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Sunday, 01 July 2007 |
 You all know the drill by now Sam and Max get a phone call, "You gotta stop the (blank]!" Erstwhile tattoo artist/psychotherapist/ professional trial witness Sybil's got another brand-new job this month—running a dating service—that'll probably come in handy an hour or two from now. Down the street. inconvenience store owner Bosco's faking a new foreign accent, and he's got some high-tech, supersecret puzzle-solving gizmo for you if you find a way to land $100 million dollars (just tack another zero onto last episode's sum). We hear a knock at the door; Jerry answers with "Hello...Newman; and everyone heads down to the "Restaurant" to chat. |
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Sunday, 01 July 2007 |
 Holy cow, is this game hard. Hard like getting ants to fight beetles or cats to march in columns, or playing rock-paper-scissors with an octopus. From the manual: "Fall of the Reich... is primarily aimed toward the players who have played the original game (Blitzkrieg II) and...finished at least one campaign: Yeah, no kidding. |
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Sunday, 01 July 2007 |
 City Life: World Edition is a curious product, an expanded rerelease of 2006's City Life, a critically acclaimed city simulator that showed great promise but tacked a certain je ne sois quoi. World Edition's changes to the original game are—relative to your average expansion pack—minor...but their effect on the game is magical, transforming it into the kind of mesmerizing lever-pulling life-suck that sim junkies crave. |
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Saturday, 30 June 2007 |
 For those long-neglected Ever Quest refugees out there. Vanguard is the new world. The prevailing opinion among its hardcore fans (and the games garnered an awful damn lot of em) is that World af WarCraft is just too "kiddie," EverQuest II went too casual, and nothing else out there offers the same level of immersion, where major accomplishments are made more meaningful through long-term devotion..and failure carries serious penalties. Vanguard's zone-free world, lack of instantaneous travel, absence of instanced content. and less-stylized character and environment design all work toward an uninterrupted sense of reality: frighteningly customizable in-game housing that's actually constructed from those crafted commodities—and assembled by specialized player character craftsmen—also contributes to the concrete realism the game tries so hard to foster. |
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Saturday, 30 June 2007 |
 When you start saying things like. "Give the salami to the Rottweiler" to yourself. you're either into zoophilia (yuck), remembering Zaa from the 2007 Sundance Film Festival, or using really elementary adventure-game logic. Let's choose option C. ln Secrets of the Ark. sure, you'll see that kind of sophomoric solution, but this title also manages to conjure up some of the best puzzle-solving you've seen since the heyday of LucasArts adventures. lf you don't remember those, think "a whole lot of great brainstorming." |
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Saturday, 30 June 2007 |
 You can count the first Galactic Civilizations II expansion's major improvements on one hand, a new campaign, planets that require specific tech prereqs for colonization, mineable asteroid fields, spies, and custom opponents—but in this case, little things add up to a lot. Dark Avatar is Stardock's way of "fixing" a game that didn't really need repair, and proof that the old "if it ain't broke adage is a bunch of Anterrelian tubeworm leavings. |
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