelly. You'll sigh with relief rather than disappointment that this is much more than the gentle update you expect from most annual sports games. It's a freshly laid baize of graphics, presentation and sound. In fact, the only familiar feature is WCS 2003's (Issue 18, 8.4) trademark cueing control.
Motion capture is the 147 break of this fourth series entry. Players walk around realistically and bridge to cue from each and every point on the table, as long as it's physically possible. Last year's Mr Potato Head faces have gone, replaced with detailed and easily recognisable players from the top 16 and beyond. Only a few of the 128 players still look like identikit photos from Crime Watch, but then again we haven't been to our local snooker hall for a while...
Speaking of snooker halls, there's a mass of potting pavilions. Along with a relaxed and gorgeous-looking pool hall and qualifying room, there are nine real-life, licensed venues including Wembley Lakeside and the Sheffield Crucible.
WCS 2004 is so convincing, you might have to check the TV hasn't switched over to BBC 2. Alan Hughes appears to introduce the players as they walk through the curtain and the ref prowls around the table, eagle-eyed for a dusty cue ball. Dennis Taylor and John Virgo don't miss a beat with their commentary either. You won't want to blunder unless you're a fan of stinging criticism - that's what they're best at. They're also good at 'remembering' and if your safety has been poor or you've been potting one colour like you had a vendetta against it, they'll speak their minds.
Potting can be as easy or as tough as you like. Guide arrows point out the ball paths for novices, but the hardcore will want to turn them off completely. It's a pity you can't glance left or right while leaving the shot setup stationary, but otherwise executing a shot is extremely intuitive. There's also a solid range of opponents to test your skills against. Amateur AI players come from the Chuckle Brothers' School of Snooker while the top 16 professionals are as tough as the real thing.
Admittedly, it's a little frustrating to come up against Ronnie or the Grandmaster in LG Tour mode only for them to score a 147 against you. Unless you practice obsessively, you're unlikely to ever beat the top-flight players.
Even if you do, you won't win a cash prize or a sexy girlfriend, but there are still plenty of incentives to try. The players' lounge is a virtual trophy cabinet, stuffed with treats. Potting multiple reds in one shot, getting a century break or winning tournaments are just a few of the tricks to unlocking videos, secret characters, new balls and even new tables.
With the bonus of Live support, WCS 2004 is the Shangri-la of snooker. It's a game that pulls out all the stops to satisfy the snooker-loopy while offering a style of gameplay that will also satisfy more casual players. If you own a cue, snap it in half and start re-spending your misspent youth on Xbox.

WORLD CHAMPIONSHIP SNOOKER 2005
Not too many new features, but WCS2005 has enough in its pockets to keep snooker fans going potty for ages
Screenshots - Sports - Issue 41 (April 2005) - 8.2/10

(SE12901E)
WCS2005.txt
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Shhh. Listen to the silence. You might as well get used to it, because if you're planning on pocketing World Championship Snooker 2005, you'll be hearing a lot of, well, not a lot at all. The sound vacuum is occasionally burst by the clack of balls, the mellow murmurings of the commentary team, and the occasional overweight old codger in the back row coughing up a gobbet of lung. Just like real snooker, then.
Thankfully, that's not where the similarities between WCS2005 and the sport itself end. You really couldn't hope for a more accurate Xbox representation of snooker. The player roster has been boosted to over 100, and all the 2005-2006 tournaments and venues like The Crucible are present and correct.
More importantly, WCS2005 plays smoother than a Ronnie O'Sullivan 147. You line up your shots using adjustable aiming arrows and a variety of camera angles, then tweak your power, spin, and cue position. There is a new Tiger Woods-style analogue stick-powered cueing method, but the standard old button press is much more reliable. There's even a brilliant coaching mode, and the spot-on physics engine mean you'll go from ripping the cloth to nailing monster breaks in no time.
Once you've got your tip chalked, you can jump into a quick exhibition match or embark on a full Tour. Winning unlocks bonuses like video clips and classic players, but there's a stack of cool stuff to muck around with from the start. Pool, billiards and some crazy tables add variety, and a selection of John Virgo-style trick shots hone your skills.
As you improve, the strategy of snooker really starts to ooze from the baize. You'll be thinking five or six shots ahead, and casually controlling the position of the cue ball like a waistcoat-wearing wizard. Rather than a plain old sports title, WCS2005 suddenly develops into an extremely addictive and deep puzzle game that values planning, patience and precision over rowdy razzmatazz. Against AI opponents it's compelling - against your mates or across Xbox Live, it's war.
For some, this will sound as appealing as having chalk dust rubbed in their eyes. Aside from a couple of niggles it's hard to find fault with the game, but the snooker-filled silences will definitely only appeal to fans. But that's fine. Playing World Championship Snooker 2005 is a strangely relaxing experience, like being wrapped in kittens and fed tranquillisers, and the spot-on potty action will keep you coming back for more. It may be quiet, but for WCS2005, silence is golden.

WORLD POKER TOUR
A great way of playing online poker for free, but as an offline method of poker practice it's merely okay
US Sports - Issue 50 (XMas 2005) - 6.2/10

(TT13503E)
PokerTour.txt
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Poker. It's everywhere at the moment. TV, newspapers, magazines. And why not? Not only is it the king of card games, but there's tons of money to be made playing it against drunk, rich Americans on the internet.
Of course, playing for real money can be intimidating, which is why, on the one hand, World Poker Tour is great, allowing you to play a few rounds of Texas hold 'em across Xbox Live without losing any real pennies. The interface is simple, the graphics are far better than anything you get on real internet Poker sites, and the presentation and options far outstrip anything seen in nearest Xbox rival Bicycle Casino (Issue 42, 3.6).
But if you don't have Live, World Poker Tour is little more than a glorified game of cards against the computer. It does put a lot of effort into catering for the single player, with a full career mode and several real-life players to challenge, but it won't take long for any half-decent player to figure out how to exploit the somewhat basic AI. A nice little package overall though, with plenty of tutorials, and decent enough for getting some practice in before you hit the money tables for real.

WORLD CHAMPIONSHIP POKER 2
Xbox poker raises its game in this ugly but feature-packed gambling sim
US Sports - Issue 55 (May 2006) - 7.2/10

(CV01601A)
wcpoker2.txt
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Without the benefit of any kind of official tournament licence, World Championship Poker 2 is forced to do something that other poker games have singularly failed to do until now. It has to innovate. It has to do more than simply present you with a game of cards against the computer. And, much to our surprise, that is indeed exactly what it does.
On the one hand, it's a perfectly decent poker simulator. You can play it on your lonesome, or against other Amarillo Slim wannabes over Live. There are plenty of different rule variations to fiddle with for those adventurous enough to go beyond your basic hold 'em, and, crucially, the computer AI is sharp enough to give you a convincing game. With so many previous poker titles falling down thanks to computer players making ridiculous bets on mediocre hands (last issue's 4.3-scoring World Series of Poker being the most recent culprit), it's something of a relief to play against AI characters that actually know the difference between holding and folding.
World Championship Poker 2 also features a decent range of tutorials, taking you step by step through each of the different poker variations on offer. They're not perfect, and they're a little text-heavy in places, but just having them included instantly makes this a better, more approachable game for poker virgins.
So far so good, then, but it's the single-player career mode where things really begin to take off. Starting out as a rank amateur in your parents' dilapidated basement, you must work your way around the world, entering increasingly higher-profile tournaments. No change there, then. But rather than simply picking your way through a generic list of poker tournaments, never feeling as though you're really getting anywhere, here you get to plough any cash you win straight back into your basement, transforming it from a dirty squat into a veritable palace of cool. As a visual pointer, it's certainly the nicest career-progression system we've seen in a poker game on Xbox.
But it's the unique, interesting twists on the standard poker format that really win it for World Championship Poker 2. Make a bold bluff, or bet on a really strong hand, and you'll be switched to an analogue stick-tweaking mini-game, where the aim is to keep your 'poker face'. Start winning tournaments and you'll even gain experience that can be spent on abilities such as automatically calculating pot odds, or being able to read if your opponents are bluffing or not. These are great, novel little touches that show some real thought has gone into making a decent career mode.
Sadly, the same thing can't be said for the presentation. Graphically, this is the weakest of all the poker games we've played. It looks rubbish, to be frank, and the range of character types and backgrounds isn't much better either. You're better off turning the sound down too, as the grating lift music and speech samples are almost enough to incite violence. Okay, so none of this will matter to you if all you're interested in is the cards, but œ30 is a lot to spend on something that looks and sounds this feeble.
Presentational quibbles aside, though, this is a really good game. A bit more polish (and by 'a bit' we mean 'a lot'), a few more career options and some recognisable licensing and this could become an essential purchase for poker fans. Enter EA stage left perhaps?

WORLD RACING
Good technical racer, but a bit sterile. Nirvana for Mercedes fans
Driving - Issue 14 (March 2003) - 6.8/10

(TM00505E)
WorldRacing.txt
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Lucky Xbox owners certainly aren't short of racing games to quench their need for speed. All tastes have been catered for, from rallying titles, arcade racers, technical challenges and even biking games. With the exception of Lotus Challenge (Issue 11, 6.5) though, there haven't been any driving games based around one manufacturer's product range. World Racing (previously known as Mercedes Benz World Racing) is here to change that.
If the game was judged on pedigree alone, then you'd have a strong contender for the next Crufts Championship. This title boasts more than 100 different types of Mercedes to unlock and play with - everything from vintage models that look like they've been driven from a museum exhibition to bonkers prototype cars that drive so quickly you expect to engage in a spot of time travel.
To compliment the cars you have some expansive and (above all else) incredibly long tracks to play with. If you choose to, you can go off-course at certain points and drive for miles. The tracks are diverse, encompassing cityscapes, a Mexican rainforest, the typical alpine pass, test tracks and off-road pursuits to name just a few. In fact, there's a bucketload of tracks - almost as many as there are cars, although many of them are variations on existing maps. Don't expect to be overwhelmed by new and exciting landscapes every time you rev your engine.
The map size and the manufacturer's brand are the key selling points to a racer that's already fighting for space in a crowded starting grid, but there are also loads of play modes available. There are more than a dozen different championships to compete in, missions to unlock and accomplish, multiplayer catering for up to four drivers (no Xbox Live though - boo!) in conjunction with the standard single race and free drive game types.
But this is where things start to go rusty, because the level of sophistication shown throughout this title is actually to the detriment of the game itself. For example, the menu system is an overly confusing and convoluted mess of multiple options that stands to hamper and confuse the casual player when they're just trying to get a race together.
After starting a race it quickly becomes apparent that this game takes a different approach to many of the norms of the genre. For a start it's not just winning the race that counts - you also get judged on your skill, discipline and fair play among other criteria. This means that every time you ram a car to gain an advantage you may get marked down, or every time you perform a good handbrake slide (which you'll need to do a lot of) you earn Brownie points for skill. This can be offputting when you're going hell for leather for the finishing line.
Handling is also a formidable task. It's not that the physics are wrong, the cars feel weighty enough and the illusion of track traction is evident, but it can just be plain hard to keep the cars trackside without them bouncing off a barrier or spinning into the distance.
This isn't really an arcade-style driving game that lets you make too many mistakes and get away with it. Although to World Racing's credit, there is an adjuster between Simulator and Arcade that allows for slightly less stringent driving physics - if you can find it hidden in the menu screens.
But the overriding problem with this title is that it just isn't as much fun to play as it should be. It feels more like an interactive advert for Mercedes. You can hardly damage the cars, a few dents on the bumpers and a hint of damage to the bodywork is not what 100 per cent damage should look like. It's obvious that Mercedes didn't want to see their shiny pride and joys look in any way tawdry and this does little to benefit the thrill of driving.
The opponent AI is also a real letdown. The competition is tough enough but the other cars follow the racing line like lemmings on a road trip and rarely show any personality in their very rigid manoeuvres. You also get a very poor choice of cars to start with and in order to get to the better motors you need to invest hours of game-time in successfully completing races.
Graphically, there are no complaints. The cars are highly detailed and the tracks have enough going on in the background to keep you interested. The framerate also nips along adequately but it just doesn't disguise the sterile nature of the game when there are many more exciting racers to chose from.
Dedicated Mercedes fanboys will undoubtedly be polishing their bodywork with glee, but the rest of us will certainly need to think twice before spending the money on this technically competent but rather mundane racing experience.

WORLD RACING 2
A richly detailed, well designed racer that throws it all away with some truly abysmal handling. Polished turd, anyone?
Driving - Issue 48 (November 2005) - 5.3/10

(TM01801W)
WorldRacing2.txt
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This isn't half as bad as we thought it was going to be, save for one teeny, tiny point - the handling. Your classic case of Achilles' Heel syndrome, World Racing 2 features some dazzlingly quirky extras such as handy nitrous bursts for jumping over broken bridges, or fully damageable licensed cars, but when the handling goes and screws everything over, no amount of fancy padding can save this.
It's a shame really, especially for a game that sets out to put "the fun back into driving". It does so on so many levels too. Debris stays on the track no matter how many laps you complete, everyday traffic can often cause stonking pile-ups, you can ram through short-cuts, perform death-defying leaps of faith, and smash just about everything on screen to pieces. So why then do the cars have to literally ricochet around the course? It's almost like they left the steering out and made a rubbish version of Burnout by accident. There's so little grace or fire in the belly of the cars, you're practically skating about with bricks for wheels.
This is a great pity. The courses, from Egypt to Hawaii (and just about everywhere in between) are richly detailed and well designed, as are the 40 or so real-world car models, which are all up for a good crunching. The first-person perspective is one of the best we've seen in a racing game too, with true belly-flipping moments of terror when you squeeze between the oncoming traffic. The physics aren't half bad either, with rival cars spinning out and plummeting into buildings or off cliffs. But, what's the point when the driving's so awful? You can wrap a turd in the finest filo pastry, sprinkle it with fresh fruit, icing sugar, and melted Belgian chocolate, but you still wouldn't eat it.

WORLD SERIES OF POKER
Squander your virtual pennies in Activision's cheap and cheerless poker game
US Sports - Issue 54 (April 2006) - 4.3/10

(AV08402W)
worldpoker.txt
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Poker: it's the new rock 'n' roll. Everyone's playing it. Everyone! It's not cough sweets and booze Pete Doherty and his band-mates are getting smashed on backstage - it's a pair of Queens and Jack high straights. Don't even think about coming to our party unless you've brought your cards with you. Because poker's hot, hot, hot right now and it's about to hit Xbox in tsunami proportions.
Which means that, as the first and cheapest of this spring's flood of Xbox-based poker titles (Take 2's World Poker Tour (Issue 50, 6.2) having now been put back to April), it's tempting for card fans to simply rush out and buy World Series of Poker. After all, one card game on Xbox is going to play pretty much like another, right?
Well, that's where you're wrong. And in this case, very wrong. Because given that you're paying cold hard cash for something you can just as easily play for free over the internet, it's not unreasonable to ask that Xbox poker games are (a) attractive and well presented, and (b) at least put up a decent fight with believable computer AI.
Unfortunately, World Series of Poker falls flat in both these areas. Presentation-wise it's rudimentary in the extreme, with a mere six poker variations on offer. The graphics are basic, the commentary crude and there isn't even a tutorial mode to help new payers pick up the basics. The only thing really going for World Series of Poker is the control setup, which does a pretty decent job of turning the analogue stick into a wand of money-squandering power.
As for the computer-controlled goons you'll face on a regular basis, we've seen more lucid decision making in a mental institution. For the most part the computer sharks play aggressively, even on stupid hands (situations where AI chumps risk all their money on low ranking cards like a pair of fives are common), to the point where it's impossible to tell if the computer's making a bold bluff, or simply being monumentally thick. It makes playing an intelligent game virtually impossible.
We'd like to say the real-life pros that appear later in the game are better, but we didn't even make it that far, such was the savaging we received from the 'crack-bots' in Career mode. And while we're on the subject, what a lacklustre career mode it is, offering the bare minimum of tournament structures and a hopeless reward system that simply involves collecting commemorative chips and bracelets that can be viewed on a trophy screen afterwards.
You can always play over Live, but as we've said before with poker games, not being able to play for real money takes the shine off things, especially since World Series of Poker doesn't even offer any kind of online leaderboard or ranking system. Don't let the cheap price tag fool you - you're better off folding on this weak effort.

WORMS 3D
Very funny with loads of maps and mad weapons, but no System Link or Live
Turn-based strategy - Issue 22 (November 2003) - 7.3/10

(SE04202E)
Worms3D.txt
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"Leave me alone!" This cry rang out around countless living rooms to much merriment when the first Worms game appeared on PC and consoles nearly ten years ago. What started out as a comical, turn-based combat game quickly became a global success and spawned several sequels. Now, the title has evolved from its 2D roots into glorious 3D. By my rudimentary maths, it's gone from two to three so this game should be 50 per cent better, right?
The premise is simple. Control a team of plucky, military-trained earthworms, and use outlandish weapons to obliterate the opposite team. It sounds simple, but the real challenge comes in the art of firing the weapons. It's completely down to the player to correctly judge the aim, trajectory and power of their attacks, taking into account wind direction and speed. It sounds tricky, but soon becomes second nature, and you'll enjoy discovering the characteristics of each weapon. A wide arsenal is at your disposal, from the standard (Bazookas, Grenades, Cluster Bombs), and the devastating (Homing Missiles and Air-Strikes), to the downright ludicrous (Banana Bombs, Sheep, and Exploding Old Ladies). This isn't your standard warfare strategy.
Although the original games gained notoriety as multiplayer titles, at the heart of W3D is a very comprehensive single-player mode. Form a team of worms, and lead them to glory. Start with a handy tutorial, play a quick game against a CPU opponent, and then it's on to Campaign mode with more than 30 maps to conquer.
There's a strong vein of off-the-wall humour, typified by some of the mission names, such as 'Take My Cherry' and 'In Space, No One Can Hear You Clean'. Add to this a huge Challenge mode, where you can unlock weapons, maps, soundbites and secret missions, and you've got a pretty complete one-player game. With random positioning options, customisable levels and weapon distribution, the game provides millions of different permutations, so you should be at this one a fair while.
The gameplay is, like the game itself, a novel yet simple concept. Each level can be played a variety of ways, and most areas are accessible. The 3D environment expands the strategic element, and a fully deformable landscape offers great scope for creating caves, shelter etc.
Multiplayer is usually the forte of the Worms series, but it's here that Worms 3D falls short. Up to four gamers can play, controlling a team each, but all sharing a single pad. This may promote a more social side of things, but it feels antiquated. With no System Link either, just giving the players a pad each would have been something, even in a turn-based game. Also, the PC Worms games were extremely popular online, and Worms 3D has missed a great opportunity. Xbox Live would have been an ideal platform to support cross-continent worm warfare, but alas it wasn't to be.
The camera is the only other main gripe. It's inverted during normal play, but then reverses when zoomed in. This can get really fiddly and frustrating, particularly when you're trying to select your weapon, aim and fire all within a 60-second time limit.
Worms 3D provides a good deal of fun and frolics but fails to be the great multiplayer game it could have been.

WORMS 4: MAYHEM
Stripped down to its component parts, this is the best Worms game yet, but the series is starting to whiff of 'perennial sequelitis'
Screenshots - Strategy - Issue 45 (August 2005) - 8.4/10

(CM08201E)
Worms4.txt
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If you cut a worm in two it most certainly does not grow into new worms. It'll spurt its greyish guts everywhere, convulse a little, ooze out a strange dark-green substance, then die. We know, we tried it when we were kids. Andy Davidson was having much more fun when he was a kid, though. He was creating Worms between sitting exams, just so he could destroy them in more inventive ways. Who'd have thought we'd be sitting here all these years on with Worms 4: Mayhem on our lap, experiencing the closest a current-gen console has ever come to creating the thrill of the original Worms?
Much has changed along the way. If the worms weren't dressing up as Vikings, they were building forts. All the construction and fancy dress stuff was in danger of overshadowing the point - Worms isn't about building, it's about demolition, and that's precisely what you get with Mayhem.
The basic premise of Mayhem is virtually the same as every other Xbox Worms title - tit for tat turn-based violence using household implements and members of the clergy as weaponry. Banana bombs are so passé, darling! Actually, as well as the usual suspects (banana bombs included), the range of weapons on offer is the biggest yet seen in a Worms game. They aren't varieties of similar weapons dressed in different guises either, but distinctly new ways of offing the enemy, such as the inflatable Scouser. Send the moustachioed menace ambling towards a worm and once he makes contact with them, he'll stick to them, inflate, and the whole permed caboodle will ascend high into the clouds. If you need to make sure you know where your enemy is at all times, just ram rusted masonry nails through their tails. They wouldn't be able to move even if there was a five-year-old stood over them with Mum's best cutlery. And if the default weapons aren't your bag, you can always make your own.
The customisation aspect of Worms 4: Mayhem doesn't stop there either - it's fun to create bouncing eyeball bombs packed with explosive pork-chops, but there's so much more tinkering to be done. You can now alter your team's physical appearance, adding hairstyles, hats, glasses, and a veritable whore's handbag of other knick-knacks and accessories. Want to see a pissed-up Scottish Jock worm sporting bunny ears and tarty lippy? Who doesn't? How about 'doing a God' and creating and uploading custom-built maps for all to experience and share? Team 17 has catered for that too. You are now the sole architect of your worms' fates, and you can do with them as you please.
There's still a story element with Mayhem, though - you're taken on a spot of time-travelling with Professor Worm, as he absent-mindedly drops pieces of his craft through various time periods. You have to knock Persian worms into jail using baseball bats, or run the gauntlet of a deadly obstacle course of an evil vizier. It's ideal for breaking up the endless procession of turn-based wormicide - as good as that happens to be, we've seen it all so many times before.
Worms 4 might be like your standard EA-style sports update - fundamentally the same as the previous incarnation, just sporting new features, such as curly turd-bombs dropped from helicopters. But strip away the gameplay and you'll find some natty new touches that have been punched into place, namely with the terrain. It now sustains a considerable amount of damage depending on what surface is struck. Whole buildings have to be levelled in some missions, with construction worker worms crushed under mounds of falling debris, or suddenly finding themselves flapping in thin air before falling to earth with a squelch. Not all environments crumble though. Inexplicably, whereas some blocks collapse with those around them, we often saw the dust clear to reveal a sole, surviving worm stood smugly waving on one of those weird, hovering pieces of scenery that remain suspended when all about it is rubble.
It pays to plant the TNT too, as the destruction of certain areas and walls reveal Aladdin's caves of treasures and treats. Bizarre worms also lurk in areas of the story modes too. Find these easter eggs during a mission and they'll reward you with an abundance of gold coins. These can then be taken to the shop to buy various odds and sods with which to kit out your team.
Extra outfits, voices, and game styles can be bought at the shop, but most importantly for the discerning worm, there are ingenious weapons to be added to your arsenal. We recommend the sniper rifle or new poison arrow, both of which are precise in their purpose and far more effective at killing than, say, a 200 pound comedy cow.
At its core, Mayhem is a leaner, less confusing entry to the Worms universe than Forts Under Siege, returning the series to a time when worm-killing was simple and death came in the form of an exploding sheep. With Live as standard these days, it's what Worms 3D should have been a couple of years ago. It's just a shame it's taken so long to get here.
Worms 4 is far from a revelation for the Worms games, and it's far from anything remotely resembling groundbreaking, but by wisely shrugging off much of the baggage that has tied the series down for so long, out of the mayhem comes something bordering on compulsive wet weekend gaming. Worms of the world, go grab yourselves a pint of mud, you've done yourselves proud.

WORMS FORTS: UNDER SIEGE
More worms, more strategy, more fun! Real world locations and periods in history make it even better. Live, too!
Turn-based strategy - Issue 36 (December 2004) - 8.4/10

(SE05301E)
WormsForts.txt
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Ringworms, roundworms, tapeworms and hookworms... fish 'em out and fire 'em up because Team 17's wriggling warmongering classic is back. A call to arms for everything without a spine, Forts: Under Siege is Worms 3D (Issue 22, 7.3) but with a more devious repertoire, a brand new strategic angle, and 50-stone canaries.
As you have no doubt guessed from the title, this is Worms with fortifications. Where the aim of the game was once to survive the longest, you're now required to beat back the enemy and indulge in a little Barrett Homes building at the same time. Think of it as Worms gone Populous. There's even wrath of god weapons this time too.
By expanding your encampment into enemy territory and building on map hot spots known as Victory Locations, you earn bigger building structures. These can then be mounted with vast weapons capable of obliterating an enemy in one fell swoop. Developing the best buildings in the best place is obviously the key to success, as is firing off the excellent Rhino weapon now and again. The more Victory Locations you secure, the greater the range of building until, if you're lucky, you'll have hospitals and weapons factories spewing out worms and ammo faster than you can use them.
If you think the inclusion of forts is a gimmick you're sorely mistaken. It's a dynamic move that adds a layer of depth and intricacy to gameplay that feels just a little bit naughty. You know Worms should be nothing more than tit-for-tat retaliation, but with brains it's so much better.
Then of course, there's the Xbox Live play. Our collective gasps of shock when we all found out Worms 3D would not be playable online were obviously heard. You can play against your friends, you can communicate tactics and taunts, and you can undertake vast campaigns against intelligent opponents who'll do everything to employ craftier tactics than you. To say Live play adds life to this title is an understatement.
But, surprisingly, the biggest shock to the system is the wealth of new weapons. Want to trundle around with a massive explosive canary held above your head? Of course you do. What about firing off a giant hippo with dynamite strapped to its back? Be our guest. How about smothering your enemy in flaming hot Chilli Con Carnage? Go grab a spoon and do your worst.
These weapons, plus around 50 others (look out for the fridge bomb which opens up to scatter its explosive contents everywhere) are complemented by the environments this time too. Not to mention the destruction you can rain down on them... Real-world locations have replaced the trippy, otherworldly arenas of Worms 3D and lend themselves brilliantly to the slimy retelling of history's finest moments. Whether you're rescuing Helen of Troy or setting sail across the seven seas only to be attacked by pirate worms, it makes for a far more engrossing experience than any alien worm attack ever did.
It's not without its faults though. Time limits on some levels end up being the biggest opponent and where you'd like to employ flanking manoeuvres and explore your surroundings, you're forced to do otherwise. Slight scenery glitches see the camera sometimes swallowed up by the occasional wall, and the failure-to-success ratio will infuriate some players. But, if you still consider turn-based games a valid concept, and don't mind that you find enjoyment in such a simple game (albeit with a god-sim twist), you'll be in your element. Forts is probably not for everyone, but those of us with hearts as squishy as the loveable mud-chewers themselves will be in seventh heaven.

WRATH UNLEASHED
Nice idea but too basic and uninspiring to deliver. Potentially fun at first, but the fighting is repetitive
Turn-based strategy - Issue 26 (February 2004) - 5.0/10

(LA01503E)
Wrath.txt
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It reads like a fantasy fan's wet dream. A lateral, turn-based video game set in disturbingly dark lands featuring grumbling, hideous, mythological superbeings, all vying for universal supremacy and dabbling in unworldly magic and gentlemanly bouts of fisticuffs. Ideal, then, if your concept of fun involves a friendly game of chess with your brainiest chum and an in-depth analysis of Sauron's failed invasion of the city of Gondor in The Lord of the Rings.
For those of you who like your D&D-style shenanigans, Wrath Unleashed is best described as part tactical board game, part one-on-one fighter. Ally with an elemental force, take command of a motley bunch of genies, ogres, centaurs and unicorns etc, and do battle on a simple 3D battlefield-cum-board. It's as simple as that. You move your living pieces, engaging in punch-outs whenever two pieces vie for the same 'square'. Of course, the bigger picture demands the completion of specific aims, such as securing citadels and temples, all of which come with the extra bonus of rewarding your armies extra magic.
It doesn't end there, though. There are other little things to consider. For example, difficult terrain and minor disasters are liable to throw a spanner in the works, while certain powerful individuals can help turn the tide of a campaign by casting cheeky spells. Yep, thanks to demi-god leaders, not only can you change the shape of the land, but execute unfortunates with a click of the fingers. Surely that's just cheating?
Whilst the turn-based wargaming is no better or worse than playing draughts, chess or Monopoly (read that as you will), the 3D fighting action feels like something left over from the Dreamcast. Essentially, each monstrous oddity has several attacks, which makes for some of the most basic beat 'em up frolics since Ken and Ryu were trading blows in kindergarten. Soul Calibur II (Issue 21, 9.1) it ain't. While the strategic advancement of 'troops' has its rare moments (especially in multiplayer), the fun is marred by the fact that every major attempt to steal ground culminates in turgid punch-ups of the dullest kind. You'll groan, you'll cry, then you'll say "Screw this for a laugh" and hike it back to your local games store to trade it in for something more engaging. Like a 3D trump cards simulator. Possibly.

WRECKLESS
Awesome demo of what Xbox can do, but not enough game in it
Driving - Issue 2 (April 2002) - 7.5/10

(AV01201E)
Wreckless.txt
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Hong Kong needs your help! An evil Yakuza crime boss is bringing his dirty trade to the city's colourful streets, and there's only one way you can stop him - by getting in a fast car and smashing the crap out of everything! No subtlety here, it's just all-out, high-speed, big-bang blockbuster carnage, with you at the controls of a bunch of souped-up autos carrying a licence to wreck.
As you'll know if you've had a look at this issue's Game Disc, Wreckless: The Yakuza Missions looks absolutely incredible. Abso-freaking-lutely in-freaking-credible, to be freaking honest. We've tried our best to capture its amazing look in our screenshots but, while some of them may look great, it's only when you see the graphics in motion that they really look special.
The city in which the whole game is set (a semi-accurate, stylised Hong Kong) is enormous and completely believable. It's made up of individual districts, massive, solid buildings, tiny market stalls, vehicles and pedestrians going about their business.
Everything is bathed in lighting of a kind you've never seen before. The glare of the sun bouncing off shop windows, casting shadows across the streets and neon signs buzzing luminous colours onto everything in their vicinity give the whole game world a thumpingly solid feel. The car you drive looks amazing as well, and even reflects the scenery in its bodywork, as in Project Gotham Racing (Issue 01, 8.9).
Plus you can use said car to smash the crap out of everything in the aforementioned city, with bits and pieces of everything shattering, bouncing and exploding all over the shop in spectacular, ludicrously colourful style.
Special effects by the dozen are then smeared on top of the entire game to give it a televisual quality - things in the distance appearing out of focus, heat haze from your engines causing the scenery to shimmer, virtual views wobbling to give a hand-held camera feel.
Most of these effects have been seen on their own in games before, each time standing out as a title's defining visual element. Wreckless does everything at once, and it makes you sit up and notice just how much of a step forward from other consoles Xbox is making, in terms of raw processing power.
But why go on about the graphics so much before talking about the actual game itself? Because the way Wreckless looks and the way its virtually living city moves as you plough through it, means that the visuals practically are the game.
There are two storylines to follow, one featuring two dizzy female cops and the other featuring two dizzy male spies. Each path is made up of a bunch of missions involving defeating the evil Yakuza gangsters.
Missions come in two forms - racing around the streets smashing up Yakuza cars and scenery, or guiding your vehicle around a tricky series of tunnels, pathways and ledges, much like a platform game.
And there's really not much more depth to it than that. The storylines are nonsense, with cut-scenes establishing the plot via the medium of gibberish scripts and rubbish jokes. Even the mission explanations themselves are worthless.
"Somebody's stolen something and is planning to do something-or-other with it! Stop them before they get to somewhere-or-other or something will happen!" Yeah, whatever. In other words: "Smash the crap out of everything with a red mark around it before the timer runs out."
The thing is, deep, movie-like plots and revolutionary gameplay ideas aren't always necessary. As long as something's fun, we're happy. Unfortunately though, quite a few of Wreckless's 20 relatively short missions fall on the wrong side of fun. They end up on the side marked 'frustrating', in fact...
Negotiating an underground passage full of twisting ledges and moving platforms in a heavy sports car is just plain fiddly, and when there's a great big puddle of magic water waiting to send you back to the start of the section if you mess up, it just gets annoying. You'll find yourself simply battling through just for the satisfaction of never having to play the level ever again.
There are other things that test your ability to remain calm. After eventually working your way to the top of a massive construction site, dodging ram-happy Yakuza cars on the way up, you've only got a few seconds to make it across a little bridge to the next section.
You carefully edge your car forwards, looking around for more danger. And then you fall through a hole you couldn't see because what you were actually supposed to do was go across the bridge quickly, thus falling all the way to the bottom of the building only to watch the timer tick helplessly to zero. Will you be able to stop yourself throwing your brand new Xbox controller at the floor?
Unfortunately, these frustrating bits feel unnecessary - as if the game wasn't completely finished and someone didn't have the time to tidy things up properly.
So the platform bits don't really work too well. A shame, but is it really the end of the world? Thankfully not. Wreckless's other component - speeding around smashing the heck out of everything - is tremendously good entertainment, especially when it looks and feels as great as it does here.
Throwing the vehicles around the city, ploughing through scenery, sending civilians scattering for their virtual lives, setting off chains of explosions and causing massive pile-ups is fun. Brilliant fun, actually.
All the vehicles are great in their own way, and trying to track down the hidden bonus-mobiles is very satisfying. Finishing the piffling 20 missions isn't much of a challenge at all, providing you can be bothered to battle through the frustrating sections.
But going back into the city in a new-found tank and causing mass destruction before watching it all again in the utterly astounding replay mode is something that a sane person can never tire of.
And that's basically what Wreckless is - a beautiful playground in which to indulge your action movie fantasies. It's rather like a high-tech version of ramming toy cars through home-made cereal-box buildings off cardboard ramps.
A lack of features makes it feel quite empty. There's no 'free roam' mode, no way of watching replays in slow-motion, no way of placing scenery and cameras where you want them and no way of turning the timer off.
But the overall look and feel of Wreckless: The Yakuza Missions make it the best thing for showing off the fact that, with an Xbox under your telly, you own the most powerful console available to man.

WWE RAW
Completely out-of-date roster, lack of modes, sluggish gameplay
Sports - Issue 8 (October 2002) - 5.3/10

(TQ00202E)
WWERaw.txt
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Vince MacMahon's World Wrestling Entertainment (formerly Federation) began its domination of the sport in the mid-80s, when it started to shift the emphasis from violence and aggression towards fun and freedom of expression. Think The Jerry Springer Show... but in tights. But play WWE Raw for any length of time and you'll realise that the fun's starting to fade, and that WWE is taking the whole experience far too seriously.
Everything in the game certainly looks and sounds authentic. Chris Jericho's ring entrance is just one example of the realistic graphics and excellent motion capture. Undertaker also looks great as he drives his Harley down the ramp to the grinding riffs of Limp Bizkit's Rollin'.
Unfortunately, there is an equal number of details that will annoy the hell out of hardened wrestling fans. Not least the completely out-of-date roster. The appearance of ex-stars like Haku and K-Kwik (and a certain beer-drinking baldy redneck with the initials SCSA) just compound the absence of current main-eventers like RVD and Booker T.
A distinct lack of freedom also limits the action. If you played No Mercy on Nintendo 64 and enjoyed running away, performing high-flying and double-team moves, climbing a cage, beating up the referee and even fighting backstage, you'll feel restricted here. An interference system where random wrestlers interrupt your match is a good idea but it happens too often and without any apparent motivating factor.
Everything moves so slowly and the steep difficulty curve - especially when doing reversals - drains the excitement and tension from each match. It's a shame because the match-winning system in WWE Raw is a good 'un. Instead of an energy bar, each wrestler has a momentum meter that grows as they perform impressive moves or taunt their opponent. This approach means you can never be over confident - one mistake can swing the momentum against you.
WWE Raw's create-a-wrestler mode pales in comparison to the detail and diversity of Legends Of Wrestling (Issue 05, 6.0). Although the menu is more user-friendly, you can't design logos and the choice of clothing designs is limited, although extra items of kit can be earned by punching them off opponents in bouts.
Realistic graphics aren't enough to save WWE Raw from its other faults and grappling fans will get much more out Legends Of Wrestling. Let's just hope that the inevitable WWE Raw 2 learns from and improves on its sadly limp predecessor.

WWE RAW 2: RUTHLESS AGGRESSION
Graphically great, ace multiplayer season mode, but sluggish gameplay
Sports - Issue 22 (November 2003) - 7.3/10

(TQ01302E)
WWERaw2.txt
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Why must people put up with ridicule for liking something? Vanessa suffers every day for her love of hideous metal tracks and furry animals. Likewise, my wrestling fervour is another source of amusement for the office's second-rate football supporters.
Raw 2 tries hard to move beyond the usual formula of a few different match types and a large superstar roster. The first ever multiplayer season mode allows you and three friends to compete across Raw, Smackdown!, and all the pay-per-view events in a season.
Between matches, you can set your superstar wrestler some extra-curricular activities. These include attacking another player or NPC in their locker room, stealing one of their treasured possessions, or forming an alliance with them. There are around 20 actions in total. It's a gripping way of improving your success rating without always having to win matches. When all four players are causing trouble behind the scenes, it's a lot of fun. The only real downside to all this mayhem is the vast amount of menus to wade through.
Competing in the matches can be a bit of a chore, too. Expect the same sluggish movement and occasionally erratic collision detection as last year's Raw. On the plus side, it's much easier to reverse grapples and execute those spectacular finishers. We were also impressed that you hardly ever see the wrestlers' heads and limbs passing through their bodies.
The game physics are a lot better, too. You can execute any special move on top of the Hell in a Cell and both players will go crashing through to the mat below. You can climb up the ladder and jump outside the ring onto another superstar as well. Unfortunately, the table matches let the realism leak out like soup in an envelope. You can't seem to make your opponent lie prone on the table, and trying to grapple them upright here is nearly impossible.
That's disappointing, but you certainly won't be despondent with the create-a-wrestler mode. It's the most comprehensive character builder to date, especially when it comes to designing entrances, taunts and moves. I certainly had bags of entertainment making my own character and taking him through Season mode. It's going to be even more fun to build a wrestler of Phil and smash his face in.
Raw 2 is by no means perfect, but there's enough slapstick violence and WWE authenticity to entice most grapple fans. On the flip side, those who prefer pure beat 'em ups should stay well away from the canvas.

WWE WRESTLEMANIA 21
Much better than the Raw games. Good selection of wrestlers and match types, plus decent voiceovers, but suspect collision detection
Screenshots - Sport - Issue 42 (May 2005) - 7.3/10 - Xbox Live features **

(TQ24901E)
WWE21.txt
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The good news first: WrestleMania 21 is the best WWE game on Xbox. Definitely. Okay, so it's one of only three WWE games admittedly, and it's fair to say the first two - Raw 1 and 2 - were absolutely atrocious. Well, okay, Raw 2 (Issue 22, 7.3) was good at the time, but it's aged really badly.
What WrestleMania 21 isn't, however, is the finished article. At least, not yet. New development team Studio Gigante may have had a good crack at bringing a credible wrestling game to Xbox, but it's clear there's still some way to go before we get anything to rival PS2's excellent Smackdown series.
On the plus side, there are plenty of areas where WrestleMania 21 really shines. In the graphics department for instance, this boasts some of the most realistic wrestlers we've ever seen in a squared circle game. Not only that, they all display masses of utterly convincing animation, along with some of the most painful-looking explosions of blood and sweat this side of a historical war movie.
There's also a pleasingly comprehensive list of match types to plough through. Standard one-on-one and tag matches, cage matches, hell-in-a-cell, ladder, table and chair scraps, plus the ever-popular Royal Rumble and bra and panties events. Okay, casket and buried alive matches still aren't in yet, but surely that's just a matter of waiting until WrestleMania 22, right?
As for the meat of the single-player game, you're talking Career mode, and it's here that WrestleMania 21 goes back to basics. Create your own wrestler and take them to the top of the WWE. Simple. But rather than bewildering you with the unfocused, open-ended approach of Raw 2, WrestleMania 21 unfolds through animated cutscenes, each one voiced by the actual superstars involved. Admittedly the plot-driven nature means it gets a bit linear on occasion, but there's no denying Career mode makes you feel like you're part of the weekly Smackdown and Raw shows.
Where WrestleMania 21 starts to struggle, however, is in the ring. Never a good sign given this is where the bulk of the action is supposed to take place. Control-wise, WrestleMania uses the face buttons for strikes and grapples and the shoulder buttons for reversals, the trick being that a correctly timed reversal can block any other move in the game. Which is fine, if you have the patience to learn the often absurdly quick timings needed for reversals, but thanks to the frequently sketchy collision detection that's much easier said than done. The moves are easy enough to pull off when you're on your own, but in an actual fight things can become worryingly unresponsive, especially when your opponent continually rains the smackdown on you and refuses to let you pick yourself up.
It's not bad enough to be unplayable, but the fact remains: the WrestleMania series needs plenty more polish if it's to become anywhere near as smooth and responsive as, say, DOA Ultimate's.
But the real letdown with the current incarnation is all the silly little errors that stink up WrestleMania 21 like sweaty jockstraps in Triple H's laundry basket. Inconsistencies such as the out-of-date player roster (why are Jazz and Nidia still there, yet characters like Heidenreich, William Regal and Torrie Wilson aren't), the fact that only four wrestlers are ever allowed on screen at once (why not six, or eight?), and that the list of unlockable legends is limited to say the least (no Hulk Hogan!). As big WWE fans, we'd be mightily disappointed if it wasn't for the half-decent Live mode.

XBOX MUSIC MIXER
Music player and karaoke for your Xbox! 20,000 downloadable tunes and fun for all the family!
Party - Issue 25 (January 2004) - 7.0/10

(MS09002E)
XboxMusic.txt
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Karaoke. The pastime of Japanese businessmen and girls on the razz, it's normally reserved for the relative anonymity of bars. But all that's about to change with Xbox Music Mixer, bringing shame and derision to friends and family in the comfort of your own living room.
At the heart of the game is the Music Player. Coming complete with 45 tracks to listen to, you can import tunes from CD and add these in too. And because Xbox Music Mixer is fully PC-compatible, masterly musicians can transfer MP3s, WMAs and JPEGs over from a home computer using the (freely downloadable, and simple to use) Music Mixer PC Tool. So kick back and Let The Music Play.
Set interactive Visualizers to your various soundtracks to get the right sort of look to accompany your sounds. A 3D version shows various animated characters - the most comical of these is a Dancing Queen who looks like she's being electrocuted. These can be manipulated on screen to change their dance style, clothing and backgrounds. The regular 2D psychedelic backgrounds can also be changed to look even more mind-bendingly weird. At the end of the day though, it's just the same repetitive graphics playing over and over again, and no amount of messing around makes this any more interesting.
However, Take A Chance on the karaoke option, and you'll discover the real Heart And Soul of the title. Fifteen tracks are already present, including sing-a-long faves I Will Survive, Love Shack and YMCA. Words (blue for boys, pink for girls) appear on screen, preceded by some rather obvious statements: 'Papa Don't Preach, sung in the style of Madonna.' You don't say. Pop in one of your own CDs, then Bring It All Back as you import them onto the player. A neat option lets you strip the vocals from any track, thus letting you sing along unaided (which is not necessarily a good thing) to your favourite songs. You'll need the inlay cards though, because unfortunately the lyrics won't magically appear on screen.
Additional features like the Rave mode (create a custom soundtrack/playlist and set it to pre-recorded video) do little to enhance things, especially when 'Rave sample 1' kicks off with an indie track. A photo viewer is also present, whereby digital photos can be uploaded and set to music, or, if you really want to bore the pants off your mates, add a running commentary.
Xbox Music Mixer obviously won't appeal to everyone, and although the microphone
isn't the best (any further than two inches from your mouth and it doesn't work), there is the option to download further tracks via Xbox Live from a choice of more than 20,000 tunes. However, if it's pure party entertainment you're after, you won't do any better than this. My girlfriend was dancing round in front the telly after only five minutes. Me? I Blame It On The Boogie.

XGRA
Futuristic bike-racing game. Fast, but the weapons system is clumsy
Racing - Issue 21 (October 2003) - 6.5/10

(AC02002E)
XGRA.txt
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So what do you get if you take the excellent light-cycles from the classic Disney movie
Tron and mix it with the stomach-churning maps of WipEout? The answer is XGRA - a game that's been saddled with such a clumsy name that it doesn't so much roll off the tongue as crawl clumsily out of the mouth.
Think Quantum Redshift (Issue 09, 8.0) without quite so much graphical splendour, level variation and general coolness. In fact, think of any futuristic racer you've ever played and you'll get a taste of the brew that XGRA is serving up. Except Pulse Racer (Issue 15, 1.9) - don't think about that at all, please. Official Xbox Magazine will not be held accountable for any homicidal tendencies...
The silly name is actually short for Extreme G Racing Association - which has been the cornerstone for a series of games that's had many an incarnation over a number of different consoles before finally getting a place on the Xbox starting grid. It's got all the necessary ingredients, breakneck speeds, multiple weapons, tracks that make your guts feel like they're on a Blackpool big dipper and the obligatory kick-ass dance soundtrack to reinforce the feeling that yes, you really are playing in the future. But in this case, it doesn't all add up to a good game.
For a start, it's difficult to get any real momentum going because you'll often be too busy ricocheting from side to side like a psychotic pinball on wheels. Airbrakes are in effect, and you can even manage braking severity through a workshop option, but the handling is still too light. There'd probably be more control if the vehicle was a ship rather than a bike, giving you more opportunity to bank instead of brake, but that's not the case.
Then there's the weaponry - it's not a simple case of collecting weapon-specific
power-ups. Instead you have to collect a series of orbs that then increase what weapons you can use - so without looking out for these power-ups you're not going to be getting any righteous firepower... not very useful when trying to navigate an unpredictable course at warp factor nine.
To its credit, XGRA does try hard. It generally looks good, especially when you're tearing through a tunnel while following a colourful array of light trails from opponents' bikes. There's certainly enough mission variety to keep the action interesting too, as your success is not always based on coming first, but rather on fulfilling contracts - for example, beating a certain opponent or killing a set number of your fellow racers.
But repeatedly bouncing off walls whilst negotiating snaking tracks that make even Graham Norton look straight will only take you so far and, as a result, XGRA offers a diversion rather than a compulsion. One that perhaps will only be truly appreciated by the lightspeed freaks out there.

XIII
Unique, stylish and captivating. You can't afford to miss this superb FPS
First-person shooter - Issue 23 (December 2003) - 9.0/10 - Xbox Live features ***

(US00903W)
XIII.txt
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Prepare for a reality check. XIII is about to suck you into another world completely - that much-underrated sphere of the imagination. It's a risky business, but one that raises this first-person shooter off the scale. As you'll soon discover, the freshness extends far beyond the beautiful cel-shaded graphics.
Cel-shading is rarely used, particularly in this genre, but there's a good reason for using it in XIII. Everything is tied into this distinctive look, from the character's origins (a Belgian graphic novel) to his special 'sixth-sense' abilities.
Although he's an amnesiac at the start of the game, it isn't long before the oddly named XIII discovers the skills that once made him the ultimate assassin. Simply by standing still for a few moments, he can start to sense the enemies around him. You not only hear the bad guys approaching, but actually see the tapping of their footsteps in the form of on-screen onomatopoeia, making it possible to anticipate their movements even when you can't see them. Try lurking around a corner, then jumping out behind your enemy as he passes by. You can either take him hostage, thwack him with a blunt object or slip by unnoticed. Stealth or slaughter, it's completely up to you.
Also tied into the sixth sense are the pop-up boxes that let you see events taking place in other parts of the level. This varies between watching enemies bump off civilians to friends having important conversations.
Pop-up boxes also give you a better view when throwing grenades. Chuck one over a high wall and you can see if your shrapnel attack has been successful. That's not to mention all the pop-up animations for spectacularly gory.
Innovations like this make for great gameplay and even better storytelling - XIII has appealing characters and a gripping plot. Waking up on a beach at the start of the game, Steve Rowland - aka XIII - is accused of assassinating the President of the United States. His friend and mentor General Carrington has been imprisoned in the Arctic wastelands and a guild of conspirators known as the XX are after their heads.
It sounds straightforward enough, but as the game progresses, you start to doubt whether Stevie-boy is a real American hero after all. Remarkably, it's only the acting of David Duchovny (of X-Files fame) that lets the character down. It's lucky that XIII is the strong, silent type because his dialogue is flat and uninspired. With that exception, the voice acting is superb, especially the defiant Major Jones who has bad attitude in spades.
And spades are just one of many household items you can use as a weapon. One of the best scenarios in the game is where XIII is institutionalised in a high-security lockup. The wardens try to batter you in the showers, but you can grab bottles and broomsticks and teach them the real meaning of prison brutality.
Ashtrays, chairs, pieces of glass and loads more items can be wielded to deadly effect. Obviously, there are plenty of real weapons to use as well. GoldenEye fans will be overjoyed that XIII's arsenal is almost identical, but there are two important differences. All firearms have a secondary fire mode and come accompanied with comical onomatopoeia like "Blam!" or "Baoom!!" Sadly, a major flaw with the multiplayer game is that the weapon set for each level is pre-configured and can't be changed. This is especially disappointing when one of the major appeals of the story mode is the huge arsenal and high-tech gadgets.
One of the best gadgets available in story mode is the grappling hook. This device can be attached to certain points in the level and comes with a remote control to ascend and descend. Hanging from the rope with one hand, you can whip out a rifle and rain lead on your foe below. A feature we've never seen in an FPS before is your ability to take hostages. Sneak up behind any daydreaming villain and grab them around the throat. You can then parade around and some enemies won't attack. Brilliantly, this is never mandatory for completing a mission. You're just as free to unholster your gun and start blazing away with the protection of a human shield. Room to do things your own way transforms XIII from a linear experience into a single-player story with bags of replay value.
While the multiplayer levels are compact, there are enough hidden routes, crawlspaces, balconies and ramps to keep things interesting. Along with Deathmatch, Team Deathmatch and Capture the Flag, there's also a romping Sabotage mode. Similar to the multiplayer missions in Return to Castle Wolfenstein, one team must defend three strategic points while the other team have to destroy them. We can see the fast and frenetic gunplay being a welcome addition to Xbox Live, especially with eight players on the go. Failing that, you can always rely on the sophisticated AI bots for opposition. Downloadable content including new multiplayer maps are promises worth holding onto.
Few FPSs on Xbox deliver the single-player goods as well as XIII. Gripping story, appealing characters and unique melee weapons are all united perfectly by a graphical appeal and some astute gameplay innovations. You don't need a sixth sense to tell that Christmas 2003 just got a whole lot bigger.

X-MEN: THE NEXT DIMENSION
Awkward controls, sluggish pace and uninspiring visuals
Beat 'em up - Issue 12 (January 2003) - 5.0/10

(AV00702E)
Xmen.txt
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The beat-'em-up is one of the oldest video game genres there is. We can deduce two things from this; firstly, gamers like beat-'em-ups. Secondly, because it's been around so long, the humble beat-'em-up has had more time than most to evolve. It's been refined and honed into the kind of slick, lightning-fast playable scrappers typified by the Dreamcast's Soul Calibur and Xbox favourite Dead or Alive 3 (Issue 01, 8.5).
The X-Men are great characters to put in a beat-'em-up, as well. They're distinctive, and have loads of outlandish special moves that perfectly suit the bombastic nature of a damn good bundle. Which is probably why Capcom put a load of them in the Marvel vs. Capcom series to great effect.
In X-Men: Next Dimension, though, the heroic mutants get the whole game to themselves. And unlike in the Capcom title, they're fleshed out into 3D. With 25 characters from the comic series, there are a lot of interesting moves for fans to find, too. Famous sorts like Wolverine and Gambit mix it up with less well-known characters like Toad and Nightcrawler. Fans of the comics will be interested to see how their favourite mutants shape up in the game, and the fact that there are quite a few is a definite plus point. Their moves are well-chosen and reflect the characters well.
The combat itself takes its inspiration from many different beat-'em-ups. Some arenas are reminiscent of Soul Calibur, with limited room encouraging thoughtful use of space. Others allow the player to knock their opponent out of the arena, with the action continuing after an ungainly fall to a lower part of the level, as in Dead Or Alive 3.
This being the X-Men, though, you also get a few pyrotechnics - projectile attacks are common, exaggerated effects abound, and large hit counts are totted up and congratulated, as in the Marvel vs. Capcom series. The ideas are all solid, tried and tested in some of the greatest beat-'em-ups ever made.
Good ideas need to be executed very well to reach their full potential, however,
and that's sadly not the case with X-Men: Next Dimension. In fact, the fighting system's actually a bit sloppy in some ways. The characters feel slow and unresponsive to your controller input, effectively ruining the game from the off; the amount of time it takes for them to respond to your instructions is simply too long, making it feel like you're playing through an interpreter at times. There's none of the glorious fluidity that you get in Dead Or Alive 3, none of the swift grace that beat-'em-up fans expect, just awkward, clunky movement.
Similarly damaging to the game's prospects is the complete lack of feeling of contact when you land a blow upon your opponent. What's the point of controlling the super-powerful Juggernaut, or the blade-wielding Wolverine, if whatever moves you perform don't convince you that you're inflicting any damage whatsoever?
Not only does it not feel like you're hitting anyone, but the action's pretty glitchy on occasion, too. At one point, my character was behind his opponent, who was facing away from me - yet his forward-facing attacks still registered on me. That's a bit poor, isn't it?
As if a dodgy fighting engine wasn't bad enough, X-Men: Next Dimension features some poor graphics. In places, they're little better than something you'd expect to see on a PSone game circa 1997 - only a slightly higher resolution might convince you this isn't a re-issue from Sony's first console. Scant detail, bland textures and clunky animation all conspire to make this look a bit poor when placed next to other Xbox games. Some arenas are much better than others, but like it or not, this is going up against DOA3 - and despite the nice moments, it looks and feels ancient next to Tecmo's stunner.
One other annoyance is the fact that you can only walk about the arenas Soul Calibur-style by using the analogue stick, but then you can't jump. If you use the D-pad, you can jump, but not walk around properly - only sidestep. So you can't even use all the moves from the D-pad or thumbstick, you need to switch between the two.
X-Men: Next Dimension isn't the worst beat-'em-up we've ever played, and there are some nice X-Men moments for fans, but the fighting action just isn't as slick or satisfyingly intricate as much of the competition.

X-MEN 2: WOLVERINE'S REVENGE
Entertaining action title. Plenty of challenge and lots of levels
Action - Issue 17 (June 2003) - 7.4/10

(AV00801E)
Xmen2.txt
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Retractable, foot-long Adamantium claws shooting from your knuckles is a cool trick. With half the OXM team currently dosed up on antibiotics, a nifty self-healing ability could also come in handy. Unbreakable bones? Well go on then, if you insist. But we'll pass on the enhanced senses, thanks - nobody really wants to smell Ben's fear.
And so the shopping list of special abilities introduces another superhero to Xbox. After a cameo appearance in sluggish beat 'em up X-Men: The Next Dimension (Issue 12, 5.0), Wolverine - the character that resembles a sordid dalliance between a hairy trucker and Freddie Krueger - grabs centre stage in his first solo Xbox outing, X-Men 2: Wolverine's Revenge.
But rather than opting for the standard superhero beat 'em up shenanigans found in the likes of the previous X-Men title, Wolverine's Revenge offers the chance to maximise the hairy one's abilities through exploring a scrolling action/stealth game. But before memories come flooding back of recent licence disappointments such as Dark Angel (Issue 15, 4.5), relax - Wolverine's Revenge is a breed apart.
So why is the grizzly fella out for revenge? Well, apart from needing to hunt down his hairdresser (he's got bigger sideburns than Supergrass), Wolverine has to find a cure for a mysterious virus that's been dormant in his system for years but has suddenly become active and given him 48 hours to find an antidote.
The action is often of the 'beat the bad guys and find the exit' variety, but it's the manner and method you choose to dispatch the opponents that makes this game a little different from the endless conveyor belt of similar titles available. For a start, you have the rather cool mutant sense mode. With a squeeze of the Left trigger the screen turns a radioactive orange (which represents thermal imaging), producing an almost cel-shaded effect that allows you to detect the scent trails of enemies - you don't have to be seen in order to strike. You can also spot hidden traps and objects (vital when negotiating a booby-trapped room) and unleash a different array of attacks via a stealth attack. The change in style helps take the level of mayhem down a notch or two from carnage to controlled aggression and does an admirable job of fluctuating the pace of the game.
The attack system is similar to Dead to Rights' (Issue 12, 7.0). You have your basic single-button punches and kicks, and if enough of them are thrown together successfully a strike message appears. This allows you to hit the B button and begin an automated killing bonanza. There are four special strikes available and further attacks can be unlocked depending on the number of stealth kills you perform.
Die-hard fight fans will no doubt sneer at the simplistic combat system, but for the nature of this mainstream action romp it works well. The style enables casual gamers to see some pretty spectacular kills without needing to do button gymnastics, while still allowing greater sophistication for players that want to unlock every strike sequence. These become increasingly harder to perform due to the number of buttons that must be pressed.
The action isn't all about mindless baddies following you around a map either. The developers have come up with more than a few interesting twists to keep the game fresh. One level will find you needing to beat soldiers senseless before hoisting them above your head and feeding them to an invincible mutant (Wendigo) that's blocking your path. To counter, another mission will involve you using all your stealth abilities to pass through an area undetected before having to find your way through a pitch-black mine. The imagination gland of the game designers has at least been lightly tickled allowing for a more enjoyable experience than the usual mundane 'punch and run' style action games.
With no difficulty setting, some of the action (especially the various bosses) has an old-skool trial and error feel about it that can often result in our tough-as-nails superhero dying a little more frequently than one would have hoped. The control can also be a bit hit and miss. Your opportunity to create a strike is down to split-second timing and sometimes when trying to wall hug - ˆ la Metal Gear Solid - the controls offer a clunky response that wastes valuable seconds when needing to hide.
But these worries can be put to one side because Wolverine's Revenge doesn't pretend to have ideas above its station. It's not going to blow you away with ground-breaking design and it's probably not a game you'll be playing a year from now. But it does provide an interesting twist to a veteran genre that ultimately makes the game more enjoyable than other comparable titles.
With a solid sense of control over Wolverine's abilities (even down to deciding when to unleash his claws) the game makes you behave how the character would - resulting in a better use of the X-Men licence than we've seen before. And that's all the reason you need to play it.

X-MEN: LEGENDS
Great mix of beat 'em up and chin-stroking character customisation. Fantastically addictive comic book caper
Beat 'em up - Issue 36 (December 2004) - 8.5/10

(AV03001W)
XmenLegs.txt
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For all the sexily sleek styling of the two recent (and undoubtedly ace) movies, the X-Men have actually been knocking around for quite a while. 1963 saw their inked entrance, and it's a testament to the imagination of creator Stan Lee and the endearingly human side of the characters that they've managed to percolate their way into our consciousness so successfully.
We've had a couple of mutated meetings with the X-Men on Xbox, with X-Men 2: Wolverine's Revenge (Issue 17, 7.4) being the best of the two. But Raven Software has flown in this time around, and the end result is refreshingly different from your average beat 'em up. For a start, it's mixed with brilliantly accessible RPG elements.
Following the exploits of troubled teen Alison Crestmere (who later becomes hottie Magma), players get the chance to play through numerous story missions with a group of up to four spandexed superheroes. As Alison explores the Xavier Institute and encounters more mutants, they too become available for the next mission.
RPG elements are evident in more ways than picking a merry band of mutants, though. Combat is determined by hit points, but because of the real-time nature, this feels more like a frantic beat 'em up. Each character has a wealth of melee combos at his/her disposal, and you can make use of their fantastic special attacks. Holding the Right trigger brings up a menu of available powers (depending on experience and energy in your Special bar), and enables you to choose a unique attack.
Each enemy defeated results in your characters amassing the staple of every RPG - XP (experience points). After set totals are amassed, players can allocate Level Up points to certain attributes of each character. Brilliantly, this can be done at any point during the game (even during a manic fight), keeping the gameplay fresh and involving.
Although this may sound more complex than Cerebro's blueprints, the intuitive controls ensure that, even during a pitched battle, players can instantly flick between characters with the D-Pad and inflict all manner of bashings. Combos are hugely satisfyingly double acts performed when two or more characters unleash complementing attacks on an enemy, and result in multiplied XP. Worrying about your charges isn't a problem though, because your team-mates' AI is really spot-on. Every time you execute a special attack, one of the other three characters will perform a complementing attack at the same time.
There's a hefty strategic undercurrent running throughout the game too. X-traction points are dotted around levels that, as well as acting as handy save points, allow players to interchange characters in and out of their team as the situation may necessitate. Encountered a chasm with no viable way across? Simply enrol the help of Ice Man, and the silver surfer will conjure up a polar platform for team to cross. Some enemies can resist certain attacks too, so when Wolverine's claws have little impact on bad guys resistant to Physical Force, swap him out for the likes of Cyclops and Jean Gray who'll destroy the enemies with alternative powers.
We haven't really got too much to find fault with in X-Men: Legends. The cel-shaded graphics are an obvious choice for a comic book adaptation and, although lacking detail, work surprisingly well. The combat, despite being based on HP, is as fast and frantic as any beat 'em up out there, and the four-way multiplayer is an absolute blast. We could gripe about the occasional scarcity of save points, forcing players to replay large chunks of levels time and time again, but this is a forgivable niggle when you consider the involving gameplay and massive amount of character customisation and replayability. Suit up for one of the best superhero romps on Xbox, believers.

X-MEN LEGENDS II: RISE OF APOCALYPSE
Another world-saving RPG effort from comic-land's best-dressed mutants
RPG - Issue 49 (December 2005) - 8.5/10

(AV07101W)
X-Men2.txt
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X-Men Legends (Issue 36, 8.5) was a pleasant surprise. Rather than simply churning out yet another half-arsed third-person action-adventure game, as is often the case with these things, Activision instead produced a solid, action RPG based on the old Baldur's Gate: Dark Alliance (Issue 08, 8.5) format: 20-odd hours of supremely satisfying dungeon crawling with a novel, comic book twist.
And that's exactly what we have again: 20-odd hours - plus the same again thanks to the significantly beefed-up story and level sizes that dwarf the original - of old-school exploration, stat-tinkering and monster-fighting. X-Men Legends II might not be the most groundbreaking of adventures, but what it does it does very well.
The major hook for X-Men fans this time is the ability to take control of not just the X-Men, but the Brotherhood as well, the rival mutant faction led by Professor X's nemesis, Magneto. The reasoning behind it is all a bit contrived, to be honest (and you'll need to be a real X-Men buff to get the most from the plot), but the amount of new characters and special powers the unlikely alliance opens up is frankly bewildering. It's almost too much at times, trying to keep track of the experience and equipment set-ups of well over a dozen different characters at once. That said, RPG fans will love the insane amount of stat-fiddling on offer.
Plus, never underestimate the power of a decent online co-operative mode, and developer Raven has duly obliged. It doesn't add a great deal in terms of how you play, but this is the sort of game that comes alive when played with friends. More of the same then, but it's still a good same.

X-MEN: THE OFFICIAL GAME
Three killer mutants and three ways to break faces in this action-packed movie tie-in
Action - Issue 57 (July 2006) - 7.0/10

(AV07001W)
davinci.txt
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Tom Hanks as a videogame star? Nah. Can't see it, especially not at the age he is now. Fleshy jowls are appearing where his cheekbones used to be, and the kids probably wouldn't go for it. Frankly neither would we. Great actor, but digital hero? Pull the other one.
That's probably exactly what developer The Collective thought, because Hanks' likeness as the reluctant hero, university symbologist Robert Langdon, is nowhere to be seen. Some aspects of the movie have crept into the game, such as a couple of the locations, but The Da Vinci Code is more of a companion to the original paper incarnation of the story rather than the celluloid one (actually, the movie's been filmed entirely digitally, but you get the point). Unfortunately, it also means the gorgeous Audrey Tautou, who plays Sophie Neveu (another '-ologist' of old stuff) in the movie doesn't get a look in.
Funnily enough, given all the hoo-hah surrounding the book's originality, the game instantly feels strangely familiar. The deliberate pacing, the leisurely approach to exploration, the string of complex puzzles... Come to think of it, it's all reminiscent of another languid mystery-adventure, Broken Sword: The Sleeping Dragon. So has The Da Vinci Code been sneakily nicking all its ideas, like some lazy videogame tea-leaf? Well, no, not really. Broken Sword's creator, Charles Cecil, was responsible for many of The Da Vinci Code's new puzzles, hence the huge sense of d‚j… vu. Even some of the conundrums described in the book have been reworked to better fit the game.
And it's the puzzles that really make it. They occur frequently - as in the novel - as Langdon and Neveu try to discover the secrets of the code, and they provide a hefty challenge. But while you may find yourself having to break out the Panadol every now and again to stop your head pounding, the plot's next twists and turns lie tantalisingly beyond a tricky lock or encrypted message. And the game at least provides you with all the information you need to overcome them; thing is, you've got to figure out which bits to use.
Every bit of significant information you come across during the course of the game is logged, and before long there's an almost bewildering library of facts and trivia, which can be called up by pressing the White button. Finding a crucial piece of info can be almost as difficult as the puzzle you're trying to solve because you need to wade through a series of lists and links, but at least the solutions aren't handed out on a plate.
Some of the set-pieces aren't quite so taxing, involving more obvious solutions such as warding off snarling guard dogs by throwing chunks of meat to them. The mental test offered by The Da Vinci Code is deep and varied, and passing each one and getting closer to the game's climax is very satisfying.
The Collective always said it would stay true to the spirit of the original story, and to a large extent it has. The game has a rich atmosphere, helped by being set in lots of big moody cathedrals and art museums with rubbish lighting, but unfortunately it's certainly not a looker. Character models are on the basic side, moving jerkily and looking unnervingly vacant even when in conversation, and it's a shame that just as the plot begins to get a grip on you, you're stopped from becoming too absorbed by the game's visual shortcomings.
Then there's the way the plot itself is delivered. All the story exposition business is handled through conversations, and we must warn you: they don't half drag on. The central characters talk so much there's a real risk you could end up trying to stuff rolled-up socks into your telly's speakers in a desperate attempt to shut them up. Luckily, you can skip through all the chatty bits if you want, and you will want to. The danger is that by doing that you'll probably miss a vital clue (although you can always retrieve it using that White button function).
Even worse, if you've got the subtitles on, half your screen will be obscured at times because of the sheer amount of text that has to be delivered. To be fair, there are few games that attempt to convey such a large plot, although Broken Sword was able to deliver a big story with much more efficiency. But at times you'll be tempted to forget about the story so you can simply get back to playing.
You may get fed up with listening to people jabbering on about hitting things, but thankfully the game provides some relief there - it is billed as an action-adventure, after all. There are all manner of robed weirdos, nosey coppers and secret society types stood between Langdon and Neveu and the secrets of the Priory of Sion - the organisation with the means of finding the Holy Grail - and there comes a time when creeping about and quietly collecting clues takes a back seat to the simple pleasure of lamping someone with a dustbin.
Except that there isn't anything simple about it, not at first, anyway. Compared to the more measured bulk of the game, scrapping it out is a slightly clunky and chaotic affair, which will often result in game-over until you've got it licked. Luckily you're allowed to change the difficulty setting as and when you need to, so if a fight proves impassable you can take some of the heat out of it, knock seven bells out of an enemy and move on.
The Da Vinci Code has been developed with a lot of common sense. It's regularly highly challenging, yet there's rarely anything that'll halt your progress for too long thanks to clue-hoovering. The mechanism for clue-hunting is solid, too - on examining a body, painting or anything else of interest, a first-person perspective is entered and the screen can be panned around to fully inspect it for nuggets of information.
But other areas let the game down a little - the wooden character animation, the often tortuous dialogue and the sometimes overly relaxed pace (one area in which the game differs from the book). If you're a newcomer to the phenomenon of all this Jesus-themed, impossible code-breaking malarkey you'll find parts of The Da Vinci Code pretty bloody annoying. However, you'll find more to like, especially if you enjoyed Broken Sword.

YAGER
A decent, enjoyable blaster that falls a wee bit short of greatness
Shooter - Issue 15 (April 2003) - 7.6/10

(TQ00603E)
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Phew! It's a good job that our parents don't get to choose both our first name and our surname when we're born. If they did, we might all end up with names as humourlessly cheesy as the current batch of gaming heroes, TOCA's Ryan McKane and Yager's Magnus Tide. Or even as silly as 'Gavin Ogden'.
Magnus Tide is a wise-crackin' freelance pilot with an ego to match his spiky hairdo. That's you, that is. As Magnus, you'll play through a series of 22 missions, the majority of which place you in the cockpit of his posh new Sagittarius ship. As a freelancer for Proteus, a trade organisation that effectively governs half the planet, you get to go on dangerous missions in return for cold hard cash. Bunce...
Of course, this is all an excuse for a good old-fashioned blaster. And Yager ticks off quite a few of the boxes any self-respecting shooter needs to if it's to impress the Xbox crowd. For a start, many of the sights you'll see from your lofty perch are truly lovely. The digital brush has been dipped into almost every section of the Xbox colour palette to produce some of the dreamiest skies and dusky vistas we've yet to see in other games.
All this is seriously colourful stuff, and it makes the world of Yager a very appealing place in which to fly about - even though the draw distance isn't as big as some.
Striking design doesn't stop at the evocative scenery - Yager's got some of the most impressive explosions this side of the Big Bang. The way enemy ships go up in smoke always looks good and is sometimes spectacular, with bits falling off the ship, sparks flying and the final, terminal explosion ripping the vehicle apart. Even better are the ones where a hit from your laser sends an enemy ship into a death plunge, and you watch it spiral full speed into a hillside. That's gotta hurt!
The effect of these kabooms might make your ship feel ultra powerful, but curiously this impression is diluted by the weedy weapons Magnus has at his disposal. You get more as you progress, but even the increasingly powerful hardware never feels quite as destructive as you'd like. Regardless, the explosions in the game are among the most satisfying we've come across since our first ejection of an Elite from his Banshee in Halo (Issue 01, 9.7).
The overall experience of piloting your ship is well thought out. The Sagittarius has two modes of flight - Hover and Jet - which you can switch between with a click of an analogue stick. Hover enables you to aim more accurately and pick up munitions, but makes you a sitting target. Jet is better for dogfights, as long as you're skilful enough to keep a flighty enemy in your sights.
The control scheme works well, but as with the weedy weapons, there's something that prevents it from feeling quite right. The Jet mode is supposed to turn the ship into a speedy killing machine, but it fails. Even when you're flying at full pelt with an additional boost power-up the Sagittarius feels too sluggish to be truly exciting, as it is in Deadly Skies (Issue 03, 5.2).
Even so, Yager manages to provide some hectic moments. The action starts getting pretty tricky after a few missions and you'll really need to master the ship's controls to make it to the end of the game. When three or four enemies are out for your blood all at once and you've got only limited ammo, getting through the situation demands plenty of skill. Accordingly, it's satisfying when you complete a tough mission - and there are plenty of those later on.
Magnus Tide is one of the game's problems. As with this month's racing character, Ryan McKane (from TOCA Race Driver), and despite the grand name, Magnus fails to captivate. He's also more irritating than Ryan and his cringe-making quips are way too frequent for his own good. Magnus totally misses the mark as a character to whom the player is supposed to relate, and sometimes he even manages to make the entire package feel rather sub-standard. A crying shame given that the action deserves a whole lot better.
It's not Magnus that prevents the game from achieving Elite status though, it's the rather puny feel of the weapons and lack of speed. But while it's not a must-buy, in terms of free-roaming flight combat, it's solid, fun and sends a few heat seekers up the exhausts of games like Deadly Skies, Reign of Fire (Issue 11, 5.0), Fireblade (Issue 12, 2.8) and Defender (Issue 14, 6.6).
If cruising around picturesque islands and downing baddies in spectacular balls of flame sounds like your kind of thing, then ignore Magnus and give Yager a shot.

YETISPORTS ARCTIC ADVENTURES
Bland, tedious, poor visuals, totally uninvolving, and nowhere near as fun or addictive as the Flash version
Screenshots - Party - Issue 45 (August 2005) - 4.0/10

(JW00401L)
Yetisports.txt
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If, like us, you wasted countless hours on the furiously addictive 2D Flash game that provided the inspiration for this £19.99 Xbox title, it may come as a bit of a shock that this is truly, truly abominable.
On the plus side, at least this Xbox version won't get you fired for wasting your company's time (in this PC-crazy world isn't that classed as 'stealing' nowadays?). On the downside, the regular Flash version was much more fun. Seriously. Surprisingly long load times (for what exactly? The visuals are more reminiscent of a PlayStation 1 title) punctuate not only each different game, but the length of time between each go is also annoyingly large. At least the PC version allowed instant flipper-twatting fun.
Single player mode involves familiar sub games such as Penguin Baseball, Penguin Golf, Penguin Darts (you can sense a theme developing here), Halfpipe Race and Seagull Drop. The controls for these feel clumsy, and the switch from 2D to 3D feels shoddy and contrived. One difference is that your projectile can now be controlled, both in the air and while skidding along the ground. Bonus icons that can be collected for increased points/speed/time that add a little more playability to the otherwise woeful proceedings, but not enough to really save it from the plunging into the icy depths of monotony.
Up to eight players can battle it out through Tournament mode, but you have to take it in turns to play one at a time, on the same screen. And after you've sat through the third round of Penguin Darts for the sixth time, the novelty and 'party' atmosphere of this really starts to wear off. Very quickly. Xbox Live scoreboards are on offer, but who wants to compare points totals when playing against each other would have been a lot more fun? This is sure to instantly melt away in this hot summer of blockbusters.

YU-GI-OH! DAWN OF DESTINY
Utterly confusing to anyone other than fans. Steer clear unless Yu-Gi-Oh! Is your idea of top Saturday morning TV
Puzzle - Issue 37 (XMas 2004) - 5.0/10

(KN03002E)
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Some things will always baffle adults. The blissful ignorance of youth deems jumping in muddy puddles, smearing your face with chocolate and playing with dog shit to all be perfectly acceptable pastimes. Adults seem even more confused by the obsession many kids have with the trading cards that symbiotically exist with a phenomenally successful cartoon. And if you've ever woken up stupidly early on a weekend (or stumbled in at 8am after a heavy night out), you'll have no doubt seen something of the Yu-Gi-Oh phenomenon.
Little YuGi discovers a mysterious pendant in his grandfather's trinket shop that gives him the ability to use various magical powers whilst battling against fellow opponents in his favoured monster card trading game. A virtual version of a real card game will never be as interesting as the real thing, but Dawn of Destiny does provide a more involving experience. This is partly due to players trying to make sense of the game, thanks to the annoying absence of a tutorial. Basically a trumped-up version of, well, Top Trumps, players must use their deck of monsters to defeat opponents based on their attacking/defence attributes.
You can set each card to defend (horizontally, face down) or attack (vertically, face up). Spell cards can be stacked behind the Monster cards to enhance their abilities, whilst Trap cards can cancel out a foe's attack. As soon as a fight is picked, the two creatures will face off dramatically, only for the declared loser to instantly disappear in a puff of smoke/bolt of lightning/uninspiring way. Very disappointing. Each player has a Life Points total, which is depleted every time a monster is defeated, then it's match over. Erm, and that's about it as far as gameplay goes. Multiplayer is available through System Link only which makes for a bit of a lonely experience, though game modes remain the same as the single-player game. If you can make head or tail of the multitude of minor rules and spell/trap combinations, or already enjoy the cartoon, check this out. Anyone over 12, dig out that old algebra textbook for some more interesting bafflement.

ZAPPER
Horrible controls, repetitive levels, but multiplayer provides laughs
Platformer - Issue 16 (May 2003) - 5.0/10

(IG01802E)
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Not all games want to be groundbreaking masterpieces. Some set out with modest aspirations and are happy to achieve their goals. Zapper falls at least partially into this category, in that it has modest ambitions.
You play the role of a cricket called Zapper who's on a quest to rescue his brother Zipper from Maggie the magpie. Maggie is a bit of a tea leaf who collects all shiny things (including Zipper) and gets so excited she drops her drawers and lays random magpie eggs. Hence our hero has to rescue his stricken bro whilst collecting the eggs scattered throughout each level.
Zap's mum must have been playing away with Kermit next door, because this little fella has all the hallmarks of veteran amphibian character Frogger. And the chief characteristic is his inability to move any great distance - which may be exciting when dodging lorries on busy dual carriageways but is ultimately incredibly tiresome in any other game.
Zapper is a very basic linear platformer consisting of four worlds split into small stages and secret areas that are about as hidden as a paratrooper squadron landing in Trafalgar Square. With fireworks. There are 17 levels in total and what it lacks in sophistication it often makes up in frustration.
It feels like a platform game from the (very) old skool where your success is based entirely on timing, thanks to your very limited movements. Mother Nature never planned on crickets wanting to make diagonal jumps and it's too easy to fall off a platform just by trying to get from A to B, as you must use the triggers to change the direction of your character.
But solace may be found by some gamers in the multiplayer modes. Up to four crickets can partake in a multitude of games including deathmatch, last man standing and zipper ball (kind of like an insect version of rugby). These games are by no means great, but do offer a welcome distraction from the more mundane single-player effort.
Zapper's problem is that it fails to really address either of its intended audiences. It's too frustrating to hold the attention span of younger gamers and doesn't offer enough reward for more experienced players. It's pretty enough to look at and the music is surprisingly good - a blend of Latin, samba and drum and bass, but that's about it. And for a retail price of around £20 the adage that applies is "you get what you pay for".

ZATHURA
May we interest you in a generic film tie-in platformer? Duller than playing snakes and ladders with a corpse
Platformer - Issue 53 (March 2006) - 3.2/10

(TT16701E)
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Zathura makes no sense. The younger of the two boys you control in this drab puzzle adventure can kick and break wooden and metal crates. But he can't break cardboard boxes. The older boy can't kick at all. He has to find a spanner before he can smash the crates that block his path.
It's a prime example of the stupid logic in this game. And it only gets worse. You walk into a room where three turrets are firing lasers at you. You're told you can repel the lasers by hitting them with your spanner. What? Maybe this kid is Luke Skywalker in disguise. We wouldn't mind so much if it worked, but it's near impossible to hit back lasers without taking most of them in the face.
This defective, totally useless play mechanic reflects the overall quality of Zathura: it's shoddy. There are lots of large, platform-filled rooms with pre-fixed camera angles so useless you'll struggle on the simplest of jumps. The totally rubbish gameplay doesn't help, with clumsy controls and really weak jumps. It's this sort of game that results in the death of innocent Xbox controllers. Luckily, when you die the game tends to respawn you at the entrance to the room in which you perished, so you don't have the added torture of playing through large sections of levels over again.
But you'll still get a feeling of déjà-vu as you wander from one identical looking room to the next. Unbelievably, the exact same room is used multiple times in a single level, with nothing but a few repositioned crates and a different enemy to distinguish one from the other. And there are no clever puzzles either - just kill a few enemies, press a switch and be on your way.
This lack of variety is slightly made up for by changing gameplay scenarios. As well as the two young boys, you also play as a robot that jumps higher and can fire lasers. A mix off different events means that one minute you'll be shooting down little flying saucers, the next plummeting down a deep chasm firing at rocks as you fall.
Unfortunately, every gameplay scenario handles about as well as a car with one wheel. When manning the gun turret, more UFOs charge at you than you can possibly shoot. The bit where you fall down the chasm is pointless - hitting the rocks is easy and even if you miss they don't kill you. But the worst bit is when you have to run away from a wall of fire, avoiding explosive barrels that are hurled your way (as stolen from 1983's Donkey Kong) - although it's impossible to tell where they're going to land. After dying a lot, we discovered the secret was not to dodge at all, just crouch and wait for most of the barrels to miss. Playing Zathura is like being force-fed Saddam Hussein's skidmarked underpants. And we find that kind of thing really upsetting.