<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Online Games &#187; PC</title>
	<atom:link href="http://www.chooj.com/category/pc-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chooj.com</link>
	<description></description>
	<lastBuildDate>Wed, 24 Feb 2010 06:27:15 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Fallen Earth: Welcome to the Apocalypse Review</title>
		<link>http://www.chooj.com/fallen-earth-welcome-to-the-apocalypse-review/</link>
		<comments>http://www.chooj.com/fallen-earth-welcome-to-the-apocalypse-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 06:01:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Fallen Earth: Welcome to the Apocalypse Article]]></category>
		<category><![CDATA[Fallen Earth: Welcome to the Apocalypse for PC]]></category>
		<category><![CDATA[Fallen Earth: Welcome to the Apocalypse Hands On]]></category>
		<category><![CDATA[Fallen Earth: Welcome to the Apocalypse Review]]></category>
		<category><![CDATA[Fallen Earth: Welcome to the Apocalypse Review for PC]]></category>
		<category><![CDATA[PC Fallen Earth: Welcome to the Apocalypse]]></category>
		<category><![CDATA[PC Fallen Earth: Welcome to the Apocalypse Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=925</guid>
		<description><![CDATA[
Fallen Earth&#8217;s vision of the future is a bleak one. Horrific mutants  roam the desolate plains, violent splinter groups worship computer AIs,  and you must rummage through bags and scavenge junkyards if you intend  to survive. Unfortunately, the postapocalyptic setting isn&#8217;t this  ambitious massively multiplayer online game&#8217;s only harsh attribute: An [...]]]></description>
			<content:encoded><![CDATA[
<p>Fallen Earth&#8217;s vision of the future is a bleak one. Horrific mutants  roam the desolate plains, violent splinter groups worship computer AIs,  and you must rummage through bags and scavenge junkyards if you intend  to survive. Unfortunately, the postapocalyptic setting isn&#8217;t this  ambitious massively multiplayer online game&#8217;s only harsh attribute: An  array of troubling bugs, a steep learning curve, and dated visuals make  playing occasionally seem more of a chore than a pleasure. Technical  flaws and missing MMOG-standard features are as much a part of Fallen  Earth as its warring factions and mutated chickens, so if you&#8217;re not the  patient and forgiving type, you shouldn&#8217;t make this your next virtual  home. It&#8217;s unfortunate that Fallen Earth&#8217;s exterior is so troubled  because underneath it dwells a complex economy and oft-brilliant quest  writing that draw you in despite the blemishes. These diamonds are  invaluable, but the laborious task of mining for them can be exhausting.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review1.jpg"><img class="aligncenter size-full wp-image-927" title="Fallen Earth Welcome to the Apocalypse Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review1.jpg" alt="" width="464" height="242" /></a></p>
<p>The game&#8217;s setting is intriguing and unlike any other MMOG on the  market. The American Southwest is the last known cradle of civilization  after natural disasters and nuclear war devastate the planet, and it&#8217;s  here that you&#8217;ll struggle against the mutated beasts and lawless  brigands that threaten what&#8217;s left of humanity. You and other players  are clones&#8211;able to regenerate in a LifeNet pod after each death. After a  brief tutorial that introduces you to combat and interface basics, you  find yourself in the middle of a meager desert town with only the barest  essentials to help you scrape by. And it will take you a long time  before you feel like you&#8217;re doing anything <em>but</em> scraping by.  Fallen Earth is a harsh mistress. You spend your first hours trying to  get your bearings, seeking help from your fellow players, and slowly  determining how you are going to earn enough gambling chips (that is,  money) to endure. It might take hours before you as much gain your first  level or even find a way to buy a weapon or armor effective enough to  protect you should you venture away from the cold comfort of your  starting village.</p>
<p>You won&#8217;t ever tame the dusty brown Arizona wastelands, but you will  eventually become part of its ecology. Scavenging is important and  inescapable, so as you make your way further into the desert, you&#8217;ll  find more and more resource nodes waiting to be plundered. You collect  such minerals as coal, lead, and copper; forage for mushrooms, grain,  and varied edibles; and stockpile scrap iron, glass, and rubber found in  decrepit vehicles and mounds of rubbish. You can purchase necessary  items as well, but it&#8217;s more cost effective&#8211;and often necessary&#8211;to  find it yourself. In turn, you can use these resources to craft  essentially any usable object found in Fallen Earth. Depending on your  proclivities, you can fashion shivs and lawnmower blades to use in melee  combat; pistols and crossbows if you prefer to keep your enemies at a  distance; armor of all sorts, from jackets to boots; and all kinds of  auxiliary items, from ammo and acid to ATV engines and horse feed.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-1.jpg"><img class="aligncenter size-full wp-image-928" title="Fallen Earth Welcome to the Apocalypse Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-1.jpg" alt="" width="468" height="242" /></a></p>
<p>If you enjoy the complicated economies of games like EVE and Pirates of  the Burning Sea, Fallen Earth will scratch that same itch. Crafting is  simple and painless: As long as you have the knowledge and items  necessary, you can craft items anywhere (though the process is quicker  in specific crafting labs). It takes some items minutes, hours, even  days to complete, though like in EVE, crafting continues without further  input once started&#8211;even if you are offline. Nor are you stuck with a  particular discipline. As long as you obtain the book that teaches you  the knowledge and level the crafting discipline high enough, you can  make anything or everything. What you don&#8217;t use, you can sell to a  merchant or put up for auction, though because armor and weapons degrade  over time, you may want to keep backups handy (though you can also mend  those items with the right repair kit).</p>
<p>Like with crafting, you aren&#8217;t forced into a single combat class. You  can activate a template to help guide you toward a specific role, but  there are no actual classes. You can mix and match to your heart&#8217;s  content, spending the advancements points you earn in any way you like.  But whether you stick with pistols, rifles, or melee, you won&#8217;t find  Fallen Earth&#8217;s combat very compelling. At least it strives for something  different, eschewing the enemy auto-locking of other MMOGs and going  for a pseudo real-time system that simulates a first- or third-person  shooter. But whether you go for ranged combat or keep your foes close,  combat is clumsy and lacks a sense of impact. When using melee weapons,  battles are a mess of odd, jittery animations (particularly if you  dual-wield) and flailing limbs made more awkward by weak sound effects.  The imprecise targeting reticles of early ranged weapons like crossbows  and zipguns make shooting equally inelegant. Better weapons lead to  better combat later on, but even then, skirmishes are messy and  unrewarding. Not even special abilities and mutations (Fallen Earth&#8217;s  version of magic) can energize the action; they don&#8217;t look dramatic and,  therefore, aren&#8217;t that fun to use.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-2.jpg"><img class="aligncenter size-full wp-image-929" title="Fallen Earth Welcome to the Apocalypse Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-2.jpg" alt="" width="467" height="242" /></a>Combat isn&#8217;t the source of all of Fallen Earth&#8217;s shortcomings, though it  does showcase some of the game&#8217;s more bizarre behaviors. Enemies run  toward you and position themselves in odd ways once combat is initiated  rather than just run at you straight on, and they follow you for  unusually long distances if giving you chase, even if they are many  levels below you. If you defeat a human enemy, its rag doll might fly 20  feet into the air and flip cartwheels before landing. And these are  among the less egregious technical and design flaws. At one point, we  fell through the floor at a mission waypoint, which initiated an  inescapable loop of falling and respawning; extricating ourselves  required the assistance of a game master. (Similar requests are common  in the in-game help channel.) Missions don&#8217;t always update right away or  may not update at all, and your active mission display will reset to  another mission if you die or log out. Game performance takes a huge  dive in populated areas; you&#8217;ll see enemies and other players teleport  around due to occasional but annoying lag spikes; and crashes, while  less frequent than they were at the game&#8217;s launch, are still common  enough to be frustrating. There&#8217;s just an unfortunate amount of  technical clutter standing between you and your enjoyment.</p>
<p>Yet while the clutter hinders the fun, it doesn&#8217;t demolish it. Quests  are extremely well written, so while most of them are kill-this,  collect-that tropes, they give superb context to your actions. You&#8217;ll  meet a grieving husband who has created a family of pitiable human  shells in trying to clone his dead wife. Rival gangs play off each other  as they vie for regional dominance. Fungal blights threaten the  precious few crops sustaining the nearby town. Mission dialogue is  mature but not gratuitously so, and the circumstances they describe seem  authentic given the cruelties of the postapocalypse. Quest-giver Carrie  Pennington sends you on a simple mission to kill humpbacked  monstrosities, but when she tells you the town has taken up a collection  to pay for your services, her desperation rings true. With each mission  you take, this horrific vision of the future takes on added poignancy,  and once you reach a high enough level to choose a faction (and reap  faction-specific mission rewards), the tension mounts as you discover  the ideological differences that divide them.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-3.jpg"><img class="aligncenter size-full wp-image-930" title="Fallen Earth Welcome to the Apocalypse Review 3" src="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-3.jpg" alt="" width="465" height="242" /></a></p>
<p>Of course, you won&#8217;t always be alone when you tackle these missions.  You&#8217;ll need to grab a few buddies for the team-oriented missions like  infiltrating a decrepit prison or exterminating a giant scorpion, though  you can spend most of your time as a lone ranger. Unfortunately, Fallen  Earth doesn&#8217;t offer any of the helpful grouping tools you might take  for granted in other recent MMOGs. You can&#8217;t search for open groups or  sort through different clans that might be recruiting. Instead, you&#8217;ll  need to do things the old-fashioned way: By seeking help in the regional  chat channel and hoping for the best. You&#8217;ll definitely want to be in a  supportive clan or have the help of friends if you want to hazard the  game&#8217;s free-for-all player-versus-player areas: The resources you&#8217;ll  find there are valuable, but even in these hushed badlands, you can&#8217;t  always play the solitary hero.</p>
<p>But alone or with a friend, Fallen Earth&#8217;s missions do a good job of  sending you across the entire map to take on new quests and learn new  crafting disciplines. You&#8217;ll spend a lot of time traveling, so you  should obtain a horse or ATV at your earliest opportunity. Travel can  take you across lands fertile with resources, from cacti to lead nodes,  which is a good thing considering your reliance on crafting supplies.  Other times, the landscape is striking in its emptiness, barren of both  creatures to fight and trash reserves to search. The stark environs add a  lot to the atmosphere, but boredom can set in when you spend 10 minutes  galloping to your destination. The occasional tedium is compounded once  you&#8217;ve collected large numbers of raw materials and your crafting plans  are in full swing. Inventory space is limited and cannot be expanded.  Thus, you either make too-frequent (and often lengthy) trips back to the  city to stuff excess necessities in a vault and sell the chaff or sort  out the loot to salvage what is most helpful and leave the rest behind.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-4.jpg"><img class="aligncenter size-full wp-image-931" title="Fallen Earth Welcome to the Apocalypse Review 4" src="http://www.chooj.com/wp-content/uploads/2010/02/Fallen-Earth-Welcome-to-the-Apocalypse-Review-4.jpg" alt="" width="468" height="242" /></a></p>
<p>The lonely treks would be easier to embrace if the world were easier to  look at, but Fallen Earth is not an attractive game. There are notable  sights: hovering overpasses, a small village dotted with multicolored  umbrellas, and an abandoned amusement park. But the technology doesn&#8217;t  do these visual touches justice. Textures are bland, lighting is weak,  and graphical glitches (such as limbs disappearing from character  models) are common. Without textural detail or slick animations to  compensate, the fascinating world eventually turns into a humdrum sea of  brown and bronze. One aspect of the production stands out, however: the  excellent soundtrack. The strums of a guitar give one town a decidedly  Wild West feel, while discordant strings raise tension levels in  another. The music is both atmospheric and unobtrusive, sometimes  enhancing the bleakness while at other times easing the solitude.</p>
<p>Fallen Earth has its pleasures, particularly once you reach its second  major region and discover the wealth of content factional missions  provide. Taking long trips across the wastes, scavenging for valuable  resources, and enduring the slow pace of early leveling, however, makes  it so that it will take a while before you see Fallen Earth at its most  enjoyable. Even then, it&#8217;s hard to escape the clumsy combat, notable  bugs, and general user unfriendliness. Obviously, this is not a virtual  world for everyone. But if you&#8217;re willing to endure the flaws and  occasional heartaches, you might become attached to Fallen Earth in  spite of it all. There is a bright gem in here, but all the debris makes  it tough to see the glow.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/fallen-earth-welcome-to-the-apocalypse-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>King&#8217;s Bounty: Armored Princess Review</title>
		<link>http://www.chooj.com/kings-bounty-armored-princess-review/</link>
		<comments>http://www.chooj.com/kings-bounty-armored-princess-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:57:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[King's Bounty: Armored Princess Review]]></category>
		<category><![CDATA[King's Bounty: Armored Princess Review for PC]]></category>
		<category><![CDATA[PC King's Bounty: Armored Princess Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=920</guid>
		<description><![CDATA[
King&#8217;s Bounty: Armored Princess does more of the same really well. The  stand-alone expansion to 2008&#8217;s cult hit King&#8217;s Bounty: The Legend adds  virtually nothing to the original&#8217;s strategy role-playing game formula,  but the game does all of the by-the-numbers stuff so perfectly that you  can&#8217;t help but love the deja [...]]]></description>
			<content:encoded><![CDATA[
<p>King&#8217;s Bounty: Armored Princess does more of the same really well. The  stand-alone expansion to 2008&#8217;s cult hit King&#8217;s Bounty: The Legend adds  virtually nothing to the original&#8217;s strategy role-playing game formula,  but the game does all of the by-the-numbers stuff so perfectly that you  can&#8217;t help but love the deja vu. While developer Katauri Interactive  isn&#8217;t going to win any awards for innovation here, this is still a  must-play for anyone who loves this genre.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Kings-Bounty-Armored-Princess-Review.jpg"><img class="aligncenter size-full wp-image-921" title="King's Bounty Armored Princess Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Kings-Bounty-Armored-Princess-Review.jpg" alt="" width="465" height="242" /></a></p>
<p>Most of the plot of Armored Princess is a straightforward extension of  the original King&#8217;s Bounty. The demons that you fought as the champion  of the fantasy realm Endoria are back for round two, and only the  armored princess of the title stands in their way. Princess Amelie is  the hero you play as here, a maid in mail who winds up being sent to the  alternate reality of Teana on a hunt for her mentor, the knight Bill  Gilbert, and eight magical stones that can save the world. This  basically turns into an tropical getaway because Teana is kind of a  Caribbean world divided into a succession of fairly small islands, each  with distinct personalities. One is full of pirates, for instance,  another loaded with barbarians, and so on. This adds an energetic  atmosphere to the new game and breaks up your adventure into easily  digestible chunks. This structure also bluntly lets you know how you&#8217;re  doing because you can tell pretty much immediately whether or not you  have enough levels under your belt to take on an island. Running into a  bunch of invincible barbarians on a new island is a pretty good cue that  you should kick your sailboat into reverse. New islands generally have  to be accessed with maps that must be taken from tough enemies, too,  which also keeps you from getting ahead of yourself for the most part.</p>
<p>Plot and basic structure are identical to that in both its predecessor  and tons of other Heroes of Might &amp; Magic-inspired sagas. You guide  Amelie across intricate maps of fairly traditional fantasy lands  (enemies generally come with claws, swords, and shields, although you do  run into the odd robot) with a horde of units in tow that serve as  shock troops for battles. Whenever you take on some bad guys, these  grunts do the fighting for you, although you give them their marching  orders on turn-based hexagonal battlefields. Amelie starts off as a  first-level wuss of a paladin, mage, or warrior (your choice) that can  recruit only basic bowmen, clerics, and pitchfork-wielding peasants into  her army. But with time, levels, and increases in her leadership stat,  she will be able to field troops like giant snakes, giant spiders,  ancient bears, sneaky buccaneers, creepy vampires, and many other  D&amp;D refugees. The goal is, of course, to explore the nooks and  crannies of the islands, as well as slay evildoers and monsters. You&#8217;ll  also solve quests; buff Amelie by leveling up and tweaking her many  might, mind, or magic abilities via an extensive skill tree; and  progress to the final showdown. One significant addition is a pet dragon  that levels up and has special abilities that can be used in combat.  The beast&#8217;s role isn&#8217;t well defined, though, so it seems less like a  traveling buddy than a way to cast extra spells during battles.</p>
<p>So there are no stop-the-presses moments here. The only real difference  between the first King&#8217;s Bounty and its follow-up is how quickly the  difficulty scales up. Armored Princess assumes that you have played the  original, which means that it gets right to the point. Battles turn  tough as soon as you reach the second island, forcing you to really  learn the ins and outs of the game&#8217;s hero skill progression tree, as  well as how to best recruit and employ troops in battle. You will have a  rough time of it here unless you have either played the first game or  have some previous experience with strategy RPGs. Still, it&#8217;s not an  unfair progression. The difficulty increases quickly but not suddenly.  If you&#8217;re paying attention at all, you won&#8217;t get caught by impossible  opposition. It&#8217;s not as if you go directly from whomping spiders and  pirates to getting scorched by invincible demons. And even when you&#8217;re  in tough against serious opposition, the incredibly detailed maps  provide entertainment all on their own. Exploration is even more of an  entertaining diversion than combat because your speed on horseback  allows you to gallop away from impossible-to-defeat baddies and even  occasionally snipe a big reward or reach a castle where you can recruit  powerful units without fighting. Maps have goodies crammed into every  nook and cranny, including buried chests full of gold, magical doodads,  and the mystic runes that power Amelie&#8217;s skills. Quests can be found all  over the place, and they are typically offered up along with reams of  colorful text that develop Amelie&#8217;s personality and build up Teana as a  real place through the collection of oddballs handing out these jobs.  You can safely skip all this verbiage, of course, but taking the time to  read it all is rewarding if you&#8217;re seriously into role playing.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Kings-Bounty-Armored-Princess-Review-11.jpg"><img class="aligncenter size-full wp-image-923" title="King's Bounty Armored Princess Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Kings-Bounty-Armored-Princess-Review-11.jpg" alt="" width="467" height="242" /></a></p>
<p>With all that said, Armored Princess feels dated at times. The graphics  engine is really showing its age now but the art style is more cartoony  than realistic, so the game can get away with broad caricatures, chunky  monster models, and whiz-bang spell effects. These consist of fireworks  and cheesy animations like spooky faces indicating units being scared.  Islands and battle arenas are stocked with lots of added details as  well, including cobwebby corners and overgrown graveyards. But there are  also some performance issues here, most notably how you get stuck on  scenery when guiding Amelie around the islands. Clicking on inaccessible  areas&#8211;which is easy to do because the islands are veritable mazes of  narrow paths and greenery&#8211;causes her to simply stop and wait for a new  order. This is both annoying and life threatening because these  inopportune pauses can get you caught by pursuing enemies. Audio is also  archaic. Unit sound effects in battle are almost nonexistent and never  memorable even when you can hear them. Music is also a generic blat of  horns that you&#8217;ll forget moments after shutting down the game.</p>
<p>Even though it may be a slave to its genre, King&#8217;s Bounty: Armored  Princess is still an impressive representation of the modern strategy  RPG. Story, exploration, combat, and character development come together  in a great, addictive game that will keep you hooked for many, many  hours.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/kings-bounty-armored-princess-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>S.T.A.L.K.E.R.: Call of Pripyat Review</title>
		<link>http://www.chooj.com/s-t-a-l-k-e-r-call-of-pripyat-review/</link>
		<comments>http://www.chooj.com/s-t-a-l-k-e-r-call-of-pripyat-review/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:52:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC S.T.A.L.K.E.R.: Call of Pripyat]]></category>
		<category><![CDATA[PC S.T.A.L.K.E.R.: Call of Pripyat Review]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat Article]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat for PC]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat Hands On]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat Review]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat Review for PC]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=915</guid>
		<description><![CDATA[
Like its predecessors, S.T.A.L.K.E.R.: Call of Pripyat is all about  stretches of chilling stillness and thick dread, punctuated by the tense  thrills of menacing mutants and the rush of discovery. If you&#8217;ve played  either of the first two games of the series, you know that The Zone is a  harsh mistress, [...]]]></description>
			<content:encoded><![CDATA[
<p>Like its predecessors, S.T.A.L.K.E.R.: Call of Pripyat is all about  stretches of chilling stillness and thick dread, punctuated by the tense  thrills of menacing mutants and the rush of discovery. If you&#8217;ve played  either of the first two games of the series, you know that The Zone is a  harsh mistress, and exploring it requires patience, thoughtful  planning, and plenty of ammo. But it&#8217;s also erupting with rewards as  long as you know where to look. This shooter/role-playing hybrid oozes  ambience by the bucketful, whether you&#8217;re traversing marshes or skulking  through dark crevasses, and the dread that accumulates makes encounters  with all sorts of grotesque freaks feel all the more suspenseful. These  compelling moments don&#8217;t inspire every aspect of the game, however. The  story does little to draw you in until the final hours, and the visuals  are showing their age despite some welcome improvements to the graphics  engine. But Call of Pripyat is an excellent return to form after the  uncomfortably buggy, awkwardly paced Clear Sky. Prepare, once again, to  face impossible odds as you trudge your way across one of the planet&#8217;s  most dangerous expanses.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review.jpg"><img class="aligncenter size-full wp-image-916" title="Call of Pripyat Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review.jpg" alt="" width="430" height="242" /></a></p>
<p>In the S.T.A.L.K.E.R. series&#8217; third installment, you play as Ukrainian  security agent Alexander Degtyarev. A number of military helicopters  have crashed in the region devastated by the Chernobyl nuclear  disaster&#8211;known as The Zone&#8211;and you&#8217;re sent to investigate. Call of  Pripyat tries a bit harder than its predecessors in the storytelling  department; the camera pans around your character in cutscenes, the  writing is more straightforward, and the climax ties back to Shadow of  Chernobyl, the original S.T.A.L.K.E.R. game. The plot gets a bit  interesting in the final few hours as you find out more about what&#8217;s  going on in Pripyat, the abandoned city closest to the nuclear plant.  Unfortunately, there&#8217;s little to get you invested before that, and the  awkward scripted scenes don&#8217;t communicate a sense of drama as much as  they highlight the aging visuals. A few characters, such as an alcoholic  technician who will upgrade your weapons only after you give him enough  vodka, are interesting or entertaining enough to make you care about  their fates. But for the most part, you&#8217;ll care only about  surviving&#8211;and thriving&#8211;in such bleak, lawless environs.</p>
<p>And what environs they are. Shacks dot the grassy landscapes, cracks  open in the earth&#8217;s crust, and the famed Pripyat Ferris wheel looms  beyond a barbed-wire fence. Storms rage across the skies, and  frightening radioactive emissions spread across The Zone, threatening  the small pockets of human life that populate it. You encounter groups  of bandits fending off mutant attacks or huddled around a fire, camped  near a radioactive anomaly. This is a tense, unpredictable, and  sometimes scary place where the next step could invite danger or bring  respite. You get some forewarning of some attacks, such as the frenzied  barking of mutated dogs before a pack of them descend upon you. But  other times, the darkness hides a shocking surprise, like a new enemy to  the series called the burer. These misshapen dwarves are like mutant  poltergeists, flinging objects at you and even telekinetically yanking  your weapon out of your hands. A sinister encounter with one of these  creatures in the center of Pripyat near the end of the game is one of  several nail-biting highlights.</p>
<p>Another highlight is a nighttime ambush of another newly introduced  beast called the chimera. Night is wholly black in Call of Pripyat, not  the dim facsimile that so many other games provide. Not knowing when  this terrible beast might bear down upon you in this blackness makes  this just one of many petrifying sequences, though even most mundane  encounters will have you sweating bullets. Call of Pripyat is not an  easy game, so you need to aim well, know your weapons&#8217; strengths and  weaknesses, and conserve ammo. Human opponents put up a tough fight, so  running in guns blazing is a quick ticket to the afterlife. There are  times when the AI&#8217;s ultraproficiency seems a little too obvious. Human  enemies facing away from you have the uncanny ability to notice when you  peek out a window behind them and are remarkably good shots in the dead  of night, even without night vision scopes equipped. But despite a bit  of cheating, Call of Pripyat rarely feels unfair. It features none of  Clear Sky&#8217;s lame choke points and mission design issues, and the economy  and weapon upgrade systems have been tweaked in sensible ways. So while  you&#8217;ll still make use of the quicksave and quickload keys, you never  feel like the game devolves into frustrating save-game attrition.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review-1.jpg"><img class="aligncenter size-full wp-image-917" title="Call of Pripyat Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review-1.jpg" alt="" width="465" height="242" /></a></p>
<p>These aren&#8217;t the only improvements Call of Pripyat makes over its  precursors. This is by far the most stable S.T.A.L.K.E.R. game out of  the box; we didn&#8217;t experience a single crash or corrupted save file, and  the graphics engine performs better than ever (if not quite perfectly),  even when you turn on the new DirectX 11-specific options. This update  doesn&#8217;t thrust the game into the forefront of cutting-edge visuals, but  while low-resolution textures and clumsy animations may betray the  engine&#8217;s age, carefully crafted environments and all sorts of  atmospheric touches make this a case in which art trumps technology.  Other welcome improvements include flexible hotkeys,along with important  gameplay additions, from preventative medications to the ability to  roam The Zone freely once you&#8217;ve finished the story.</p>
<p>Outside of the main story, there are plenty of side quests to pursue.  You&#8217;ll eliminate bloodsucker nests, search for a fabled corner of  paradise, and, as before, hunt for incredibly valuable artifacts hidden  in the midst of various anomalies. Gathering artifacts is as tense and  exciting as it ever was, requiring you to venture into a deadly anomaly  that may pick you up into the air and throw you around, burn your skin  to a crisp, or zap you with jolts of electricity. All the while, you  must follow your detector&#8217;s signal to pinpoint the artifact&#8217;s location.  The search is frantic, and the risk is high, which makes success  oh-so-sweet. All these tasks are wrapped into a free-form package,  allowing you to explore The Zone under your own terms. In fact, the  vague instructions you receive from some mission providers require you  to thoroughly explore every nook and cranny, from abandoned schoolhouses  to derelict fuel stations. Don&#8217;t expect a specific mission waypoint  with every job you undertake. This is frustrating if you let it be, but  it&#8217;s an authentic part of Call of Pripyat&#8217;s bleakness. The Zone does not  allow you to tame it without a struggle.</p>
<p>The game isn&#8217;t always so open ended, and some story missions funnel you  through a few extended, linear sequences, though Call of Pripyat falters  slightly here. The game spends a lot of time setting up Pripyat as home  to unspeakable dangers, and a protracted journey through a long, dark  series of tunnels is so nerve-racking that the reward for the  effort&#8211;the city of Pripyat&#8211;is a bit of a letdown. There are fewer  opportunities for boundless exploration here, fewer surprises to  discover&#8211;and no typical vendors, which might lead to some unavoidable  travel back to the game&#8217;s two other major regions. Thankfully, this is  when the story missions start to get more interesting, moving from  mundane to there’s-something-freaky-going-on-here territory.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review-2.jpg"><img class="aligncenter size-full wp-image-918" title="Call of Pripyat Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Call-of-Pripyat-Review-2.jpg" alt="" width="465" height="242" /></a>Call of Pripyat&#8217;s multiplayer options, just like those of its  predecessors, are routine and slightly clumsy, because the game&#8217;s  shooting mechanics don&#8217;t work so beautifully when isolated from the  context that makes them successful. But it&#8217;s the chilly ambience and  lifelike ecology that should lure you to the newest S.T.A.L.K.E.R. game,  not the ordinary online play. Well-constructed environments and superb  sound design make The Zone as cheerless and ominous as ever. But it&#8217;s  also rich with resources, begging you to cultivate its secrets and  withstand the hostilities. Series fans and newcomers alike should don  their protective gear and journey forth.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/s-t-a-l-k-e-r-call-of-pripyat-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Napoleon Total War Review</title>
		<link>http://www.chooj.com/napoleon-total-war-review/</link>
		<comments>http://www.chooj.com/napoleon-total-war-review/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 09:12:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Napoleon Total War]]></category>
		<category><![CDATA[Napoleon Total War Review]]></category>
		<category><![CDATA[Napoleon Total WarNapoleon Total War Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=885</guid>
		<description><![CDATA[
In many ways, Napoleon Bonaparte is the perfect subject for a Total War game. He lived during a time of revolutionary technological advancement during which a number of powerful nations were in direct conflict with each other. The spectacle of war was at a particularly high point and Napoleon dominated the era with a forceful [...]]]></description>
			<content:encoded><![CDATA[
<p>In many ways, Napoleon Bonaparte is the perfect subject for a Total War game. He lived during a time of revolutionary technological advancement during which a number of powerful nations were in direct conflict with each other. The spectacle of war was at a particularly high point and Napoleon dominated the era with a forceful personality and ambitions that rivaled those of history&#8217;s other great conquerors. And since Alexander and Caesar already have their own Total War games, it only made sense that Napoleon would be next.<br /><br />In telling the story of Napoleon, Creative Assembly created a narrower, more tightly scripted series of three campaigns, four if you count the tutorial. You have to take the scripted nature of the campaign for granted, if only for the sake of the story telling. It certainly allows the team the chance to let players take on some of the specific challenges and situations faced by Napoleon himself. Whether you find yourself drawn into the rivalries of Italian city-states on your march to Vienna, or watch as your corps wither away in the harsh Russian winter, Napoleon is fairly faithful to the historical situation. Even the small minor missions and peripheral generals lend an air of authenticity.<br /><br />The downside, of course, is that the campaigns tend to focus the action in the same direction each time you play them. There are small opportunities here and there to diverge from the main avenue of advance but for the most part, if a campaign begins at A and ends at C, you can be sure you&#8217;ll have to go through B to get there. And since the three campaigns are only linked by historical context, your successes or failures in one won&#8217;t affect the others. Fans of the open-ended, expanding consequences of previous Total War games may feel a bit constrained by this approach but the content overall is still enjoyable, even if it&#8217;s a bit less flexible.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review.jpg"><img class="aligncenter size-full wp-image-886" title="Napoleon Total War Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review.jpg" alt="" width="480" height="270" /></a>There&#8217;s a bit more room to stretch out in the Coalition&#8217;s Grand  Campaign, which lets players pick from one of four (only four?) powers  in opposition to Napoleon. The world is a bit more open here, so things  are more likely to develop in unexpected ways. It&#8217;s true that the  overall conflict and alliances are a bit stiff, but there&#8217;s definitely  more replayability here than there is in the other three campaigns. Even  more replay appeal is sure to be unlocked once the modders start to  open up the minor nations. Our only real complaint about the design here  is that the victory conditions can sometimes bring the Coalition  members into direct conflict with each other, which seems to go against  the spirit of the game somewhat. I don&#8217;t want to have to turn on an ally  just because they happen to have captured an objective I needed in  order to win. <br /> <br /> As you expand, you&#8217;ll find that the campaign AI is still a bit passive  in some areas. The main obstacles to your expansion aren&#8217;t the armies  and generals of your enemy, but rather by the increasing upkeep costs of  fielding large enough armies to maintain your momentum and by the need  to keep garrisons in your rear to subdue unrest in recently conquered  regions. These are important matters to be sure, and Napoleon himself  was enthusiastically dedicated to matters of logistics, so it suits the  game historically. Developing a sufficient support system for your  armies and keeping what you&#8217;ve won is every bit as important as  battlefield heroism, but it still makes for a less thrilling game when  your municipal concerns begin to outweigh the military. Though they  heighten the realism somewhat, the attrition and supply rules are  another small drain on your forces but most players won&#8217;t find them to  be too distracting.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review-1.jpg"><img class="aligncenter size-full wp-image-887" title="Napoleon Total War Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review-1.jpg" alt="" width="480" height="270" /></a>The full campaign options from Empire have been preserved in the Grand  Campain, so players will still be improving settlements, researching  technology and conducting diplomacy under the same guidelines as before.  Though there are a few new tricks here, like the return of the little  movies that help put the campaigns into context, the biggest improvement  to the campaign is the option play in multiplayer. <br /> <br /> One of the obstacles to multiplayer in empire building games is the time  it takes while waiting for another player to finish their turn.  Civilization IV made some great strides in this area by giving players  something to do between the end of one turn and the beginning of the  next and Napoleon follows suit by allowing you to make policy changes  and issue build orders even after you&#8217;ve clicked the end turn button.  When empires get a bit large, it can still take a while for players to  get everything squared away but it&#8217;s still a small price to pay for the  challenge of playing a human opponent.</p>
<p>Since waiting out during another player&#8217;s tactical battles would be  particularly obnoxious, Napoleon gives players the chance to take  control of the enemy in the other player&#8217;s battle. It can create a bit  of a moral crisis if you&#8217;re trying to play cooperatively, but it&#8217;s a  wonderful way to stick it to your opponent every chance you get. The  whole scheme plays out very well but we were a bit distressed to find  that the game simply ends if a player drops out. We&#8217;d much rather have  had the option to continue, or at least save the game. <br /> <br /> The tactical battles are still some of the most amazing we&#8217;ve ever seen  in any game. The cavalry charges, cannon strikes and wheeling formations  just look brilliant. The range of environments and atmospheric effects  add a lot of variety to the experience, which is good because the actual  range of units you&#8217;ll be using is thinner than most other games in the  series. The subtly stylized graphics create a much more powerful  impression this time around but may not be to everyone&#8217;s tastes.  Napoleon seems to run quite a bit better than Empire, but then again,  I&#8217;ve also upgraded to a better computer. Framerate can still be a  problem in the driving snow with cannon fire bursting all around, but  the visuals run fairly well when you consider the quality of the image.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review-21.jpg"><img class="aligncenter size-full wp-image-889" title="Napoleon Total War Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Napoleon-Total-War-Review-21.jpg" alt="" width="480" height="270" /></a>In terms of AI, the tactical battles are challenging but still exhibit a  few of the pathfinding and judgment problems seen in Empire. Trying to  lead large groups of units in a coherent formation is still sometimes a  bit awkward. Units still try to cross from one flank to the other if you  try to resize or reface the line. It&#8217;s only a minor frustration in  single player, where you can pause the game to get things repositioned,  but it can be very aggravating in multiplayer. On the plus side, units  don&#8217;t seem to go into melee mode on their own as often anymore.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/napoleon-total-war-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dragon Age: Origins Review</title>
		<link>http://www.chooj.com/dragon-age-origins-review/</link>
		<comments>http://www.chooj.com/dragon-age-origins-review/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 07:32:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Dragon Age: Origins Article]]></category>
		<category><![CDATA[Dragon Age: Origins for PC]]></category>
		<category><![CDATA[Dragon Age: Origins Hands On]]></category>
		<category><![CDATA[Dragon Age: Origins Review]]></category>
		<category><![CDATA[Dragon Age: Origins Review for PC]]></category>
		<category><![CDATA[PC Dragon Age: Origins]]></category>
		<category><![CDATA[PC Dragon Age: Origins Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=866</guid>
		<description><![CDATA[
When was the last time you felt totally lost in a fantasy gameworld?  When was the last time you played a game with such a well-crafted and  enjoyable story that you knew you’d remember it for a long, long time?  Dragon Age: Origins is that kind of game, so rich and involving [...]]]></description>
			<content:encoded><![CDATA[
<p>When was the last time you felt totally lost in a fantasy gameworld?  When was the last time you played a game with such a well-crafted and  enjoyable story that you knew you’d remember it for a long, long time?  Dragon Age: Origins is that kind of game, so rich and involving that you  are powerless to resist its wiles and whims, so touching and triumphant  that your mind and heart will be moved. In the fictional land of  Ferelden, you meet memorable characters and fight for a cause you  believe in, and it&#8217;s this backdrop that makes developer BioWare&#8217;s newest  role-playing game so extraordinary. Dragon Age is more than a  well-crafted story, however: It&#8217;s a lengthy, intricate, and thoroughly  entertaining adventure that&#8217;s easy to fall in love with.</p>
<p>Dragon Age&#8217;s plot, which deals with the impending invasion of a horde of  demonic creatures called the darkspawn, isn&#8217;t where the story&#8217;s biggest  surprises lie. The shocks, the joys, and the disappointments spring  from the repartee among a number of remarkable characters; they lurk  within books of lore and stories of martyrs; and they burst forth during  spine-tingling moments when you must choose from a selection of  difficult choices that affect the tale&#8217;s direction&#8211;and the way your  associates interact with you. Ferelden is a colorful and fascinating  kingdom that takes enough cues from well-known fantasy tropes to be  familiar, but bends enough conventions to feel original. Dragon Age  features dwarves, but their caste-based society and the social paragons  that rise above it twist the norms enough to keep you intrigued. Mages  remain under the constant watch of templars, a restriction that doesn&#8217;t  sit well with those who view such policing as virtual slavery. The role  of religion in human circles is of particular note. Chantries provide  refuge to those worshiping the all-powerful Maker, and chanters recite  the holy word near their houses of prayer. But lest this world sound too  serious, don&#8217;t despair: One such disciple slides food references into  her chant, and a few dwarves warn you not to fall into the sky. Small,  humorous touches like this are plentiful. Even if you aren&#8217;t the  literary sort, Dragon Age may inspire you to read every note, every  character bio, and every creature description, thanks to the richness of  the world and the consistency with which it&#8217;s presented.</p>
<p>You&#8217;ll learn even more from the companions who join you, and you&#8217;ll grow  to care about them on your quest for glory. There&#8217;s Morrigan, the  cynical apostate mage bound to your cause for reasons that become clear  only late in the journey; Sten, the strong, silent type who isn&#8217;t so  quick to reveal his innermost thoughts; and Zevran, a darkly mischievous  would-be assassin with a wild streak and a playful disregard for the  law. There are others too, including Alistair, a wisecracking, vaguely  insecure member of the Grey Wardens, an elite group of champions that  recruits you early on. Great dialogue and fantastic voice acting make  these characters leap off the screen as if they were real friends, and  the way they interact with one another feels authentic. Morrigan and  Alistair banter about the role of templars in the lives of mages, and  the sweetly devout Leliana tries to communicate with your trusty canine  cohort in some amusing exchanges. You may even develop a romance (or  two) before all is said and done. The course of love isn&#8217;t always a  smooth one, though it can be a bit steamy, in a PG-13 sort of way.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review.jpg"><img class="aligncenter size-full wp-image-867" title="Dragon Age Origins Review" src="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review.jpg" alt="" width="430" height="242" /></a></p>
<p>Relationships must be nurtured; in the world of Dragon Age, love doesn&#8217;t  develop at first sight. Rather, you must improve your standings with  available party members by giving them gifts and fulfilling quests in  ways that please them. Doing so opens more dialogue options and may even  reward you with unexpected gifts beyond the private pleasures of your  tent. Your personal relationships aren&#8217;t all you need to worry about  when facing a difficult decision, however. On significant quests, you&#8217;ll  encounter complex choices that force you to weigh the risks against the  rewards, even as you try to stay true to your own vision of your  character. Are werewolves heartless killers, or is there a method to  their madness? Should you wholeheartedly embrace a political candidate,  or will some unexpected information have you playing double agent&#8211;or  just killing the opposition? Such open-ended quests have become staples  in many similar RPGs, but few make these decisions feel so momentous.  The anxiety that results when you encounter important choices is a  result of superb writing and character development: When you care about  your destiny, decisions have more weight.</p>
<p>Even Dragon Age&#8217;s initial moments present important decisions that  affect how your adventure plays out. You&#8217;ll customize your own avatar&#8217;s  look from a variety of presets, but more importantly, you&#8217;ll choose a  race and class. The choices may seem initially limited, but your options  eventually expand. Later, you can choose up to two subclasses once you  reach the necessary level requirements, and there are a few different  means of unlocking additional skill trees. Your initial race and class  choices don&#8217;t just determine the kinds of skills and spells you will  have access to, however; they influence how the first few hours of the  game progress. You will experience one of six different &#8220;origin stories&#8221;  that follow the events that lead you to the elite Grey Wardens. Every  origin story leads to the same place, but that doesn&#8217;t mean you leave  these events behind for good. Characters you met early on will cross  your path again, and crucial moments of your origin story will continue  to haunt you. The varied origin stories not only provide plenty of  replay value, but allow you to see familiar characters from a different  angle. A prisoner you meet within a dank dungeon may not have much  impact on you if you are playing as a Dalish elf, but if you play as a  human mage, this encounter is a bittersweet reunion.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review-1.jpg"><img class="aligncenter size-full wp-image-868" title="Dragon Age Origins Review 1" src="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review-1.jpg" alt="" width="430" height="242" /></a></p>
<p>You aren&#8217;t a lone adventurer, however. You can take up to three  companions along with you, and eventually you will meet more willing (or  unwilling, as the case may be) darkspawn slayers. You can switch out  party members back at your camp or in other friendly areas. Party  members you don&#8217;t use will remain at camp, though they thankfully level  up even when you don&#8217;t take them along. Your comrades aren&#8217;t just  AI-controlled henchmen; you can take full control of any party member at  any time, though how you do so depends on the platform. PC owners get  the most versatile and rewarding experience in this regard. You can zoom  the camera in to a close third-person view when exploring and  conversing with non-player characters, or pull the camera back to a  tactical view, which makes it a breeze to quickly and easily micromanage  every spell and attack, in true Baldur&#8217;s Gate tradition. On consoles,  you always view the action from behind a single character, and you use a  shoulder button to switch among them. It&#8217;s a great way of experiencing  the buzz of battle, though occasional pathfinding quirks are more  apparent in the console versions, simply because you experience the  action from a single perspective at a time, rather than while managing  four characters simultaneously.</p>
<p>If you&#8217;ve played a BioWare fantasy RPG in the past, you&#8217;ll feel right at  home with the combat system. By clicking on your target or pressing the  attack button, you don&#8217;t just swing a sword, but you approach your  target and queue up your attack. Once your party has gained access to a  good number of spells, stances, and skills, battlefields explode with  bright colors and raucous sound effects, and it&#8217;s a lot of fun to switch  back and forth between party members, managing your abilities and  taking advantage of various spell combos to wreak havoc. There are  dozens of different types of enemies to slice up, from giant spiders and  darkspawn, to ghosts and walking trees, to demons and, of course,  dragons. Allies will join you in the biggest battles, and the best of  these, particularly those toward the end of the game, are thrilling. On  the PC, they&#8217;re particularly challenging, and many battles benefit from  frequent pausing and tactical thinking, so that you can queue up attacks  across your entire party. The same battles on consoles are noticeably  easier.</p>
<p>Nevertheless, the Xbox 360 and PlayStation 3 versions have their  challenges, and no matter which platform you choose, you can customize  your cohorts&#8217; AI behavior to be more effective in battle. Using the  tactics menu, you can set characters up to drink potions when their  health gets low; have Morrigan cast helpful crowd-control spells when  enemies are clustered together; and program sturdier characters to draw  enemies&#8217; ire when more vulnerable party members are under attack. As you  level up, you will earn additional tactics slots, allowing you to  implement even more intricate actions. You can also apply basic  behaviors to your team members, making them more aggressive or  defensive, and you can switch them around on the fly if an experimental  custom tactic isn&#8217;t working as you intended. When things come together  as you plan&#8211;such as when Morrigan freezes a hurlock in place and  Alistair smashes it to smithereens&#8211;battles are even more rewarding.</p>
<p>All of these elements coalesce wonderfully, making for a memorable and  exciting adventure that keeps you on the move. The flow of loot and pace  of leveling are both highly satisfying, and because you have four  active characters to consider (in addition to others back at the camp),  you spend a lot of time poring over armor and weapon choices. The tempo  is even quicker than the Dungeons &amp; Dragons games that preceded  Dragon Age, thanks to important tweaks that minimize downtime. For  example, you do not need to rest between encounters to replenish your  health and recharge your spells. Instead, health and stamina are  replenished quickly once the skirmish ends, allowing you to string  encounters together without unwanted breaks in between. Should a party  member fall during battle, he or she will be resuscitated once the  battle has ended, albeit with a stat penalty applied (though it can be  cured with an injury kit). These factors, and more, give Dragon Age an  excellent sense of forward direction.</p>
<p>All the spells, tactics, and skills sound like a lot to organize, but  the interface does a great job of helping you keep track of things. The  PC interface is brilliant, letting you browse through your inventory and  tweak your quickbars quickly and easily. The console versions do a  surprisingly great job as well, making it simple to sort through your  quests, and to queue up actions while battle is paused. One particularly  useful feature is the ability to identify inventory items as trash and  sell them all with a single button press once you&#8217;re back in town. There  are some console-specific interface irritations that could have been  cleaner, however. For example, identifying new codex (that is, lore)  entries can be troublesome, because the list doesn&#8217;t scroll down until  your highlight cursor reaches the bottom of the window. As a result, you  can&#8217;t always distinguish new entries from old ones, which is an issue  that doesn&#8217;t plague the fantastic PC interface. The consoles&#8217; radial  menu, on the other hand, is an excellent way of letting you access every  battle skill, and it works somewhat like the similar interface in Mass  Effect&#8211;albeit with a few more layers.</p>
<p>The differences between versions aren&#8217;t limited to the interface. Dragon  Age doesn&#8217;t look amazing on the PC, but it&#8217;s an attractive game  nonetheless. Zooming from an isometric view to a third-person  perspective is slick, and while environments don&#8217;t hold up quite as well  when viewed up close, they&#8217;re consistently lovely when viewed from  above. On the flip side, the Xbox 360 version looks positively  disappointing. Textures are highly compressed and colors are washed out,  though the upside is that this version maintains a smoother frame rate  than on the PlayStation 3, where things might get jittery when swiveling  the camera around. The PlayStation 3 version features higher-quality  textures than those on the Xbox 360, better color saturation, smoother  facial animations, and shorter load times. Minor visual hiccups, like  corpses that disappear and reappear, are a bit more common on the PS3,  however. The PC version is the superior experience, but if you&#8217;re  choosing between the two console releases, the PlayStation 3 has the  upper hand. Some minor glitches are shared between the console versions,  however, such as rare occasions when the soundtrack or voice-overs  disappear. We also ran into a few quest malfunctions that could be  replicated on all three platforms, though they were relatively minor and  did not interfere with the progress of the main quest.</p>
<p><a href="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review-2.jpg"><img class="aligncenter size-full wp-image-869" title="Dragon Age Origins Review 2" src="http://www.chooj.com/wp-content/uploads/2010/02/Dragon-Age-Origins-Review-2.jpg" alt="" width="430" height="242" /></a></p>
<p>No matter which version you choose, however, there are plenty of  audiovisual details to note. In many ways, Dragon Age looks and sounds  like other high-fantasy games, but while the towers, forest paths, and  underground caverns are what you&#8217;ve seen before, the art style is  attractive, and a few sights, such as an underground dwarven city, are  particularly eye-catching. Character models don&#8217;t exhibit Mass  Effect-level expressiveness, but they look good and animate smoothly  enough. Also of note are the splatters of blood that appear on your  party members after battle. It&#8217;s a nice idea, but the splotches look  like they&#8217;ve been splashed across you with a paintbrush. The crimson  stains are a cool thematic touch, however, because blood plays an  important role in Dragon Age. The sound effects are excellent, console  glitches notwithstanding, and the soundtrack, while typical for a  fantasy game, swells and murmurs at all the right moments.</p>
<p>Few games are this ambitious, and even fewer can mold these ambitions  into such a complete and entertaining experience. You might spend 50 or  more hours on your first play-though, but there are so many paths to  follow, so many details to uncover, and so many ways to customize your  party that you&#8217;ll want to play again as soon as you finish the first  time. PC owners even get an extra dash of depth via the downloadable  toolset, which lets you create new levels, spells, skills, and even  cutscenes. But any way you slice it, here&#8217;s the fantasy RPG you&#8217;ve been  waiting for, the one that will keep you up late at night, bleary-eyed,  because you have to see what happens next. Like the best fiction, Dragon  Age will sweep you up in its world, so much so that when you&#8217;re done,  you&#8217;ll want to experience it all over again.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/dragon-age-origins-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>James Cameron&#8217;s Avatar: The Game Review</title>
		<link>http://www.chooj.com/james-camerons-avatar-the-game-review/</link>
		<comments>http://www.chooj.com/james-camerons-avatar-the-game-review/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 11:15:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[James Cameron's Avatar: The Game Article]]></category>
		<category><![CDATA[James Cameron's Avatar: The Game for PC]]></category>
		<category><![CDATA[James Cameron's Avatar: The Game Hands On]]></category>
		<category><![CDATA[James Cameron's Avatar: The Game Review]]></category>
		<category><![CDATA[James Cameron's Avatar: The Game Review for PC]]></category>
		<category><![CDATA[PC James Cameron's Avatar: The Game]]></category>
		<category><![CDATA[PC James Cameron's Avatar: The Game Review]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=747</guid>
		<description><![CDATA[Bigger doesn&#8217;t mean better. Developer Ubisoft Montreal disregarded this mantra when creating James Cameron&#8217;s Avatar, delivering a mediocre game loaded with unnecessary padding, rather than a tight and enjoyable package that could have gotten players excited about the upcoming film of the same name. In fact, if you&#8217;re eagerly anticipating the upcoming Avatar movie, it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[Bigger doesn&#8217;t mean better. Developer Ubisoft Montreal disregarded this mantra when creating James Cameron&#8217;s Avatar, delivering a mediocre game loaded with unnecessary padding, rather than a tight and enjoyable package that could have gotten players excited about the upcoming film of the same name. In fact, if you&#8217;re eagerly anticipating the upcoming Avatar movie, it&#8217;s probably best that you avoid this bland and overlong third-person shooter altogether, because there&#8217;s nothing fantastical or compelling about its story or characters. That isn&#8217;t to say that Avatar is all bad. A branching story featuring two disparate factions makes this a two-games-in-one experience, so if you like wringing the last drop out of your $50, the single-player campaign might keep you busy for 15 hours or so. Unfortunately, while a few of those hours are entertaining, Avatar&#8217;s action is too bland and tedious to justify the game&#8217;s length, and a variety of bugs and bizarre design elements put a further damper on the fun.

<a href="http://www.chooj.com/wp-content/uploads/2010/01/avatar-1.jpg"><img class="alignright size-full wp-image-749" title="avatar-1" src="http://www.chooj.com/wp-content/uploads/2010/01/avatar-1.jpg" alt="avatar-1" width="427" height="219" /></a>Avatar takes place on the planet Pandora, which the human-controlled Resources Development Administration (RDA) is stripping of its resources&#8211;much to the dismay of Pandora&#8217;s indigenous population, the blue-skinned Na&#8217;vi. Meanwhile, the RDA has established a way of transferring a human&#8217;s consciousness into an artificially created human/Na&#8217;vi hybrid called an avatar. You play as Ryder, an RDA operative who soon finds himself (or herself, if you choose a female persona) in over his head as he discovers the consequences of the RDA&#8217;s destructive presence on Pandora. About an hour into the campaign, you&#8217;ll be faced with a choice: side with the RDA, or live as an avatar and take your chances with the Na&#8217;vi. Yet no matter which path you meander down, you&#8217;ll meet a series of unmemorable characters, played by unexceptional voice actors who deliver their poorly written lines without a trace of enthusiasm or urgency.

More disappointingly, the game assumes a familiarity with the nature of avatars. Cutscenes are abrupt, and moments that should carry weight, such as the first time you enter the body of your giant blue avatar, are presented without a shred of wonder. Your own character embraces that same matter-of-fact approach, reciting the dialogue in monotone, even as events unfold that would make most folks&#8217; jaws drop. With few exceptions, humans come across as resource-hungry simpletons, while the Na&#8217;vi are reduced to monosyllabic native stereotypes. And no matter which faction you align with, the flabby ending sequence will make you wonder why you bothered to see the story through. The blend of sci-fi and fantasy seems conceptually solid, but the ideas were given a treatment so cavalier that it&#8217;s impossible to care about the fate of this world, of its people, and of your own character.

You won&#8217;t find any more magic in Avatar&#8217;s world than in its story, because though it too seems conceptually solid, it&#8217;s similarly diminished by a general lack of energy. Pandora is at first sight a beautiful place, covered in lush foliage and teeming with beasts both savage and submissive. If you follow the RDA route, some of the monstrous plants will even spew poisonous fumes at you or knock you over with a powerful swipe of their leaves (really). The environments are attractive in the way most jungles are, and sights of flying beasts overhead and winsome waterfalls in the distance make Pandora&#8217;s beauty simultaneously inviting and imposing. Yet over time, the environments lose their allure. Dark greens and darker greens melt into each other, and the visuals start to feel heavy, which will make you long for a change of scenery. A few of the areas you visit provide much-needed variety, but even so, the atmosphere grows wearisome and eventually wears out its welcome.

<a href="http://www.chooj.com/wp-content/uploads/2010/01/avatar-2.jpg"><img class="alignleft size-full wp-image-750" title="avatar-2" src="http://www.chooj.com/wp-content/uploads/2010/01/avatar-2.jpg" alt="avatar-2" width="423" height="228" /></a>Each of Pandora&#8217;s explorable regions is relatively large, and missions often involve traveling long distances to get to your next objective. Along the way, you&#8217;ll run into a number of different types of enemies that seek to destroy you. If you side with the Na&#8217;vi, you have a few instruments of death to keep you well protected. Your default bow will likely be your go-to weapon. However, the snap-to targeting on the console versions has been ditched on the PC, so bows are not much fun to use because it can be tough to spot camouflaged RDA foes amid all the green. You can also sport a machine gun, though it&#8217;s rather feeble, so you&#8217;re better off replacing it with another choice, such as the enormous spiked club, which is good for mowing down a few viperwolves at once. In fact, melee combat leads to Avatar&#8217;s most consistently enjoyable kills: it can be a lot of fun to cartwheel toward your target and slice him up with your dual blades. You equip four weapons at a time, but you can switch them out for other available options, and over time, your weapons level up and you gain access to better armor. Leveling up isn&#8217;t a game-changing mechanic&#8211;your core abilities remain more or less the same&#8211;but there&#8217;s still something rewarding about rising to the next tier of weaponry.

If you go the way of the RDA instead, you won&#8217;t wield any melee weapons and will instead shoot your way to victory. You&#8217;ve got a pair of pistols to get you through if the better guns run out of ammo, but they&#8217;re all but useless; luckily, your shotgun, flamethrower, and other weapons seem appropriately powerful, if not exactly satisfying to use. Enemies that melt into the background and inconsistent hit detection make it feel like you&#8217;re spraying bullets around willy-nilly much of the time, and humanoid enemies are too stupid to make shooting them exciting. Your foes often will ignore comrades falling over dead right in front of them, engage harmless creatures and ignore you as you pick them off, and walk directly into walls and continue to walk in place. Not that AI characters are the only ones prone to technical weirdness. You might get stuck in a crevasse while flying a banshee, fall into an inescapable fissure, or dismount from a direhorse directly into the geometry of the plant right next to it and be unable to get out.

Of course, what fantasy game would be complete without special powers? You get a number of skills to play around with no matter which side you choose, though it&#8217;s odd that these abilities are never given any context&#8211;you just have to accept that they exist. Nevertheless, they&#8217;re good to have on hand, and like weapons, skills become more effective as you level up. Your healing ability will become the most useful, because though you regenerate health quickly when not in battle, you&#8217;ll need to heal yourself when engaged with enemies. There is some overlap between the factions aside from health regeneration. Both sides can sprint for a short period of time, and both can activate camouflage to remain hidden for a short time. Faction-specific skills include the Na&#8217;vi&#8217;s ability to summon a swarm of insects, and the RDA&#8217;s airstrike. Avatar isn&#8217;t a difficult game, so you won&#8217;t often need to employ your special skills, but it&#8217;s still fun to watch a barrage of missiles devastate a crowd of Na&#8217;vi or to summon a viperwolf to fight at your side.

<a href="http://www.chooj.com/wp-content/uploads/2010/01/avatar-3.jpg"><img class="alignright size-full wp-image-751" title="avatar-3" src="http://www.chooj.com/wp-content/uploads/2010/01/avatar-3.jpg" alt="avatar-3" width="430" height="228" /></a>In spite of these special skills, Avatar soon becomes tragically predictable: shoot a group of enemies, travel toward the next hotbed of activity, and shoot some more. The pace rarely varies, so while its goodly length should seem like an asset, Avatar instead feels like it drones on for far too long. There&#8217;s never a sense that the action is ramping up, and the few boss fights sprinkled about are too tepid to make things more interesting. For example, you take on a huge beast in a large clearing, which is easy to avoid in spite of the poor collision detection that allows it to knock you over even if it misses you by a few feet. When it dies, the creature falls to the ground with little fanfare and dissipates seconds later. Talk about an anticlimax. The by-the-numbers missions don&#8217;t help matters and serve only to artificially extend Avatar&#8217;s length. Go here, collect these herbs, and report back. Go to these locations, shoot down some towers, and check back in. Go there, collect these different herbs, and bring them back. This tedium is particularly evident when playing on the Na&#8217;vi side, so it&#8217;s hard not to feel like a big blue personal assistant.

Luckily, you can cut down on your travel time by using Avatar&#8217;s vehicles and mounts, and in this case, the Na&#8217;vi get the better deal. You can ride a few different creatures, and there&#8217;s a bit of a thrill in flying through the air on a colorful banshee. However, it takes time to get used to the unusual controls, which make ascending and descending unnecessarily complex. If you want to stick to good old Pandora firma, direhorses will be your standard choice. These horselike creatures get the job done, though weak animations and sound effects make riding one seem more like floating about in a hovercar with legs than riding atop a great beast of burden. But direhorses are preferable to the RDA options, in particular the buggies. When you get behind the wheel of a buggy, the camera swoops and sways with every bump and bounce. The effect is so nauseating, it&#8217;s better to stay on foot and keep your lunch than to take a rover and lose it. Luckily there are a few other options, though not all of them fare better. Gunships, for example, are as awkward to pilot as banshees.

Avatar&#8217;s most intriguing idea is its implementation of a turn-based strategy minigame called Conquest, which you can access from the game&#8217;s fast-travel stations. As you play through the campaign, you earn funds that you can spend on units in Conquest mode. In Conquest mode, you capture territories, thereby earning boosts in the campaign, such as earning more experience points or increasing damage. This is a terrific idea, and it&#8217;s fun to play around in Conquest for a short while, as simple as it is. However, Avatar is not a challenging game, so the enhancements you receive from capturing territories aren&#8217;t noticeably helpful, and you could easily finish the game and reach maximum level without even knowing that Conquest exists.

<a href="http://www.chooj.com/wp-content/uploads/2010/01/avatar-4.jpg"><img class="alignleft size-full wp-image-752" title="avatar-4" src="http://www.chooj.com/wp-content/uploads/2010/01/avatar-4.jpg" alt="avatar-4" width="430" height="242" /></a>Avatar&#8217;s multiplayer modes aren&#8217;t quite as useless as Conquest, letting up to 16 players compete in a variety of modes like Team Deathmatch, King of the Hill, and Capture the Flag. The multiplayer suite feel less like a throwaway than you might expect for a movie tie-in but the factions play so differently that weird imbalances become quickly apparent. A Na&#8217;vi player can crush an RDA player with a single swipe of his club, while an RDA player can jump in a mech suit and mow Na&#8217;vi down without much fuss. (Though oddly, the swarm of insects Na&#8217;vi players can unleash make short work of those big hunks of metal.) The factional differences make for some initially appealing variety, but the disparity is too great&#8211;and the basic mechanics too bland&#8211;to support long online sessions. The mechs don&#8217;t feel heavy enough to make them fun to pilot, and the cavorting camera renders buggies as uncomfortable to drive in multiplayer sessions as they are in the campaign.

One of Avatar&#8217;s main selling points is its use of 3D technology, so if you own a display with the right capabilities, you may get a kick out of seeing Avatar pop out of your screen. Yet even if you&#8217;re one of the few lucky enough to see the game this way, no screen yet has the capability of making James Cameron&#8217;s Avatar: The Game play any better than it does. It&#8217;s not a bad game, and portions of it are competent, if not quite remarkable. But Avatar wears thin quickly, and the story is too fragile to compensate for the deficiencies.]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/james-camerons-avatar-the-game-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Command &amp; Conquer: Red Alert 3 Uprising Review</title>
		<link>http://www.chooj.com/command-conquer-red-alert-3-uprising-review/</link>
		<comments>http://www.chooj.com/command-conquer-red-alert-3-uprising-review/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 05:27:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Command & Conquer: Red Alert 3 Uprising Article]]></category>
		<category><![CDATA[Command & Conquer: Red Alert 3 Uprising for PC]]></category>
		<category><![CDATA[Command & Conquer: Red Alert 3 Uprising Hands On]]></category>
		<category><![CDATA[Command & Conquer: Red Alert 3 Uprising Review]]></category>
		<category><![CDATA[Command & Conquer: Red Alert 3 Uprising Review for PC]]></category>
		<category><![CDATA[PC Command & Conquer: Red Alert 3 Uprising]]></category>
		<category><![CDATA[PC Command & Conquer: Red Alert 3 Uprising Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=742</guid>
		<description><![CDATA[How does a developer take such a gleefully joyous experience as Red Alert 3 and morph it into lifeless mediocrity? It&#8217;s a question that you&#8217;ll wrestle with as you struggle through the real-time strategy game&#8217;s first expansion pack, Uprising. Some valiant attempts to retain the original&#8217;s cheery, cheesy charm are all but lost in a [...]]]></description>
			<content:encoded><![CDATA[How does a developer take such a gleefully joyous experience as Red Alert 3 and morph it into lifeless mediocrity? It&#8217;s a question that you&#8217;ll wrestle with as you struggle through the real-time strategy game&#8217;s first expansion pack, Uprising. Some valiant attempts to retain the original&#8217;s cheery, cheesy charm are all but lost in a murky sea of generic, poorly constructed missions that are either insipid or infuriating. There&#8217;s certainly a lot of content in this single-player offering, what with four bite-sized campaigns, a smattering of new skirmish maps, and the dozens and dozens of scenarios that compose a new mode called the Commander&#8217;s Challenge. Yet it&#8217;s hard to call Uprising a good value, even at its low price point, when so little of it is actually fun to play.

If there&#8217;s one individual you can&#8217;t fault for Uprising&#8217; lifeless meanderings, it&#8217;s the blustery Ric Flair. He and a few other new personalities join some returning ones, but the histrionic, live-action magic of Red Alert 3 is muted here, a testament to the hammy energy of George Takei, Tim Curry, and J. K. Simmons that erupted from the original. The less-enthusiastic Gemma Atkinson, and newcomer Holly Valance as a smarmy anchorwoman, simply can&#8217;t compete, and a bizarre performance from Julia Ling isn&#8217;t so much melodramatically cheesy as it is a bit insincere and embarrassing. Even the fantastically inelegant Ric Flair, appearing in the new Commander&#8217;s Challenge mode, can&#8217;t muster these troops into action. The real storytelling highlight is found within the unusual Yuriko campaign, which breathes humanity into the Empire&#8217;s quietly creepy commando.

The gameplay has lost its spark as well. Red Alert 3&#8217;s greatest claim to fame, cooperative gameplay, has been jettisoned completely to make room for too many ho-hum, derivative puzzle-type objectives, the kind that have long plagued mediocre strategy games. All too often, you are handed a small group of units and pressed into a very specific tactic, a contrivance that was less mundane with a co-op commander at your side, but now feels quaint at best, and at worst, frustrating. Given that Uprising requires very specific tactics in these instances, you may need to save and reload a few times until you get a handle on these highly scripted events. For instance, as the Soviets, your first encounter with the Allied cryo legionnaires (one of Uprising&#8217;s new units) will likely be disastrous because you won&#8217;t be ready for their icy attack until it&#8217;s too late. In another sloppy, heavily scripted sequence during the Allied campaign, rocket angels may pummel your MCV before you&#8217;re even aware that you&#8217;ve been provided your own rocket troops to counter them. Should you lose, the continuing voice-over indicates that the mission is continuing, even as a competing one signals your defeat. And twice during the game, you are instructed not to engage units that you actually must engage if you have any hope of succeeding. Red Alert 3 lovers who wanted a greater challenge may enjoy the occasional punishment, but anyone looking for more of the original&#8217;s brand of joyful action will be alienated by the slapdash nature of the missions.

Almost as if to counter the derivative mission grind, Uprising features an entire campaign that breaks free of RTS conventions. Here, you take control of Yuriko, the Empire&#8217;s commando unit, and take her dungeon crawling, using her four psionic powers to wreak havoc. The campaign is a stripped-down action role-playing game. With Yuriko&#8217;s main attack, you can demolish entire buildings, whereas four additional abilities let her shield herself, unleash a formidable psychic blast, brainwash enemy infantry into fighting on her behalf, and pick up objects and enemies and fling them at each other. It&#8217;s over quickly and not all that satisfying. Granted, it&#8217;s cool to rip up entire swaths of enemies and fill the screen with colorful particle effects. Yet the gameplay feels too watered-down. There is no onscreen minimap (you need to hit the escape key to view the map), two of the three levels take place in the same unimaginative environment, and you can&#8217;t zoom in to get a better look at the action. It can be a bit tactical, particularly during the final boss battle, but it isn&#8217;t strategic enough to work in the context of an RTS, and it&#8217;s certainly not as engaging as a good action RPG. The campaign was a good idea, but it doesn&#8217;t feel as tight as it should, particularly in light of Dawn of War II&#8217;s far superior foray into that hybrid realm.

Standard strategic gameplay within the campaigns succeeds better, though not having a co-op commander to join you keeps large battles from feeling as grand and sweeping as they did in Red Alert 3. However, there are some nice highlights. Defending a central base with the help of century bombers and cryocopters is enjoyable, and some of the new units fit in nicely, such as the Soviet&#8217;s awesomely named mortar cycle. Perhaps the most impressive new unit is the Empire&#8217;s giga fortress, which is great fun to watch in action. When gliding through the air, its powerful beam slices through units below, and in its five-armed floating form, its barrage of rockets makes short work of flying foes. You get to put these powerhouses to good use in the Empire campaign, in which objectives are stacked against you and the giga fortress&#8217;s potent missiles are a great boon. In skirmish games, they don&#8217;t feel properly balanced, which is also the case for several other imposing additions. Of course, balance would have been more important in a multiplayer skirmish, but even with a good number of new single-player maps to play on, these overpowered units make battling the AI less enjoyable because it isn&#8217;t as satisfying when you win, and it&#8217;s frustrating when you lose.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/command-conquer-red-alert-3.jpg"><img class="alignright size-full wp-image-743" title="command-conquer-red-alert-3" src="http://www.chooj.com/wp-content/uploads/2009/04/command-conquer-red-alert-3.jpg" alt="command-conquer-red-alert-3" width="430" height="242" /></a>

Nevertheless, many of those new maps are designed well, and you get to play on them not just in individual skirmishes, but also in the new Commander&#8217;s Challenge mode. Here, you start with a small group of units and unlock more by battling your way from one mission to the next. Some of these missions are fun, and properly countering the scripted legions of enemies is enjoyable. However, the demanding later levels require a good bit of trial and error, and completing them requires very specific tactics, particularly if you wish to clear them under par time. Fortunately, the computer&#8217;s predictable behavior makes it easy to steamroll through many of the earlier missions. Even with its shortcomings, this mode is the most satisfying way to play Red Alert 3 Uprising, giving you tangible rewards in the way of new missions and units as you progress.

Red Alert 3 Uprising may have abandoned most of what made its predecessor great, but it does retain all of the glitchy pathfinding and occasional animation jitters. Thankfully, Electronic Arts didn&#8217;t abandon its commitment to great music, delivering some terrific new tracks to complement the visual mayhem. It&#8217;s just too bad that in almost every other way, Uprising struggles to merely preserve the delights of the franchise, let alone improve them. In Red Alert 3 Uprising, compelling chaos has been bafflingly bulldozed to make room for tedium.
<p style="text-align: right;"><strong>Source: GameSpot</strong></p>]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/command-conquer-red-alert-3-uprising-review/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>The Last Remnant Review</title>
		<link>http://www.chooj.com/the-last-remnant-review-2/</link>
		<comments>http://www.chooj.com/the-last-remnant-review-2/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 05:20:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[latest pc game reviews]]></category>
		<category><![CDATA[pc game reviews]]></category>
		<category><![CDATA[PC The Last Remnant]]></category>
		<category><![CDATA[PC The Last Remnant Review]]></category>
		<category><![CDATA[The Last Remnant Article]]></category>
		<category><![CDATA[The Last Remnant for PC]]></category>
		<category><![CDATA[The Last Remnant Hands On]]></category>
		<category><![CDATA[The Last Remnant Review]]></category>
		<category><![CDATA[The Last Remnant Review for PC]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=735</guid>
		<description><![CDATA[The PC has not provided a home to many Japanese role-playing games, and when it has, the results have been uneven. How refreshing, then, that The Last Remnant is such an entertaining experience. It features a rich, original fantasy world, obviously crafted with great care and artistry, and it tells a strong, politically charged tale [...]]]></description>
			<content:encoded><![CDATA[The PC has not provided a home to many Japanese role-playing games, and when it has, the results have been uneven. How refreshing, then, that The Last Remnant is such an entertaining experience. It features a rich, original fantasy world, obviously crafted with great care and artistry, and it tells a strong, politically charged tale that will keep you glued to the screen. Although somewhat flawed, the battle system is fun to play around with, particularly in the second half when enormous armies go head to head in some dramatic, bloody showdowns. When the game was released on the Xbox 360 in 2008, these elements were partially buried under an avalanche of shameful technical problems. But with nary a hint of slowdown and less noticeable texture pop-in, The Last Remnant&#8217;s excellent gameplay shines on the PC, making it a journey that almost any RPG fan should take.

Rush Sykes is the prototypical fantasy hero, innocently sulky but totally devoted to his sweet sister Irina. When Irina is kidnapped, Rush hurries to liberate her, but unsurprisingly, it&#8217;s not the most straightforward of rescues. Rather, Rush finds himself caught in a political struggle centered around powerful magical artifacts called remnants. These objects are both the center of society as well as a great curiosity, heavily researched at the Academy by hosts of scientists, including Rush&#8217;s own parents. What starts as an upheaval between the pro- and anti-remnant factions explodes into an all-out war when a formidable hulk of a man calling himself the Conqueror appears, apparently able to control any remnant, no matter how large or potent. Political forces clash and hidden powers are unleashed, and though a tenuous peace is eventually achieved, it isn&#8217;t long before conflict reawakens. The story is epic, though Rush himself isn&#8217;t the most interesting leading man. Fortunately, his supporting cast is excellent; the noble David is a charmingly haughty presence, and David&#8217;s guard Emma makes a strong impression, thanks to some excellent, emphatic voice acting.

Whereas other RPGs tend to center on their protagonist, The Last Remnant eventually focuses on the Conqueror and his secrets. He&#8217;s a solemn, momentous presence who makes an impact each time he appears, and it&#8217;s easy to believe that this man may actually be capable of controlling the universe. But though it will take you a good 60 hours or more to unravel all of his secrets, the journey is entertaining, given that The Last Remnant&#8217;s distinctive fantasy world is so beautifully constructed. Each city you visit is different from the last, yet the overall vision is cohesive, so nothing feels out of place. Landmarks such as the towering, glowing remnant in Elysion are not soon forgotten, and numerous side quests will have you exploring scorching deserts, caves of bubbling lava, and even the land of the dead. Most of these locales are lovely and beautifully lit.

Those attractive environments were squandered on the Xbox 360, on which awful technical problems soiled the artistic beauty. On the PC, the frame rate remains smooth, which makes it easy to drink in the scenery and fully enjoy the bloody drama of The Last Remnant&#8217;s spectacular-looking battles. Texture pop-in, a telltale sign of the Unreal 3 Engine, is still present but less conspicuous, and the loading times have been markedly improved, which keeps the pace flowing nicely. However, a new problem has cropped up in the form of some occasional screen tearing, and the lack of an in-game v-sync option means that you&#8217;ll need to adjust the settings in your video-card software if it gets bothersome. Nevertheless, these issues are relatively minor, and though some low-resolution textures and simple geometry may occasionally distract PC enthusiasts with keen eyes, the game&#8217;s technical aspects ably support its art design.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review.jpg"><img class="alignright size-full wp-image-736" title="the-last-remnant-review" src="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review.jpg" alt="the-last-remnant-review" width="430" height="242" /></a>

The Last Remnant&#8217;s battle system is intriguing, though you will be several hours in before you can appreciate its intricacies. Rather than controlling party members during combat, you recruit leaders and soldiers, and group them together into unions. Although each unit has his or her own stats, equipment, and arts (the game&#8217;s versions of spells and combat skills), you issue union-wide, turn-based commands on the field. Whereas in most RPGs you choose very specific actions, such as casting a particular spell or using a particular item, in The Last Remnant you choose broader commands. These may include healing unions that need it; performing mystic arts (though you can see which arts the units will use, you can&#8217;t micromanage them on a unit-by-unit basis); or summoning Rush&#8217;s awe-inspiring, beautifully designed cyclops to assist in battle.

Early in the game, when you don&#8217;t have a whole lot of unions under your command, you may bemoan the lack of micromanagement that this system entails. The fundamentals are a little confusing too, given that there doesn&#8217;t always seem to be rhyme or reason to the process that decides which abilities are available to you and when. Later on, however, you&#8217;ll have a lot more units under your command, and you&#8217;ll discover how elaborate battles can become. As units use certain arts, they level up those arts and learn newer ones, all the while improving stats&#8211;though it&#8217;s unclear how some of those stats affect the outcome of your actions. (Units possess such attributes as gluttony; what does that do, anyway?) Thus, grouping units into sensible unions is crucial, as is grouping them into an appropriate formation. You can get through many standard battles without putting too much thought into these aspects, if you take a lot of side quests and grind your way to power. However, even with a bit of grinding, the biggest battles require care, both before and during combat. As you play, you&#8217;ll gain a better grasp of your enemies&#8217; weaknesses, the pros and cons of each formation, and the best way to develop your individual units through battle commands.

Eventually, you&#8217;ll experience some large, impressive-looking battles. They can also be really challenging, so don&#8217;t expect to rush to a victory, particularly when dozens of unions are involved. On the PC, limits on the number of leaders you can employ on the battlefield have been removed, but financial restrictions and more resilient enemies prevent battles from getting too easy. Individual turns can take a while to complete, but by repairing the frame rate issues that plagued the Xbox 360 version, developer Square Enix has also accelerated the pace of battle. The game will also throw quick-time events called critical triggers at you that require a rapid button or key press; performing it correctly may initiate a counterattack, or will improve your units&#8217; position in the turn order. These events, like most of the game, are best experienced with a gamepad in hand. We were able to play successfully with several different gamepads, including an Xbox 360 pad. The keyboard is supported, of course, and that scheme is perfectly functional, if less natural than the alternative. Thankfully, if you aren&#8217;t a fan of quick-time events, there is an option to have critical triggers resolved automatically.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review-1.jpg"><img class="alignleft size-full wp-image-737" title="the-last-remnant-review-1" src="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review-1.jpg" alt="the-last-remnant-review-1" width="430" height="242" /></a>

The colossal battles are the highlight of the game, not just because they are impressively dramatic, but also because you can see the effects of your union makeup, formations, and in-battle decisions more clearly than in the smaller ones. A morale bar across the top of the screen adjusts during the constant tug of war, based on whether you are attacking an enemy&#8217;s flank or rear, which status effects are active, and a number of other factors. Location on the battlefield, attack range, and potency of healing items and arts are among the many other dynamics that you&#8217;ll need to consider as you plan out your turn. This thoughtful preparation makes it all the more heartbreaking when you lose a long, well-planned battle. A significant number of late-game skirmishes take a long time to complete, often stringing several tough encounters together. Considering that formations and union setup can require a bit of trial and error, you might lose a bit of progress the first few times you attempt these colossal battles. Thankfully, the combat is fun and addictive, and a high-speed battle option new to the PC version also alleviates the frustration. But given the length of these lengthy clashes, it&#8217;s vexing that you are not allowed to save between turns. Otherwise, you can save almost anywhere, and the ability to skip cutscenes should you need to replay a section is also a welcome convenience.

Outside of combat, a little scavenger named Mr. Diggs will excavate various raw materials that you encounter in dungeons. Along with the monster parts that you forage, these items can be used to upgrade your equipment or create new weapons and accessories. There&#8217;s not much to the process, and you can customize only Rush&#8217;s equipment; other units take care of things on their own, using the items you let them keep in the postbattle screen to upgrade their stuff, or asking if you&#8217;ll take them hunting for a particular resource. Considering that characters develop based on the attacks they perform, there is a lot of flexibility&#8211;and intangibility&#8211;to party progression. As a result, there is a certain amount of replay value here, if only to see how differently battles can play out if you decide to make Rush concentrate solely on mystic arts, or see what happens when the four-armed Torgal focuses on combat skills.

<a href="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review-2.jpg"><img class="alignright size-full wp-image-738" title="the-last-remnant-review-2" src="http://www.chooj.com/wp-content/uploads/2009/04/the-last-remnant-review-2.jpg" alt="the-last-remnant-review-2" width="430" height="242" /></a>

The Last Remnant sounds mostly spectacular. The voice acting isn&#8217;t always excellent, though it&#8217;s hard to fault the actors when they&#8217;re forced to deliver some of the game&#8217;s awkward dialogue and odd bits of slang. Everything else is of top quality, particularly the fantastic symphonic soundtrack. Even after hundreds and hundreds of encounters, the battle music is always rousing, and the triumphant fanfare after every conflict rivals the best of the genre. Every town has its own theme music, and the melodies are terrific in their own right and flawlessly match the city&#8217;s unique visual design as well.

By fixing the frame rate and other technical issues that encumbered the Xbox 360 version, Square Enix has improved the entire experience, allowing the great story and fun gameplay to sparkle on their own terms. Granted, The Last Remnant could have been tightened up even more, but even with its occasional visual and gameplay foibles, it&#8217;s a delight from beginning to end.
<p style="text-align: right;"><strong>Source: GameSpot</strong></p>]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/the-last-remnant-review-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Empire: Total War Review</title>
		<link>http://www.chooj.com/empire-total-war-review/</link>
		<comments>http://www.chooj.com/empire-total-war-review/#comments</comments>
		<pubDate>Thu, 12 Mar 2009 06:37:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Empire: Total War Article]]></category>
		<category><![CDATA[Empire: Total War for PC]]></category>
		<category><![CDATA[Empire: Total War Hands On]]></category>
		<category><![CDATA[Empire: Total War Review]]></category>
		<category><![CDATA[Empire: Total War Review for PC]]></category>
		<category><![CDATA[PC Empire: Total War]]></category>
		<category><![CDATA[PC Empire: Total War Review]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=645</guid>
		<description><![CDATA[Coming Soon]]></description>
			<content:encoded><![CDATA[Coming Soon]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/empire-total-war-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Watchmen: The End Is Nigh Review</title>
		<link>http://www.chooj.com/watchmen-the-end-is-nigh-review/</link>
		<comments>http://www.chooj.com/watchmen-the-end-is-nigh-review/#comments</comments>
		<pubDate>Mon, 09 Mar 2009 05:11:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Watchmen: The End Is Nigh]]></category>
		<category><![CDATA[PC Watchmen: The End Is Nigh Review]]></category>
		<category><![CDATA[Watchmen: The End Is Nigh Article]]></category>
		<category><![CDATA[Watchmen: The End Is Nigh for PC]]></category>
		<category><![CDATA[Watchmen: The End Is Nigh Hands On]]></category>
		<category><![CDATA[Watchmen: The End Is Nigh Review]]></category>
		<category><![CDATA[Watchmen: The End Is Nigh Review for PC]]></category>

		<guid isPermaLink="false">http://www.chooj.com/?p=642</guid>
		<description><![CDATA[Coming soon.]]></description>
			<content:encoded><![CDATA[Coming soon.]]></content:encoded>
			<wfw:commentRss>http://www.chooj.com/watchmen-the-end-is-nigh-review/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
