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Post author: Evelyn
Post date: Apr 19 2009
Post category: Others
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Much easier than grappling with code to design your own mode is designing your own maps, a process made about as straightforward and accessible as you can expect it to be with the built-in tools. The potential is certainly there for players to make ShootMania thrive with a constant influx of exciting new modes and maps, but whether or not that will happen remains to be seen. Even as it stands right now, though, ShootMania is well worth the $20 price. It's more of a return to the past of competitive shooters than a step into the genre's future. But in a market crowded with shooters that involve classes and weapons and perks, ShootMania Storm's laserlike focus on quick movement and skillful shooting almost feels new again. The complexities then mount. As your industry grows, it needs educated sims, which means providing the population with schools and libraries. As your businesses grow, they need wealthier shoppers, which means upgrading your neighborhoods with public services and tree-lined parks. The push and pull then continues, with you balancing your populace's needs while keeping your income in the black, planning your future while dealing with the present. Most core structures can be evolved in a number of ways (adding wings to a hospital, for instance, or purifiers to your water pumps), and the most impactful upgrades require other structures to be built or other tasks to be performed. For instance, if you want to build a better array for your solar power plant, you need to research it at a university first. For a sizable sum, of course. Unfortunately, The Bureau doesn't capture that tension, nor does it make any given squadmate feel more valuable than any other. Though you can revive a squad member should he fall, it's possible for one or both to perish in battle. In an XCOM strategy game in which you take six soldiers into the field, losing a buddy is a setback you typically push through, hoping the percentages work in favor of your diminished squad. In The Bureau, losing a squadmate makes battle a monotonous slog, making loading the most recent checkpoint the most appealing option. And where you would carefully construct a squad in Enemy Unknown for greatest effectiveness, any old soldiers will do in The Bureau. Once you select your initial squad, there's no pressing reason to use anyone else, unless you want to mix things up just for the sake of doing so. The outstanding feature of real-time combat is the ability to dive into the fray as a dragon, giving the RTS battles elements of an action game. The titular dragon commander can fly around the map, spew fire at enemies, and activate his jetpack's turbocharger to zoom away when things get too dangerous. While zipping along at intense speeds and burning down bases, you still have the ability to control units and factories; commands can be issued to every unit on the map, troops in the dragon's vicinity, or to player-designated control groups. Unit special abilities can even be used while flying around, so it's possible to order juggernaut battleships to launch tactical nukes at an enemy base while you belch acid at pesky enemy bomber units. You can take to the skies as a dragon at will, and pay to respawn the dragon if it dies. If at first you don't succeed, try, try again until your eyes roll right out of their sockets and your fingers are raw from the pain of mashing the restart button hundreds of times in a single sitting. That's seemingly Alien Spidy's ill-conceived motto. This cutesy momentum-based platformer has a dark side that doesn't fully manifest until you realize you've just spent several hours replaying the same 60-second stage to the point where you've memorized every obstacle, jump, and danger in your path--yet you've still made no actual progress. At times, it feels like beating your bloodied fists against a brick wall and pouring salt into the wounds before starting over again. But the real kicker is that there are frequent glimmers of fun in the underlying gameplay. Alien Spidy dangles the carrot, and then gives you the spiked bat. With modifiers activated, combat is as lively as ever, but while this structure benefits the action, the focus on scoring disrupts the flow of your adventure. Beginning each combat section is painless, but at the end of each one, you are given a star rating and shown tallies of your accomplishments. With that section complete, you soon come upon another glowing red logo, and the cycle begins anew. The interruptive tally screens and the regular notifications comparing your stats to those of your Xbox Artec Ultima 2000 Scanner Driver friends make it feel like Gears of War: Judgment is primarily concerned with encouraging you to perform combat feats for glory. This tallying can be fun wh
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