Age of Sail II - PC

Age of Sail II - PC
"I rushed out of the cabin and I immediately saw not only the ship, but also that it was a Portuguese ship and I thought he was going to charge in Guinea Negro slaves. Yet despite all the sails I could explain, I realized, however, that not I could not reach them to cross on their way ... " (Robinson Crusoe - Daniel Defoe). The TalonSoft, with undoubted class and solid historical base, updated version of the distant war games / ship, which appeared in 1997. In Age of Sail II you will be thrown in between 1775 and 1820, all dressed up to take on the role of a worthy Captain Nelson, David Farragut or Sir Francis Drake and address the various naval campaigns, to the sound of compasses , guns and boardings. But first things first
Age of Sail II falls into the category of strategic simulations of naval warfare, able to reproduce the historical background of contour, from the Seven Years' War to Napoleonic battles, pirates of the coast of Latin America to the vessels of the Channel, with a total of six campaigns and hundreds of different scenarios through which to move and to better manage its fleet
UNIDENTIFIED SAILBOAT IN COLLISION COURSE
After the necessary introduction in computer graphics, including cannonballs can eviscerate the sides of enemy ships, sailors perched above the huge trees of the English vessels, strategic change course to avoid arpionamenti or pirate raids, all to make a starter to violence clashes once took to the water, we will be before the main menu
AWOL is an editor for custom battles, now indispensable presence in the titles of the strategy genre. The choice, therefore, is limited to "Single Battle", to leapfrog the bureaucracies of the initial brief and headlong into the fray in one of the many scenarios implemented, or "Campaign" (six ones available, each of which consists of more than sixty events), accompanied by a more historical and technical and driven by a narrative that can engage and attract the user's attention through real events

Clashes in the Caribbean Sea, between Puerto Rico, Grenada and Madagascar, among huge sailing ships, then, as the Andrea Doria and the Racehorse with twenty-four guns, to get up to the French boats Vengenance or Cornelie. Everything will be animated by a three-dimensional engine that excels in terms of power and versatility, but still managed to perform his duty functionally, flanked by the canonical management interface screens
The selection of the battle to be reinterpreted, including geographic information and technical (number of vessels on the water, crew, paraphernalia on board conformation and topography of the site) will follow the necessary settings across multiple game interfaces
The factors and elements to be considered are, to say the least, and countless quirky, but now made more user-friendly and easily accessible compared to what happened in the past
And 'A QUESTION OF INTERFACES
The two interfaces, with the addition of a third screen icons fast and immediate, share the management of the game into two major lines: configuration of the ship, with damage to the hull, men available to douse sails or change course , rifle or bow to stern to attack and defend, loaded ammunition and firepower left; training fleet, with orders to fire and automatic facilities to simplify all
The plethora of icons on the boundary interfaces allow you to better manage the possibility that it incurs our vessel: we drop anchor and create a defensive line with one or more vessels alongside a troop enemy, then arpionarla and to approach with our crew or dealing with challenging situations such unlikely increasing drag of the keel on the seabed in shallow water or against rocks scattered in the arena of game
Do not miss the opportunity to lower the sails, hoist the white flag of surrender or repair, making us easy targets for enemies, the damage done to the hull or deck. On special occasions is to feel the lack of "hotkeys" to pause the game or to access the menu of the game speed (fully adjustable as desired, to meet the novices of the genre and make it more easily manageable )

Game console on the left side of the screen will show a compass and a map of the practice, to keep under control the opponents moves and maneuvers predict in advance. A box on the right side provide real-time wind speed, direction and our current speed, with the speed that will keep our boat after a turn. The whole hope of victory will be placed in your wit and tactics in your ability to take advantage of winds and sea currents. A careful study of the wind, then, and a proper calibration of the route will certainly be the trump card to get around the enemy vessels and attack from behind, between sudden changes in direction and turns decided
The fund cosmetic Age of Sails II does not stand for a careful study of colors and reflections, often showing dark tones and strangely "opaque", however well matched to the years in which the action takes place. The timber ship, the maximum resolution of 1024X768 has excellent grain and color combinations right; goodies which is, alas, lacking the body of water on which we move, lacking a touch of class as the play of light, shadows and reflections. Warning coarse to detail, to testify to the attention of developers Akella to factors such as substance, gameplay and historical accuracy to facts, events and characters. Warning coarse, unfortunately, even with regard to the sound, with no ideas of class, no effects such as wind, waves or attraccaggi to enemy ships. What remains is only a sterile digitization of shots of the guns, however, defined by a poor audio quality. The negative appraisal about graphics and sound is not the case, of course, by a factor of longevity, enhanced here (as mentioned above) from a large number of scenarios and a learning curve slow, gradual and never frustrating. You just have to weigh anchor, to learn that ten knots sailor, scold properly hubs and crew, light a good Cuban cigar and sail to tropical seas. With an eye to pirate raids.

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Age of Sail II represents the best kind of strategic naval can currently offer to our PC hard disk. With the excitement of historical accuracy, intuitive enough not to frustrate the novice user sessions and accompany long war, with icon-based game interfaces immediate and practical, the title improves the previous version, but leaving discoveries and aesthetic flaws some bugs scattered here and there among the artificial intelligence and control of some operations. A title, however, highly recommended to those who are tired of fighting on the ground with infantry or hoplites and those who do not suffer at all from seasickness.

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Age of Mythology: Titans - PC

Age of Mythology: Titans - PC
ARRIVE The Titans

No, we're not talking about that old comedy starring, among others, by Giuliano Gemma, but the new expansion created by Ensemble Studios and produced by Microsoft for that gem of rts called Age Of Mythology. For those to whom this name does not say anything, remember that the game was the latest chapter of the hit series "Age request is being processed .." from Redmond, the salient features were a well-kept graphics made ??possible by a good engine three-dimensional, three main factions with many sottofazioni available under the deity chosen for the technological advancements, a lot of special units, all fully characterized. Titans will be able to propose something new, or it will be a simple heated soup? You'll find out just reading ...

KRONOS

Let's start with the good news: If you are familiar with the expansion of real-time strategy know very well that, in general, the most important innovation in these products is the addition of some new units for each faction in the game. Titans follows a different approach: very few changes have been made to the pre-existing civilization in the original game, but there is a completely new offering, the Atlanteans. Related to this there is, of course its campaign with the usual number of missions, each with a degree of difficulty selected independently.
As with the original, even in this case we will find the differentiation between divinity major and minor: among the first we Cronos, Oranos and Gaia, each of which will take certain advantages and certain limitations. Then, after every technological advance, you can also choose a minor deity (from nine options where there are Helios, Leto, Rehia, Tehia ...) that will influence the type of mythical units, improvements and special powers that is can invoke (a total of twelve). The favor of the gods is recovered thanks to city centers that possess more if it has more the gods will ensure that we, over time, precious divine power to invoke mythical units or make upgrades. As you can guess, at least initially, the Atlanteans seem disadvantaged in this respect.

However the new people also has clear advantages compared to other factions: eg their workers, although more expensive and more difficult to produce, are able to recover the resources more quickly and without the need to return to their respective centers of recollection, or if you have next to special units such as, for example, the ox-cart trails. As for the military, as it was reasonable to think, the classic types (those for combat and those for the fight at a distance) are not very different from their equal role of other civilizations, and it fits perfectly in style of game in the series "Age request is being processed ..". We, then, that, in my opinion, made it really special Age of Mythology: the mythical units. In this case, the game designer, aided by endless Greek mythology, were able to produce interesting units: we have, for example, the automaton, ancestors of today's robots, mighty men metal can repair each other. There are, then, the Prometeans kind of Golem, the point of death are divided into two prometeans smaller and less strong, but still be able to damage the opponent. But we could go on for much longer because the mythical beings are very many: to be precise, ten in total! Also with regard to the heroes, the Atlanteans are distinguished: in the countryside will only hero "official", that Kastor, son of Arkantos character that players will always remember the first episode. However, all units, including workers, can potentially (if you have the resources) become heroes: all the features of the heroes are slightly better than those of the unit or upgraded (for example, workers will increase even more their speed in collecting resources), also the damage inflicted to the mythical units will be significantly higher.

Depending on the technological route that follow, your heroes will also be able to recover their energy over time. Seasoned all other special skills such as that of being able to move the buildings at any point of the map have visibility, or the ability to use the powers a number of times, in general, greater than unity, letting through a certain lapse of time between an invocation and the other. But why the expansion is entitled to the Titans? First, the single-player campaign is centered around the events of the reborn nation of the Atlanteans who unwittingly, because of the deception of Krios, free the Titans from their prison leaving them able to destroy the earth. Obviously things have to be put back in place and this will be the task of Kastor and company ... But there is also another important reason, in skirmish or multiplayer games will have a new opportunity to ensure the victory: build a titan. This is a virtually indestructible warrior out parameter than regular units, able to demolish everything that is near, only to be faced another titan. This means that if you can build your Titan before the opponent is able to sfornarne one, you'll pretty much win in the pocket. Obviously, invoke a titan is not so easy: the necessary resources will be considerable, both as regards the time that with regard to the materials. Each faction has its own Titan: the Greeks Cerberus, the mythical three-headed dog, a guardian of the Egyptian Anubis, the Atlanteans call a titan like Kronos, but with crystals on the back, while the Nordic people unidentified troll with a hammer family size. But they all have the undeniable ability to do so bad ...

TITANIC A JOB

Compared to other RTS peak of this period (basically Generals with its expansion) Age of Mythology is characterized by having a graphic style is not particularly impressive at first glance, but clean and great overall impact, thanks to the excellent choice of color: some overviews of the frescoes appear. The result fits well with the pace of the game is not too high and allows us to fully appreciate the beauty of graphics not too flashy, but present. Units, although small, are made with great attention to detail: each of them is well characterized (as I said, not only about the game designer, but also of the ancient Greek writers). The expansion of course does not change anything important: we can only say that the new faction in the game also integrates perfectly with regard to the graphics. It should be emphasized, however, some new graphical effects such as time-shifting of structures or teleportation of military units. Little improvement in terms of sound, except for a slight remix of the theme that we hear in the original main menu screen. Overall nothing new under the sun, however the game is still present as one of the most cared for RTS on the market.

CHALLENGE OF THE TITANS

What to say about this new expansion by Ensemble Studios? It 's definitely a good product: the idea of ??introducing a new civilization serves not only to give the possibility to deal with an unprecedented single-player campaign, but also gives the opportunity to increase the longevity of the multiplayer (as long as able to spread effectively). In principle to anyone who liked the original game also advise you to grab this expansion, which is not to be a mere business transaction. The only obvious flaw I found is too easy, problem which seems to be common to almost all video games today: then play it straight to level more difficult. However, let me say a few more words on the game itself as a whole. Unfortunately I have not tasted this expansion as much as it did with the original Age of Mythology and this happened because of another game: Command & Conquer Generals and to return more on the subject, its expansion Zero Hour. From a technical perspective there is not much to say, although adopting styles that can be considered as antipodes both games are made very well. However, once tasted the fast-paced, loud and fracassone of Generals found it very difficult (or perhaps I should say boring) back to a game like Titans. Not to mention the quality of the multiplayer title in Electronic Arts weblog is far superior. I can already hear the voices that say, "you can not make a comparison between the two games: they have in common only the fact of being a rts." This is partially true: in Age of Mythology is stronger the economic component, while Generals is much more oriented towards action. A comparison, however, must still be done because users of both products can form two sets, perhaps not entirely coincidental, but certainly intersect. If, then, were to compare the quality of the two expansions, I would not doubt, according to the fun tried, in advise the coupled Generals and Zero Hour (which certainly presents a higher degree of challenge). Speeches are still too dependent on personal taste: returning to the objectivity necessary to recognize the high level of Titans that I would, in an ideal world without competitors in recommending it for sure.

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Ensemble Studios expansion which we offer with all possible care: a new faction with its campaign, the introduction of the titans, some small correction to what was in the original game. Titans, as expected, does not disappoint in technical sign that the time did not produce visible damage. It 'true that the quality of this expansion will satisfy all fans of Age of Mythology, however, to be honest, personally I have not had so much fun. Since we have recently had to deal with Generals and its expansion should you need to make a comparison between the two products would incline without doubt for the last mentioned, can with its rhythm (and its fast multiplayer) to ensure extra fun. If, however, continue to prefer a slower game, less spectacular (but no less care), less noisy episodes without fail about Titans certainly better that responds to these characteristics. However, for me the crown of best RTS passes, currently, Zero Hour and its multiplayer ...

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Age of Mythology - PC

Age of Mythology - PC
THERE IS NO TWO THREE ...

If you are looking for in the recent past which has been one of the most successful sagas strategic, as well as the inevitable Blizzard and Westwood, is no doubt in mind the vein of Age of Empires (with its expansions and total conversion, such as, for example, Galactic Battlegrounds). The games (especially the second chapter) could indeed to gain a good market share and a number of fans thanks to a depth of play high enough, a large number of buildings and units and a technical realization (at the time) of a certain level. On the other side of the coin is noted, however, a lack of differentiation between the different civilizations (in my opinion the most serious defect) and a plot in support of the campaign almost impalpable.

In addition, judged on current graphics engine water on all sides. I have never been a big fan of this series of games, as they always likened to a title called Starcraft, which inevitably won in all respects (in particular in the online game, where the game Blizzard is still, unsurpassed in my opinion). However, it was inevitable that, given the success of sales, was produced third chapter, well, thank goodness we have thought otherwise at this time we can not have fun with a great game like Age of Mythology ...

FOR ALL THE GODS!

Satisfied, therefore, that the game is an RTS, try to understand if it manages to offer something new in the infinite universe like that. First, it changed the historical period in which the Ensemble Studios (game developers) have set Age Of Mythology: the three civilizations with which we are dealing are the Greeks, the Egyptians and the Nordics. I know that some of you are twisting the nose, with the thought in my head, but as there are only three different factions? Things are not really so: the first three people are genuinely different. Not only have units with unique characteristics (and not just a simple restyling, mainly as it did in previous games), but based on your choice of faction will have to face the game with other strategies.

For example: as in any self-respecting RTS to accomplish anything we will need resources, in Age of Mythology we have four different types: classic food, gold, wood and a most atypical "favors", which is a indicate that we have pleased the gods to us friend. To construct the buildings the Greeks and Nordics need a certain quantity of wood, while the Egyptians to make it less; you understand how, in this way the Egyptians will engage a lower number of binders for wood and set the game otherwise. Another prime example of the difference between the races is the way you win the favor of the gods: the Greeks need to send the bins in worship in the temple, will be more worshipers, the faster you will create the favor.

The Egyptians, however, obtained for building religious monuments: the higher their number (which in any case may not exceed a certain limit), the more the favor granted by the gods. Finally, the Nordics, in tune with the legends of courage and violence of these people, please buy fighting and raiding villages. But what's this blessed (it's appropriate to say) please? Basically you get the divine improvements for your civilization (for example, increase the efficiency of collectors, or increase the defense capabilities of the buildings) and to "buy" the mythological units in the temples (building of importance). These are units (mainly military), typical of each race, with characteristics far superior to those of humans, also equipped with special attacks can greatly damage the opponents, among the many mythological units I mention just a few: Medusa, can to shoot arrows and petrify enemies, the frost giant fists devastating and chilling breath, the Mummy, able to transform challengers in his servants, the many-headed Hydra that grow based on the number of opponents killed .. .

Clearly, as the mythological units cost a lot, your army can not only be composed of these: there are, therefore, the normal human units (such as archers, shooters ax, hoplites), these features for each faction that will be used to swell the ranks of your troops. It 'still unclear how a group of mythological units of a certain level can annihilate handpieces of soldiers far more numerous. The mythological units have only one drawback (besides the price): can not stand the heroes!

These are special soldiers (recognizable because they exude an aura particular) can eliminate the monsters fairly quickly obtained thanks to the gods, the heroes also have differences between civilizations such as the Egyptians priests (in addition to the Pharaoh who is a 'fundamental unit for this people), individually not very strong but may be in large numbers since there are no limits, while the Greeks heroes individually stronger, but limited in number since it can exist only one type of hero at a time.

The Achilles heel of the heroes are the unit normal human: these, in fact, manage to eliminate the heroes more easily. From all this talk we understand how important a good balance of different types of units in the armed forces, to get the win.
Back to the problem of differentiation: So far we have talked generally about divinities. Actually needs to be a distinction between major gods and lesser deities. Every nation has a choice of a deity greater of three options, take the case of the Greeks: the will of Zeus, Poseidon and Hades. The selection of a chief god determines certain characteristics of your people: for example, Zeus your people get the favors faster, also the maximum number of benefit will be two hundred (while all other populations have a hundred), with Poseidon's horses cost less, the use of markets will be cheaper and fishing vessels will be faster. With Hades instead the buildings will be more resistant to shock and archers and buildings stronger in attack.

Similarly, there will be differences for the major gods Egyptian (Ra, Isis and Set) and northern (Odin, Thor and Loki). Not enough there are also lesser deities. Do you remember the concept of technological progress also in the other episodes? Basically it was to construct a number of buildings in order to have the possibility to move to the next technological level (at the price of a certain amount of resources): the passage allowed the construction of new units, new buildings and the development of new improvements. Even in Age of Mythology are the technological advancements in four levels: the Archaic, the Classical Age, the Heroic Age and the Age myth. The new feature is that, at each level up, you choose which minor deity worship, a choice that will affect the new units and new improvements that you can develop. For example, assume control of the Greeks in the transition to the Age Classical 'Heroic Age you choose whether or worship Hephaestus Hera.

The first will give you the legendary Colossus as a unit, as a divine power Abundance (constant influx of resources) and beneficher? armor and weapons. The second will give you the Medusa and the Carcinos (a sea monster), the divine power will be the Lightning Storm and beneficher? buildings and mythical units. For every people there are nine children, doing the math on the various combinations of major and minor gods you understand how, in reality, there is much more choice and differentiation in this final chapter of the saga that in the background.

There are various game modes in single player: first of all is the campaign (if you want preceded by a short tutorial). The campaign consists of more than thirty missions and can be taken in four difficulty levels selectable for single mission, is divided into three parts: one for each faction to face necessarily consecutively. You will begin to command the greek people, having as only hero that Arkantos, the story will develop slowly (even bringing in live situations such as the Trojan War and its conquest of the city thanks to the wooden horse) and see how your enemy actually is the Cyclops Gargarensis.

To hunt him until you arrive in Egypt, where the Egyptians shall command and meet other heroes, and even in the Nordic territories (and that part of the country). I'm deliberately taking the generic for not spoil the pleasure of discovering the story. In addition to this you will be able to organize matches in skirmish, fully customizable with up to eleven computer players. Depending on the type of game you choose will change the final goal to achieve victory.
Ensemble Studios have, then, a lot of effort to make a multiplayer support appropriate to the quality of the game was even implemented a combination of players that automatically searches for opponents that match our preferences (of course it can also be disabled); ?ensate that if, for example, can not find players at our level, but only much stronger, the game will automatically generate a handicap in our favor. Everything is organized well by using a chat system to find players simply styled Battle Net

But the game has made ??the lifting, or we will continue to bear the classic isometric tredd? states that it deserves to be buried? The answer is yes: for Age of Mythology was created a new graphic engine with all the trappings and the quality can also be seen at first glance. Although it is graphic styles, and different representations of the visual appearance of this title has really nothing to envy to the noble Warcraft III: try to see, for example, was depicted as the sea that breaks the beach, the smoke, the flames , or the play of light on the special abilities of heroes and mythical units and tell me if you disagree.

It is not, then, only technical expertise, but also quality in design: each unit has its own distinct personality, making them anything but anonymous. The engine can then rotate the camera to choose you the one that suits you and to customize various other things so you can play it on your non-powerful. There is, in fact, to say that it is not too demanding on my Athlon 900 MHz, 384 MB RAM and Radeon 64MB of first generation can play at a resolution of 1024 * 768 with some uncertainty only in the most confusing .

Same care has been taken in the appearance sound, creating a veritable soundtrack of all respect, the main theme seems to be taken from an Indiana Jones movie ... In fact, the number of music that run in the game is not high, but I have not disabled the music, even the pleasant listening, a sign that is not boring but discreetly enters the game doing what they should do, that is the accompaniment to the game. It seems to have been made into a system that would change the type of music in dangerous situations (going to a bit more excited), but they are well able to understand the operation, because it misses the mark more often than not activating in situations where it should and vice versa. For the rest, we have the usual collection of items, and vocette little voices for the various units, some of the most successful, others less, but overall adequate level. The originality lies in having used the original languages ??of the various peoples.
Last note regarding stability: Unlike operating systems, Microsoft has managed to produce a game that you do not plan ever. Ahhh, if the Windows programmers would take example from those who create games ...

THE LAST JUDGEMENT

It 's inevitable that when you go to a strategic review in real time you make comparisons with the leader of the market at the present time, it is certainly Warcraft III. I already know to write something that might seem exaggerated to fans of Blizzard title, but in single player, Age of Mythology is not less than the orcs game under any point of view, I will say more: having played both products, I finally have more fun with the game weblog Microsoft. I admit it: I'm one of those people who has not digested the introduction of the mechanism of upkeep, but other than that, Age of Mythology shines more for their own merits demerits for that of others, in fact raised to the square of the good things that seen in the early chapters of the series, being able to enthuse greatly even someone like me, in fact, had never been a supporter of the saga.

First of all, at last, a title not Blizzard has managed to pull off a great campaign, with an intriguing storyline that connects all the missions, leaving her crushed: from this point of view, Warcraft III is still a step higher mainly due to be the constant of a story begun in Warcraft II (hence the curiosity about how it ends plays an important role) and thanks to the movies (which are really on another level i have never seen on a computer that kind of stuff) . That said the story of Age of Mythology looks good, so it's probably the best of all those relating to RTS capitatimi a bit 'of time now.

But the real game? Well, it's great. Finally we have an artificial intelligence that does not conflict with the name, this means that, for example, playing it on the third or fourth level of difficulty, the title takes no more irrelevant. The possibility of change, then, the level of difficulty in the campaign you will also avoid the quagmire in some sections particularly difficult. The mission, then, they are able to present a few crumbs of innovation: in one, for example, the two heroes Ajax and Arkantos will be transformed by Circe in boars and will recover Ulysses and his entire crew were finished worse, that pigs become .
We speak of the special units (an aspect that I particularly like these games) are more than thirty possible.

In short, taking into account the new features for the major and minor gods, with regard to the variety there is nothing to say, considering the other differences in breeds (a concept that, for me, has found its highest expression in Starcraft ). Time, then, it is slightly raised compared to the other games in the series, and this can only be a good thing, but maintaining depth of play and an equally high strategic impact. If I had to find him a defect, it would be the mechanism of pathfinding is not very advanced, but hopefully will be remedied in some future patch.

Separate mention the multiplayer, for which, as I said, I think Starcraft is still unsurpassed: it is obviously too early to judge such a game in multiplayer. Surely, as was the case for the Blizzard game, it will take a long series of patches and time to find the right balance between the various factions, providing fun games. At first glance it seems, for example, that the Greek mythical units are the strongest of all; precisely to counter this the Nordics and the Egyptians have an unlimited number of heroes. Ensemble Studios are, therefore, been careful from the beginning to ensure the right balances.

Perhaps, the most difficult people, at least initially, to be controlled are the Nordics, due to the fact that purchase favor fighting: it is given, therefore, an especially aggressive in this faction making them ideal for a game of attack, a bit 'as were the Zerg in Starcraft.
But in the end this title or Blizzard? If the multiplayer takes off, I recommend this; suggest otherwise get on your personal taste, considering they are both masterpieces that deserve to end up in your playroom.

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Gentlemen, has arrived! Not been completely convinced by Warcraft III, still looking for an RTS to satisfy my greed for power and conquest, able to make me aside for a while 'time Starcraft: Ensemble Studios have been kind enough to create Age of Mythology, followed the various Age of Empires. Forget, however, the first two chapters: there are so many improvements to convince me that I've never been a big fan of the saga. We have: a good graphics engine, a soundtrack worthy of the name, a strategic depth increased compared to previous episodes (thanks to the introduction of a greater degree of differentiation of the factions), a large variety of special units. If not enough, add in a single-player longevity granite (also about a good story), and a multiplayer that if I do not anticipate evil, and if they are balanced factions, will become the reference point for the RTS line from here to a long time. In short, as in life you have to make choices, if you are wondering what to buy between Warcraft III or this, I will answer this. The king is dead, long live the king!

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Age of Empires III – War Chiefs - PC

Age of Empires III – War Chiefs - PC
If the vicissitudes of the Black family will have more of a passionate South American soap opera I strongly recommend you sit back and keep reading, because this is the criticism of the very last episode! "Age of Empires III - The WarChiefs" complete the basic game adding to the already rich program a new campaign, three new playable civilizations, a handful of new units, some maps and two novel ways. As the title suggests, the events in this add on will focus on the figure of the "WarChiefs" or chieftain of those Indians who had the courage to rebel against invading European superpowers. The new campaign, as we have already mentioned, we will take the side of the other members of the Black family, Nathaniel and Chayton, and allow us to impratichirci the use of two of the three unpublished native populations, Iroquois and Sioux.

The Iroquois are a complete civilization, does not excel in any field and nothing peculiar importance, but can rely on military units very balanced and interesting. An interesting structure, which can take advantage of the Iroquois, is the bonfire, to which you can assign workers to gain the favor of the gods in the form of bonus to the collection, production or damage. The key feature of the Sioux is to have no cap (limit) value for the population, particularity that goes well with the character of the nomadic civilization and the strong cavalry units at its disposal. Overwhelm your enemy on horseback, with a speed and power disarming, is something extremely rewarding, and it makes the games played with the Sioux really funny. The Aztecs finally have no mounted units, but can rely on infantry (light and heavy) really lethal when it comes to combat. It is evident that the characteristics of the new civilization are deliberately synergistic and well balanced so as not to create any imbalance is that you play against the CPU, either (and this is essential) that is addressing human opponents in multiplayer. The presence of special units, the "WarChiefs" must not mislead because, despite being very good in combat units, their use is not easy and will always be the player experience to make determinative of a game.

The new mode called "Revolution" is interesting because, once activated, militarized all units in our possession and unlock a series of war supplies called from the control panel of the mother city (revised to meet the ambience tribal). The "Revolution is a formidable weapon, but two-edged prove valuable to close down a lot, but counterproductive if one mass assault is not enough to subdue the opponent.

The process of militarization is not, in fact, reversible, and if things do not go as planned, we may find ourselves vulnerable and unable to mount a defense in a timely manner. It has been also implemented a new victory condition for skirmish or online play, which is to achieve and maintain control of half plus one of the trading posts in the map for a specified period of time. We conclude the discussion on the gameplay, citing the handful of new units for the eight factions of the original title, and the new set of cards with which you can clean up our decks for the campaign and online play.

Technically speaking, we are still at the level enjoyed a year ago in "Age of Empires III". The engine used has not undergone any changes, but the visual quality is still maintained today on a high quality standard, testifying that the goodness of Engine developed by Ensemble Studios. Sound (largely recycled) can enjoy a localized dubbing altogether convincing, and a new series of beautifully produced effects consistent with the setting chosen for this expansion. The official support from developers, and the unofficial community continues constantly, making this "The WarChiefs" is a must for anyone who has not yet installed the original title.

Age of Empires III - The WarChiefs "is the expansion of a classical RTS success. Boys Ensemble Studios have concentrated all the best features of the base game, and have implemented many new features that, while not adding anything to gameplay run and definitely appreciated, shine for the care with which they were made. the price is a little high for an expansion, but ultimately it's up to you to decide whether "The WarChiefs" is true or not spending, we believe so!


Age of Empires II: The Conquerors - PC

Age of Empires II: The Conquerors - PC
You have already led the Greeks, Egyptians and Romans to conquer the world? You have already led Britons, Byzantines, Celts, Chinese, Franks, Goths, Japanese, Mongols, Persians, Saracens, Teutons, Turks and the Vikings and have become their king? Well, you have not finished your task: output is the first expansion of the successful title of the Microsoft Age of Empires II: the Age of Kings. The Conquerors continues the series of epic battles that have handled the Middle Ages, this time not placing at the head of great nations, but in the shoes of those men who took the reins of their people, thanks to a unique charisma and an extraordinary personality
So follow the adventures of Attila the Hun, who, with his barbarian hordes gave the final blow to the Roman Empire of the West, you will lead the armies commanded by Paladino Cid, and defend the kingdom of Montezuma by foreign aggressors. Have also been added to the main title than other civilizations, that the Koreans (and yes, they too have had a not insignificant part in the story), the Spanish and Maya. In addition to the three campaigns of "national" character, there is a fourth possibility: the maps were created to embody the role of great leaders in eight events that have marked the course of history, including the Battle of Lepanto, the Erik trip to Vindland (also mentioned in the recent episode Cultures: The Discovery of Vinland THQ), the battle of Tours and others. For the realization of this title, Microsoft and Ensemble Studios have used the work of Bruce Shelley, co-designer of Age Of Empire. Of course, even here you have to build your army step by step, though not always, fortunately, you will depart from scratch. Very often, in fact it is missions that start with small duels and turns of real battles
Each campaign begins with historical events occurred (or are suspected to have occurred!) And then you will witness and at the same time participate in the duel against Attila's brother Bleda, the rise of Montezuma, to the heroic deeds of the Cid. Since expansion has no news with regard to the look and feel, however, that already in the Age of Empire II was excellent, but there are some small changes at the management level that will certainly delighted fans of the first two titles of the series. In fact, this time your workers once built a sawmill or a mining center automatically begin to chop wood or dig, without you having to indicarglielo you, and in the case of farms, immediately rebuild the golf only once it has exhausted the previous simply by selecting the mill option relating to this action. The scanning time in the four ages of evolution has remained unchanged, as well as the control system of the unit. Another thing that often annoyed the most demanding players was that when operating the refueling had something in his hand and the ordinavate you to change job, what he had in his hand was lost, but now before moving on to new activities will be deposited in stores what he was carrying. In addition, when you order two or more men to build something you automatically have in order to be as functional as possible

The management of the market now can exchange up to five hundred units of any of your assets, or the full amount of your stock. There are also eleven new units features, including the knights Hussars, the turtle ships (a kind of armor in ancient times, used in the eastern seas), the Spanish Conquistadors, the Huns Tarkan, the Men Jaguar Aztecs, the Maya and Plumed Archers more. Many technologies have been added to search, such as theocracy, the Heresy, natural medicine and many others and, in addition, each civilization will seek its own unique technology and feature
Another novelty is that you can manage the ships in formation, just as the ground troops, something useful in the great naval battles like Lepanto. In single mode now in random map games are called "Standard" and you can choose yourself how it will be your mission, select the level of difficulty, the map, the technology, the goal and more. The Conquerors includes three new multiplayer game modes: King of the Hill, Wonder Race, Defend the Wonder. Choosing the first you will have to conquer and defend the monument placed at the center of the map for a certain period of time. To take possession of you will first kill all the guards who defend him, which is not always easy. Obviously the type of map in which you play affect your game strategy, by imposing time to build impressive city walls, now vast and efficient fleet
In the second type of game instead you will be engaged in glorifying your population by building an architectural marvel: you will not have to fight, but try to get the most flourishing in the shortest possible time, in order to beat their opponents and be the first to build something unique and inimitable
You can not attack enemies and you'll all be allies, but in multiplayer you can manage both the same population to speed. "Defend the Wonder" instead it is your responsibility to defend your wonder from enemy attacks. In this case, everyone will leave with the highest level of technology already researched the imperial age, many people and many resources and you have to prevent your opponents from attacking your "treasure". For the most demanding players (and even a little 'short-sighted!), It is possible to assign colors to the basic unit in order to distinguish at first sight between enemies and friends. A special mention deserves the beautiful soundtrack that undoubtedly creates atmosphere and offers hours of listening pleasure. It 'very successful expansion that has many new features from both the management and the variety of missions. Of course, if you have not loved the way primitive, not love it either, but if you have spent many hours of Age of Empires II, this continuation can not be missing from your playroom.

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Age of Empires - PC

Age of Empires - PC
Microsoft ... for the average user's PC is "to Windows and Office" ... for the avid gamer is the author of the acclaimed Flight Simulator, securities much less recall what Fury3 and Hellbender and a series of games to forget ... Let's face it: if he had not called Microsoft (they can then take advantage of a market that is not normal gaming market) the Redmond would probably have racked up an impressive series of flasks, tempered only by FS. In fact, last year Bill Gates has given a wake in our field next to Gol (which was only good name) and NBA Full Court Press (which compared to any NBA Live came out with the crushed bones) we have seen a couple of innovative and well-planned way, as discussed The Neverhood, Monster Truck Madness and Close Combat. Certificates valid, but apart from the aforementioned Flight Simulator, certainly not "classics." But finally here is the giocone: what is ambitious from the title ... Age of Empires. What's this? Before its release it was spoken of as a game that would join the action in real time with the Warcraft strategy "evolutionary" Civilization. We clear the field right away misunderstandings: it is not so! Age of Empires is a great real-time strategy, the best, but has little of Civilization. On the other hand it was easy to understand that a game in the Civilization, strategic management before, ill marry the real time. Must still give credit to the game designer of Ensemble Studios who have not tried to do what would have been impossible (beyond the voices ... sometimes joined by those who had already tried the game), the evolutionary part of Age of Empires complex enough to keep you busy during the game and simple enough to be handled in time reale.Vediamo to understand this better with the description of a typical scenario: you games with a bunch of "common people" who are able to act as hunters, fishermen , berry pickers, builders, stonecutters, miners, loggers and farmers. Depending on their occupation of our faithful workers are able to find food, wood, stone and gold, and these are the basic resources that will allow us to create other citizens, buildings and combat units. For example, the construction of the barracks will allow us to train warriors in exchange for units of food (actually the warrior "create" do not convert a commoner but generate a little man from scratch). On the other hand I need to build the barracks of wood that I had previously procured by sending a citizen to cut the trees, not to mention that I also need the food so I have to send a couple of men to hunt. Also can I build a port to procure food by fishing and gold through trade. In the meantime I have built enough homes to accommodate all of my unit ..

At this point takes over the evolutionary aspect, because not all the buildings and not all units are available immediately: I start from the stone in which food can provide me only with hunting, fishing and gathering, when I have a lot of food and a couple of buildings can perform the "snap evolutionary" (still a certain amount of time passes between the moment when shooting active and when it occurs) to the age of the tools. Now I can build new buildings and train units to attack the most advanced as archers and horsemen, not only that the construction of special buildings allows me to access additional upgrades. I mean after you build the market are able to also build farms (upgradeable then in turn with the breeding and discovered the plow), also the presence of a warehouse allows me using a certain amount of resources, developing stone processing resulting in a "bonus" in the fighting. Yeah ... because meanwhile the opponents "evolve" on their own and try to aggredirvi militarily. Confused? Assured is much more immediate than it sounds in words ... In fact, as I have already said, there is the management complexity of a Civilization and it is right and logical that there is: no riots, no people to feed, nor fees to pay, no brains to be put to work, limit yourself (so to speak ...) to CHAUVET resources and evolve when you have accumulated enough. A curiosity: the land on which you move is relatively small but for this, as you can see from the pictures, very detailed. With time we will manage to religion, the fortifications, the armor, the "wonders" (those are something else Civilization) ... The maximum evolution occurs with the age of iron, and with units that are the "panzer" era: catapults, giant crossbows, armored warriors, and so on. The management of the fighting is a bit 'simplistic but fun in general my units ignore the civilians and the military attack enemies, but I can order them to attack buildings and units at will. Unfortunately there is no option to take a position at all costs, to escape if things go wrong, patrol an area enclosed and stuff. In practice, I place the unit, possibly combining them somewhere and they stir themselves if they see an enemy, or the sending to attack a target keeping an eye on because they might go happily to the slaughter. And 'this, however, the only flaw of this game. Personally, I was more than satisfied with the evolution of the control unit, but when you learn how to place them at key points we can get by without too much trouble. Not 'even exceptional management of diplomacy, I choose unilaterally diplomatic line and the opponents decide whether to comply or not, of course, also applies the other way around, so I could find an ally to one who is my enemy!
But the overall assessment? One: exciting ... one of those games where you do not staccheresti ever. Great graphics as well as sound, but now with computers we have in our hands, we do not expect less. I have purposely left to the last two of the best things about this game: the longevity and multiplayer. Longevity is nothing short of immense. The game includes a mountain of scenarios, 4 campaigns consisting of predefined tasks (ranging from destroying a particular building to do something significant from the evolutionary point of view), the opportunity to play in a random map generated by the PC or on a default map . Campaigns among other proposed historical developments that had actually happened, or at least plausible, in which we will be at the helm of the Egyptians, Greeks, Babylonians and the Yamato. In total there are ten civilizations each of which has bonus and penalty in a particular field: faster, stronger warriors, lower agricultural production and so on. The units and buildings are the same for all cultures but it does not seem a big deal. We take into account that I can play 5 different levels of difficulty. Attached is a very complete editor missions and even campaigns ... that is, it will be trivial to find in the Internet the new entire campaigns made by fans. Finally Multiplayer: apart from the chance to play two on the same PC (in fact impossible) covered all the things that come to mind ... direct connection, local network, internet, Microsoft and so 'on. And 'possible to play in 8, and of course' provided for the possibility of alliances. It 'habit of Gol speak ill of the games that deserve ... well ... weighing the pros and cons this game can only be defined in a way: very good, really good. If you love strategic buy it you will love it.

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Age of Empires 2: the Age of Kings - PC
Long ago, in a galaxy far, far away, Microsoft decided to jump into the field of video games. After a few rides modest criticism received quite well one real-time strategy he claims to unite under the name of the best features of many popular games. This was Age of Empires. At the command of ancient peoples, we had to develop a civilization from the Stone Age until it becomes a real empire. After some time, came an expansion that added a people who, for my taste, it was an unjustified lack in the original title, the name he had given the game: the Romans. A few years Microsoft will try again with this Age of Empires II: the Age of Kings. Obviously we are no longer dealing with the poor primitives who tried desperately to pull up a civilization from scratch, which was then swept away by a warrior hyper (it was very nice as cheat) ... The period in which you are settling this new chapter of the saga is the Middle Ages. We will be called upon to play the role of supreme Capoccio during some of the most famous campaigns which involved the Europe and the Mediterranean in general: we will be with the Scots when they try to free themselves from British, we on our side Joan of Arc, guide of the French in a war that seemed already lost, we will observe the exploits of Saladin of the Arabs, we will follow in the footsteps of Genghis Khan, which will expand the Mongol empire, and finally, we will see the works of Barbarossa
Each campaign is divided into many missions, different from each other but where the mass destruction will still vital component. But first things first and let's start from the ground up
No army comes out of nowhere, much less hold it with anything. In AOE2 you can / will have to collect four different types of resources: timber, food, stone and gold. Each unit, building or machinery will require to be trained or built, a certain amount of these resources. While many can be found easily (see the wood, given the presence of large forests, which occupy the whole of Europe), others can be "produced" in turn (such as food, which can be collected from farms), while for the mining (stone and gold) you have to rely on what is in the scenario. Well, to fill the granaries, somebody go into the fields. And who will they ever? Are the inhabitants of the village or, in other words, the all-rounder. These may be used either to collect firewood and food, mine gold and stone, but also build and repair buildings. Obviously also the units are the weakest of the game (if we exclude the sheep), and therefore the easiest to kill. For this, the guys at Ensemble, remembering what actually happened in these periods have decided to add "bells" suonatele and you will see your people run to the nearest building for shelter from attack. Not that it's one of those things that make you stand open-mouthed, but is useful in more than one case

Buildings, buildings ... that there is no choice! Are divided into two categories: military and not. In the second will find farms, homes and so on, in the first ... guess what? Camps, shooting ranges, and so on. It's not that you can of course build everything at once: in particular, the limiting factor will be the degree of your civilization: if you are still in "High Middle Ages" you can forget about such wonders as catapults or something. The transition from one phase to another is fairly simple: pay a tribute to those who do not know, pourable in cash directly to the center of the country, to enable the process of "modernization"
Before I forget, among other buildings there is also the market. This has a dual function. In fact, thanks to this construction it is possible to exchange materials we have in abundance (most often wood) for gold, and vice versa, thus allowing, in case of urgent need, to have resources available for the repair or construction or training of something (rimettendoci a lot of energy because, in the market, the law "buy low and sell high" is applied all too well). But, again through the market, it is also possible to build commercial wagons. These will be the caravan between your center of trade and one owned by another faction, is this enemy, allied or neutral, bringing to your coffers of large sums of money
We have gold, wood, stone and board, we can finally dedicate ourselves to war. And it is in the department of war that you see the most marked differences (and improvements) than its predecessor (and many other titles in the genre). In AOE2 you will also find a good variety of military units, which vary, although not by much, to the side that play as. Compared to its predecessor these are also secretly ordered according to a certain criterion. This order is obvious as soon as raggrupperete a pair and tell him to move. Magic, magic, automatically drives the weakest will line up in the rear, while the assault will be at the forefront. This happens if you choose the first type of training, namely the compact. There are a total of four: compact, square, checkerboard, and side. Each has its merits and its flaws: the compact is great when you upload opposing armies, a square will allow you to better defend the weaker units, which will be placed in the center; checkerboard is particularly effective if you are under fire from enemy artillery such as catapults and finally the side is effective if you want to groped to encircle the enemy. In addition, each unit type has, so to speak, a "favorite enemy". For example, a group of pikemen is excellent against infantry units, since it is capable of stopping the charging, and so on

All units (almost) can be improved by developing better armor or weapons more effective improvements that can be searched in its proper location as in the workshops of blacksmiths, or libraries
The enemy AI is well maintained and we will also see multiple attacks from all sides towards our poor fort. The only flaw is that perhaps you should make it clear to our soldiers that if he is ordered to defend a catapult, it would be better to be around him, and not BEHIND, realizing too late that regularly gimmick has already been successfully converted into firewood
The look and feel is truly remarkable, given the care with which they were made the land, buildings and other effects (apart from the fire). The maps are extremely varied, but most enormous: it goes from the arid plains of Mongolia to the hot deserts near Cairo, or the green landscape of Scotland, depending on where it takes you to the heart and the thirst for conquest
From the front of the sound, the look that stands out immediately is the excellent music, which fit perfectly to the environment and time. Same thing can be said of dubbing, with your soldiers who speak the language of their people (of course except when to communicate something imported as new targets): interesting to hear the men under the command of Joan of Arc that respond to "D 'Oil "when given an order. Do you know what it means "On the oil", right? And the difference between language "D'oc" and "On Oil"? No? You have not lost anything ....

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Age of Empires 3 - PC

Age of Empires 3 - PC
The first meeting with the third episode of Age of Empires (except for the spin-off of Age of Mythologies) dates back to its presentation in Milan where, for the first time, we were able to touch a semi-final of the strategic Microsoft. A trial brief, no doubt, but he left us an excellent impression of a product that not only bring out a graphic absolutely off the scale for a strategy title, but that would bring a dowry also a wealth of important new issues which are the gameplay. News that came in possession of the luxurious Collector's editon, we can finally quibble in its main points.

First, the historical period. The subtitle of "Age of Discovery" is well suited to characterize the events that will be the background to a story so intricate and compelling. The colonization of the Americas has just begun. A dish too rich to which the main European countries is not meant to give up. Spain, England, France, but also Malta and the Netherlands, will battle to win a significant portion of this new land so far away but infinitely rich in resources. And dangers. Because, of course, in addition to having to deal with other nations in the game, we also vedercela with Native Americans (as well as Mexican and Aztec), which poorly digest the arrival of '"white man." And although they are not fitted at all points, their deep knowledge of the battlefield and the skin will be very tough for them to help us continuously asses.

Fortunately, you can also create alliances with these people to take advantage of their resources and be able to then make use of their services in exchange for protection. In fact the term "covenant" is little more than a euphemism, because the reality of the facts (which also reflects the stark reality), sees the poor natives exploited as cannon fodder being able to take advantage of the low cost of production of the same and their innate resistance to enemy fire. These are the basic premises that we will be engaged in the course of over 20 missions needed to complete the game and therefore be at the head of the intricate plot that protagonists are also strange religious sects intent to seek U.S. territories in the fountain of eternal youth and unscrupulous pirates ready to sell to the best bidder nation.

Not surprising a plot so thick and articulate. Besides the stated purposes of Ensemble Studios was to create a "strategic FPS" because of the depth of the game and the storyline, because of the high technological level that the studios have poured in for Microsoft Age of Empires 3 . The gameplay in Age of Discovery is not far from the now universal formula for the strategy genre drag and click, combined with a thorough characterization of the units in the game in accordance with the formula "rock-paper-scissors", will prove useful if you send to fight against certain types of units and buildings, rather than others. The gameplay so it will be basically the same of the other episodes, but enhanced by innovations in Age Of Mythologies AoE3 which inherits some important news.

First of all the introduction of the heroes, or characters practically immortal and have some unique capabilities that we can use during missions and that will lead the way around which winds past the storyline. Secondly, comes from Mythologies also the possibility, in the transition between the various eras that characterize the evolution of our people, to choose a kind of "orientation" that favor the development of certain technologies over others. Last but not least, Age of Empires is bringing the series input 3d universe, characterized as never before this time by a graphic impact to say the least exciting. The obsessive attention placed by the development team during these years of working is played on the pitch so nothing short of exemplary.

The land, detailed and rich vegetation, reproduce in detail the mapping of the territory at the time, with ample space dedicated to the waters where Age of Empires 3 is able to touch the peaks of which are unusual for strategic real time. On the other hand it seems that a separate section of the team has been working for over a year on the realistic representation of the sea and marine surfaces. And it shows. Even units and buildings seem to have good health, though perhaps the miniatures of the characters would have needed some additional tweaking. To refresh the gameplay comes the new opportunity to create a sort of umbilical cord that binds our colonies to the native country. At any time during the game, using a system that is very reminiscent of the decks of the strategic table, we can draw from our homeland economic aid or war. Just simply accumulate experience points, which are represented by indicator on the screen, then enter a convenient panel where you can order the dispatch of resources (food-precious metals and timber will once again be the main characters), directly or heavy equipment or troops.

In addition to the excellent graphics side we mentioned earlier, you should also note the entry for the first time in an RTS use of a real physics engine. Like the various Painkiller and Half Life 2, Age Of Empires also be found using the infamous physics engine Havok 2.0, which helps make the on-screen display extremely complex and believable. The structures affected by guns, for example, will crumble into pieces before collapsing to the ground and badly affected the soldiers respond truthfully to the blow received. In reality, however, the use dell'Havolk seems to have more aesthetic value than strategic. The collapse of buildings, for example, absolutely not affect the territory, nor prevent the passage of troops, much less produce effects on nearby units. The various gradients present in the maps do not seem to have substantial effects on the movement of troops and do not produce visible benefits depending on the position occupied, as seen, for example, in the Battle for Middle-earth at EA.

The use dell'Havok is therefore rather to be seen as a kind of experiment. An experiment that certainly has its good fruits from a visual point of view, but from which perhaps we expected a greater impact from the strategic, which remains anchored to the old "masses and attack." Unfortunately, the pursuit of pure strategy was once again relegated to the background to the action pure and simple. A strategy less refined and linked to the quick production of resources and units, however, has the advantage of completely eliminating downtime, real weakness of those who can not digest the strategy of the various brain Civilization and the like. A dated, of course, but that Ensemble Studios was able to make properly, and managed to create a set of missions in a way that would justify this type of gameplay. It will not be uncommon, in fact, deal with missions "on time", where our skills will be given precisely by the ability to create better manage huge armies to resist the assaults of our enemies continues to await reinforcements sent automatically from the motherland, all in clashes 'last blood of rare beauty.

Is understood, all this has a price to pay in terms of hardware. The test system consists of an Athlon 3500 + with a gig of ram and a Asus 6600GT has struggled (we are talking about an average of 15-20 frames), to govern the resolution of 1024x768 although, to be fair, there we are deprived of any graphic effect and the anti-aliasing. Fortunately, the game engine has been shown to be sufficiently scalable and you can adjust the title to their hardware resources perishing of course a little bit in terms of pure aesthetics. It 'also to emphasize the exceptional sound segment, consisting of the usual soundtrack "epic martial", enhanced by a good dubbing into Italian and from one sector of Sound FX incredibly rich and varied, especially in the lower-pitched sounds that enhance the' Extensive use of cannon and musket fire from assault. Before the final comment (which you can easily find on the column on the right), we also the multiplayer LAN and, of course, online. The latter will be available through the service ESO (Ensemble Studios Online).

comment
The third episode of the saga Age of Empires brings with it a good load of novelty and aesthetic improvements that make it a must for all lovers of real-time strategy and, more importantly, for all aficionados saga made ??in Microsoft. We were expecting maybe more use of the physics engine from a strategic standpoint, but also as it is the Age of Discovery proves to be a good product, varied and fairly deep. In short, a must have, waiting for those Age of Empires IV and V already announced and carriers (at least we hope) of other important news.

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Agassi Tennis Generation 2002 - PC

Agassi Tennis Generation 2002 - PC
Find and expose all the weaknesses of this product of Aqua Pacific is quite simple, what is puzzling is celebrated as a champion like Agassi might give way, almost svendendola, and its image as a great producer like the Cryo, usually used in many other products, has been able to support such a failure. Maybe you thought to take a double benefit, raising the figure of U.S. tennis player for a long time in the shade after a blazing early career and recently returned to the true elite of world tennis and combining the best combination of "name-calling successful game" .
Rarely seen titles dedicated to the sport of a certain thickness, the best of all is Virtua Tennis, while others collect only a few crumbs.
If you can salvage something we would have to focus on player animations, made ??with a motion capture convincing, but sin that they are always the same and in the end follow each other in an annoyingly repetitive.

We start as usual by the graphic design.
Leaving aside the action in motion capture, just mentioned, the first thing you notice is the extreme poverty of all. The menus, for example, are very spartan and actually offer very little!
The playgrounds are all very similar and do not seem as different as performance: a cement or a carpet, usually fast, are almost similar to the red earth, notoriously slow.
The replay, like the rest of the game, are characterized by a chronic futility that is overshadowing their meanings: flat, repetitive, very incisive.
You do not need to raise the content of the few effects: a little 'dust rising, in the footsteps of players, the sign of the balls.
And despite the graphics department is not exciting, it is required a video card that supports T & L and has 32 ??megs of ram!
As regards the representation of the players, of which only the Andre Agassi is real, the others are unknown emeriti by improbable names, to which would be given of the characteristics "unique" ... we made it hard to see.

The flatness of the same we find in the audio noises, that in tennis you know there are very few, are rendered quite well, but the speech is a kind of festival of clich?s.
In addition to being soon repeated (the whole game is a mere repetition of infinity itself) the idiocy of the comment itself is perplexing. How can you say that "we see signs of recovery" when you've just made ??a 15 under 5-0??
And how do you say "that the preparation is approximate" if it leads 2 sets zero, 40-0, and service to match point after a mistake in the first place??

A doubt remains: could also be that the graphics and audio vested with the task less important, and the focus is in the excellent gameplay ...
Well, let's face it immediately without much preamble, the gameplay is flawed and not the AI ??lifts the fortunes of the game. The control is very cumbersome and complicated by a series of buttons for the various shots: was it not better to follow the path opened by Virtua Tennis, or a button, and the rest adjustable in combination with the movement? Both end with ATG using a single key because the other are almost useless and soon you forget even of their existence.
The AI ??is terrible singles opponents play alternating current. Every now and then unsheathe hits to the extent possible, sometimes impaled on drawers are not too powerful and pieces.
But the best is the double: the computer-controlled companion moves only rarely and almost never useful in moments. The ball even if the switch to 5 mm from the nose, never mentions to move or even moves or drops ...
Unfortunately, not very effective AI does not stop there, as our partner responds badly, walks off the court, fails to 2 meters from the network, double faults, dampened by half field ...

To complete the picture, there are opponents: very precise and infallible in doubles, obviate the need for a game against the computer. If you play in two humans is a hair better, but it is then that comes out the mismanagement of the controls.
In short, a title very disappointing. Virtua Tennis is much better and is now without a rival.

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Act of War - PC

Act of War - PC
After two previews are finally are quite detailed's time to consider the final version of Act of War, in distribution on Italian territory now for a few days. What we are facing is, confirming the good things seen in previous releases "beta", a product that deserves to be taken into account by all those fans of the genre are even vaguely Strategic Approach to Command & Conquer. Is not a random quote, one just made??, since the product Atari liberamene takes cue from Westwood production under different points of view. First of all, the use of real actors for the cut-scenes that tell a story (written by Dale Brown, American author Tom Clancy at least as good), which takes us into a near future where given the constraints of natural resources (read oil), the conflict between nations and international terrorism is focused precisely on the exploitation and use of black gold. And the quote with the writer of Baltimore (responsible for titles such as Rainbow Six and Rogue Spear) is not accidental, as in Act of War will find a charismatic figure in the same way the various Dingo Chavez, Jack Ryan, around which revolve the whole story. Jason Richter, put in charge of the Talon, will be called to command their troops during missions proposed by Eugen Systems in a game system, which will alternate missions in style "piles and sticks" to others where a small group of units with us will be required to complete the task set.

The Plot


The near future. The world is facing the worst energy crisis in history due to the drastic reduction in the production of oil team. Only one company resists downward trend, American Trans Global Energy (TGE), led by CEO Harold Kingman. The G8 and the owners of energy companies are going to meet in London to discuss the situation at the World Energy Forum (WEF). Just before a refinery explodes Trans Global Energy in Houston and the president of the United States has a strong suspicion that it is the work of a terrorist group, but can not order a total mobilization to avoid the risk of increasing the panic of the population. For this instead creates a special secret task force, led by Talon Jason Richter, whose first task is to oversee the WEF in London. While Talon deals with the terrorist threat the CEO of TGE - Harold Kingman - is kidnapped. The first investigations do not yield results, except that the "terrorists" involved are professionals, perhaps even mercenaries. Before you can continue the investigation, another attack, even more terrible and devastating, takes place in San Francisco. Attempts to reaction of the U.S. military are ineffective because the terrorists are very well organized and blocked the entrances to the city by controlling a missile system with both air and sea. The Task Force Talon manages to infiltrate the city to save the troops were stranded, but despite the success of the results of the battle of San Francisco are terrible: thousands of civilians dead and hundreds of buildings destroyed, and - most importantly - no news of terrorists that seem to have abandoned their weapons and have mixed in with the population.

The reaction of the United States shall be: full mobilization of the army, recalling all troops stationed abroad and red alert across the country. Only Richter realizes that the real target of the terrorists was the call of U.S. troops in the country so that the rest of the world is now at their mercy. The task force will start immediately to Egypt where he was able to defend from attack by mysterious foreign military troops of the new refinery Trans Global Energy. Tracks led hours from Egypt to Russia, where the oil Yegor Zakharov is rapidly climbing the pyramid of power. With the support of the army and of large groups of people, he plans to implement a coup to seize power in Russia. Talon, with the help of Russian troops managed to defeat and capture Zakharov, but to return home Richter and his can not believe their ears: Zakharov was released immediately because the terrorists who had put in check San Francisco now have occupied Washington DC and issued an ultimatum ... If any American force attack Zakharov, the U.S. senators in the hands of terrorists die ... any force objecting to the American Task Force Talon ...
Nothing new under the sun, then, because in fact the mechanics of Act of War are a bit 'those that characterize the strategy in real time, right from Command & conquer on. However, what distinguishes the product Atari, is the introduction of some elements such as line of sight and the ability to carry out ambushes, embellishing a title otherwise too classical. But if the first will be revealed as a component of the second floor, the same can not be said for the opportunity given to your men (as well as your competitors, mind you), to take possession of buildings "strategic" for location and value money (taking possession of some banks may divert funds to your account) and above all to be able to disguise the vegetation and easily get rid of the enemy, not sure of beings seen by your opponents. But beyond this, Act of War shows the good and bad the classic style of the genre.

One of them (which not even the giants were able to escape), is to be found in a lack of balance in units of their forces. As also pointed out in our two previews, snipers and tanks seem to enjoy a disproportionate firepower, which is not an appropriate counterpart in the enemy ranks. This state of affairs will bring the solution to many of the proposed missions (ranging from the recovery of hostages "excellent" the total destruction of the enemy), using diagrams battle that leaves little room for imagination and creativity. Often a single group of snipers, supported by helicopter act on the care of the ground units, they can easily get rid of a good number of tanks and armored structures. A disproportionate power, then, that hardly accords with the reality, but that is a call for the player too irresistible to "shorten" and have the best opponent without going into the strategic side of the game.

From all this it can be seen as Act of War winks to a more arcade and less simulation. The upkeep of Warcraft 3 and the control points of the Battle for Middle Earth are just a distant memory, as in this case, the construction of means and unit is left to the discretion of the player, who will therefore find almost endless armies manage and focuses more on the use of brute force to the detriment of the end of the working brain. Even the management of resources you are unlikely to cause a big headache, given the many possibilities of gain provided by the system. Besides the possibility to directly extract the oil from wells scattered around the map (which is not present in all locations), you can "draw" money from the capture of enemy soldiers (who tortured you can reveal the dislocations of the opposing forces), and the conquest of banks or other focal points of the Exchequer. An almost constant flow of money, therefore, which will allow more than one occasion, to have the field armies made up of units inspired by the real U.S. armed forces (SWAT teams, marines, etc.), other units such as biomechanical or combat drones, which are the result of the work of genius of Eugene Software.

The merits of Act of War reside mainly in being able to nail the player to the chair not only to get the better of their artificial contender, but also to be able to see the development of a story that, although linear in its development, can create a set of twists and reversals in the face of a typical spy-movie successful. Add to this interface simple game but complete missions updated in real time from your command center and game environments as less realistic (The defense of the Capitol and the White House are two obvious examples), to have the picture of a title that hardly disappoint the true fans of the genre. The excellent work of conceptual and scenic Act of War is reflected in the superb graphic design of the game, able to offer a true cornerstone of the RTS genre.

The construction of cities such as Washington and London, richly detailed and probably played not only have the merit to positively influence the gameplay (Act of War also has the merit to rewrite the concept of urban warfare in a video game), but drag the player in a environment so well reconstructed and full of situations related to the reality they create a suspension of disbelief as to break down the barriers between video intermission and game situations. It follows that the continuum between video and game (forgive the pun) to create an interactive movie so well thought out and could hardly leave the player before the game over. Act of War game and finished in the drawer, then? Needless to dream, because just to finish off and give the bottom of your desire to strategy in real time, the title Atari also provides you with the classic skirmish mode where you can finally take control of the three factions in the game: Unit talon, Consortium and U.S. Army, allowing you to give you this thrashing against the AI ??on maps specially created for the occasion. The skirmish mode is only a prelude to what awaits you on the Internet where Act of War can perhaps give the best of themselves.

The main shortcoming of Act of War (and perhaps the only one), is to not bring anything truly innovative within the genre of strategy in real time. In this sense, Eugen Software would surely have done something more. But is that really the only comment we can make this little-known team, able to fill that void post C & C Generals created after the last production Electronic Arts. Act of War title is a must-have, especially if you are looking for an RTS fast and furious, well made ??from a technical and naturally led to intense multiplayer sessions.

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Act of Fury: Kraine's Revenge iPhone

Act of Fury: Kraine's Revenge iPhone
It is with great joy that we find ourselves in front of a pleasant distraction of a model playful in vogue a decade ago and maybe more, and it is pleasant to note that the signature behind is that of an Italian team, Darkwave Games. Although very few menu items screen betray the latter view, being totally in English. Act of Fury: Kraine's Revenge is a vertical scrolling shoot'em up which, believe it or not, there will fire a shot.

But the one born of DG is a blaze of bullets. Enemies. The firepower of the player is zero and the only way to face the hostility is given by the tornado that surrounds the protagonist. It will be imperative to approach close to the enemies to destroy them, maybe tearing down the buildings present in combo to increase the destructive power. The most experienced player will have to position themselves to hit multiple elements at the same time (whether enemies or buildings) in order to increase their attack power and hit multiple enemies simultaneously. All paying attention to the myriad of bullets that invade the screen.

On balance the gameplay works well because it fits perfectly with the control system adopted: not having to worry about firing, the player is only required to move Kraine (read character) by moving your finger in any area of ??the screen, which makes it easy and immediate. But now Act of Fury proves a title from the solid gameplay, where for more than nine overall levels will serve the wise use of power-ups (in this sense, could be done a little more), great skill in extricating in the midst of bullets enemies and great sense of place. Leaving then the Hell Mode that will be faced only by the most carping gamers, given the high level of difficulty and the conduct of hostilities that even under attack, will shoot everything.
  
A middle ground. From the above it is clear as Act of Fury is a pleasant distraction compared to the more classical vertical scrolling shoot'em up, set to zero by limiting the firepower of the player and shifting the focus on melee combat, vulgarly speaking ( Kraine flies over the enemy and they are not affected). This formula not only works, but it fits well to the portable nature of the title and the constraints of the iPhone screen. Some notes is still a must, because sometimes you want to run the risk of incorrect positioning of the finger on the screen (much less likely on iPad), making it indecipherable what happens on screen, either because despite the presence of bosses , and a level of difficulty calibrated upwards, to reach the epilogue not require some kind of time-consuming. With respect to those who snobber? mode Hell as being too difficult.

Before concluding, we mention an audiovisual department of discrete bill, support for Game Center and Open Feint, the availability of the game on both iPhone and iPad and the price currently set at € 2.39, maybe not very low. But the quality you pay for.

A valuable work by Darkwave Games that produces vertical scrolling shoot'em up one original and that especially goes, almost perfectly, the portable nature of the title.

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Ace Combat Assault Legacy - 3DS

Ace Combat Assault Legacy - 3DS
After fighting over the skies of Sony and those of Microsoft, the famous series of dogfights Ace Combat is going to fly over even the uncharted territories of Nintendo and its 3DS. The result is called Assault Horizon Legacy, the new game from Namco Bandai, created with the specific intent to emphasize the leadership of the glorious ONLY FOR A SPECIAL house in the genre of flight simulators.

INTO THE BLUE, BLUE PAINTING!
Before going into the explanation of how the game seems right from what is basically the most interesting piece of the entire supply of the game: the gameplay. Compared to the version for home consoles the gameplay is, in fact, closer to the old Ace Combat than the current one, a fact dictated mostly by the lack of a second analog and the consequent restriction in terms of maneuverability. The only new feature included in this port therefore remains the possibility of lockare enemies, very useful to engage wild aerial dogfight with a decidedly television.

News, however, that if on one side can spettacolizzare the engagement, on the other it seemed too lenient facilitating battle enemies leaving the street that charm engagement "free" that has always characterized the series. We are faced then to Ace Combat that with the usual skill is able to skillfully mix arcade and simulation with aerial maneuvers likely the real ones, but leave a space and error handling large enough, satisfying the palates of all types of players: from the most demanding to those who love the immediacy of the game. In addition, the mapping command sull'handheld Nintendo is very comfortable and well positioned, giving the title a further incentive to be played.

SIMPLY GAMEPLAY
Compared to the changes introduced on Xbox and Playstation, the main mode, that campaign is linked more to the conception of some Ace Combat ago with imaginary characters and backgrounds and a history that knows much more than an excuse than a real element of of importance in the clashes.
On this occasion you will have the opportunity to play as Phoenix, a skilled pilot who, together with his companions will have to try to quell a dangerous mutiny. The story will be developed through the dialogue-written-between our pilot and the other main character before and after the mission, dialogues that given the almost total absence of the stain still will not hesitate to jump in the short space of a few minutes to go directly to the mission real.
In this regard, the developers have added to the usual diversification with quite a variety of tasks ranging from classic clashes with other air-to-air fighter, a real battles on the edge of the atmosphere, without forgetting the classic battles in which you will be asked to bomb the sensitive elements as bases or supply centers. Although in hindsight there is no real news in terms of originality, the excellent construction of the latter lets you play with great pleasure.

Even numbers are on the side of the title developed by Japanese software house thanks to a great amount of air weapons and various collectible items that can unlock reaching several primary and secondary objectives and that will put the player most meticulous and collector in the position of having to take hand in later missions already played, extending the longevity of the title.

In addition to the story there is an additional game mode called challenge that offers the player missions that reflect the concept that already played in the campaign, but change the objectives of the game and in many cases making the challenge more difficult and challenging than in the case of give performance aircraft and other types of awards.
Unfortunately lacks any multiplayer game mode and off-line and online, a choice which leaves a bit of disappointment on both our faces, we imagine, as those of the fans of the series already pregustavano involving battles between human pilots around the world. A real shame.

POLYGONS AIR
So we come to talk about the technical, which no doubt is the least successful of the entire bid proposal. From a graphical point of view we have to record one embodiment of the terrain and dell'ambiento really below the average, with textures washed out and very little defined. The contrast with the planes, well made and unique element of the graphics really successful, is so clear that you will hardly notice it right from the start of the game. In addition, during our test we noticed occasional frame rate drops in the most hectic situation, something that does not help to improve some of the judgment on the graphics. Finally, we must stress that the stereoscopic effect offered by the portable Nintendo strikes at first glance, but the distance turns out to be sometimes too invasive taking after a session long enough to be turned off.

Most comforting news coming from the sound of the game. The music selected are very apt and engaging, managing to emphasize the gameplay and clashes in place more than once. The same location is very successful despite the lack of influence that the plot manages to get into the player.
Ultimately then we can say that the passage of the series on 3DS can said to be complete and well done. A minimum of forethought in most, largely from the technical point of view and the plot, would elevate the title to real masterpiece. That said, if you are a fan of the series or in general love the air raids, this is definitely the way that is right for you.

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Ace Combat Assault Horizon - Xbox 360

Ace Combat Assault Horizon - Xbox 360
East Africa, 2015. In an attempt to stop the bloody uprising that is shaking the entire continent, local governments have decided to resolve the issue by relying to the combined forces of the United Nations and NATO allies. The base of the Task Force Africa hosts a large multinational military force that includes a UN contingent led by Air Force General Pierre La Pointe French, Russian forces more diverse support apparently related to some leading figure within the rebels.

Lieutenant Colonel William Bishop of the USAF and Captain Jose "Guts" Gutierrez, his wingman and longtime friend, guide instead of the Task Force made ??up of 108 attack helicopters, a squadron of bombers and fighter squadron led Warwolf just the same Bishop.
Given the gravity of the situation, the intent of the UN is of course to take advantage of the massive war machine of the alliance to enforce the cease-fire as quickly and painlessly as possible, this idea which will be soon much more complicated than the expected to be completed.

Shortly after his arrival in Africa, a group of helicopters to hunt for guerrillas in the jungle is in fact surrounded by a blinding flash of light and shot down by a terrifying shock wave, thus confirming the rumor that the rebels would be in possession of a new kind of super-weapon (named Trinity) capable of melting even the structures of high-strength armor.
Meanwhile, as the survivors of the task force preparing for a last-ditch attack against the rebels, the battle goes beyond the boundaries of Africa, reaching the shores of most of the countries involved in this dispute. This, in brief, the doomsday scenario around which develops Assault Horizon, the last episode of the famous flight simulator home Namco Bandai Ace Combat.

The evolution of the species
Developed by the team responsible for both of the last episode appeared on Xbox 360 and the other chapters more or less recently appeared on the shore platforms Sony (PSP and PS2 all), Assault Horizon has the merit to revive a genre like that of simulators purely arcade-style flight, including Ace Combat has always been the most ardent supporter.
Despite the introduction of some interesting variations on the theme, first of all the choice of using a background narrative finally more relevant to the reality, the game of Ace Project team has the advantage of relying on a towel simple and effective, based on this occasion whether to follow the evolution of events subsequent disaster Africa, through the mode most representative in terms of the single player game, or Campaign.

Abandoned as the classic oriental impromptu plots of the previous chapters in favor of a background cut very cinematic, the player is in fact given the opportunity to influence the outcome of the conflict in the first person, through involvement in over eighteen missions of pure adrenaline, to be taken on board aircraft disparate (selectable from time to time by a grid managed entirely by the CPU in terms of both range that weapons) within a time limit set by the system, over the skies of all the nations involved in the conflict.
As usual, each mission will range from the "simple" killing the enemies until you reach goals primary and secondary (stock, peacekeeping, support for ground troops) preparatory to the plot itself, this choice more than congenial to introduce what is also the main novelty offered by the game.

Given the complexity and breadth of the missions and the need to operate in areas far more varied than usual, the player is in fact required to assume the role of all actors "involved", and consequently participate in operations very different from the usual "fly and destroy." In short, contrary to what happened in the past, Ace Combat Assault Horizon will then be possible to venture onto all the "secondary" activities directly related to the evolution of the conflict itself, a choice which will give way to cover both roles altogether marginal (technical involved in the bombing, soldier commissioned to provide covering fire to ground troops through the use of Gatling gun), especially that of the pilot gunships.

With hunting Ace Combat is always the same, or almost
While Assault Horizon aims to excel in their kind of reference, it is equally true that in terms of flight model signed the title Namco Bandai does nothing more than slavishly follow the footsteps of the episode already seen on the Xbox 360, relying on a 'setting altogether credible, valuable both as casual user from the most experienced, but still very devoted all'arcade.

Despite the ability to inhibit some servomechanisms Members of the stability control of the aircraft and the presence of a control system capable of enhancing the qualities of those which are able to perform evolutions high rate of difficulties such tight turns, stalls defensive, loops and evasive action worthy of the best top gunner, the system set up by the development team guarantees a very high margin of error and suitable for those who do not consider abundant ammunition and resistance against abnormal one penalty too great to pay.
Assuming this well explains the decision to introduce an option as far-fetched as spectacular as the Dogfighting, by itself able to increase dramatically the quality of every single game.

Particularly suitable vs. aircraft more agile and fast and can be activated at any time (as long as you engage the enemy at a distance sufficient for enabling its functionality) by pressing simultaneously the two major bumper, this mode allows you to essentially create a true and its firefight distance approximates, in which the power and precision of the machine gun will be able to finally make the difference. In this situation, the CPU is busy dealing in complete autonomy movements in the plane of the location of the game, the player is in fact required "simply" use the left analog stick and buttons deputies to the management of post burners to keep within range hunting the opponent time to download all the destructive force of the machine guns on the unfortunate victim of the moment, knowing that with the prolongation of this situation, will also increase the chance of being intercepted by other enemy fighters on the screen and to suffer the classic passages "from hunter to prey."

On board an Apache will, however, another matter entirely
Considered one of the most important new features of the game along with the above-mentioned mode Dogfighting, the presence gunships has the advantage of greatly renewed the series in terms of gameplay. With the opportunity to take part in all the operations that will be required to support ground troops will be in essence can switch between the classic battles syncopated, typical of the series, a combat system much more static and reasoned, based of course on the different capacity both in terms of maneuverability at low speed and firepower of the notorious Apache attack helicopters of the category. Of course, in these conditions, the approach to battle must necessarily be adapted to the particular characteristics of the available means, yes able to excel in the clashes on the ground and in the process of search and destroy targets, but not so effective when it comes to avoiding the enemy attack or worse still hold to frequent mortar to which you will be forced to undergo in the course of the campaign.


technically speaking
From the technical point of view Ace Combat Assault Horizon confirmation of the fact good impressions already emerged in the preview. The development team was in fact able to improve the game in every aspect intervening not only in terms of content, but also on more technical. The number of vehicles in the game stand out, in fact, and quality of the textures for the attention to detail, and its large number of distributed particle effects (particularly gratifying effect dirt on the screen as a result of a successful hit mode Dogfighting ) and backdrops finally rise to the occasion, contribute to further immerse the player into the wonderful atmosphere typical of the series.

Coming to the less pleased, as a reminder of the excessive "stage presence" of Apache when used with the classic three-quarter view (to the point of making it virtually impossible for the frontal attack to some of the objectives of land shown on the map), while the Instead, we must mention is the excellent work done in localization (all strictly in Italian) that especially the strength of the engine behind the game, never below 30 FPS canons.

And in multiplayer?
Chapter deserves undoubtedly multiplayer, usable up to sixteen players through the connection to the Xbox Live service. In this specific case, the development team has tried to offer a multiplayer segment as complete and flexible as possible, providing that the player has the opportunity to access the classic Quickplay that create personalized rooms within which you can set the level of difficulty, aid and weapons available for each vehicle in the game. In both cases, it is still possible to access a series of sections that make the happiness of all the fans of the series and that will give way to pass from classic option-all mode Deadly Clash, the equally usual team deathmatch the Domination mode, up to the more interesting options Mission Cooperative Conquest and especially in the capital, where it will be necessary to coordinate air and ground troops (read also need to use helicopters and planes) for the sole purpose of destroying the headquarters of the opposing team.

After four years of silence, Namco Bandai returns to blast over the skies of Microsoft and its Xbox 360, with a title certainly lives up to brand Ace Combat. The product churned out by Project Ace proves once again incredibly addictive, but mostly just as capable of providing a gaming system incredibly varied and not too obvious. A title that surely will delight all fans of the series, and in particular those who will want and how to grapple with the many online mode included in the game.

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