| |
Command & Conquer: Red Alert 2
Westwood Studios/ Electronic Arts

Revisit your glory days of top notch Real Time Strategy
Gaming.
Pretty
soon it's going to be all sequels----that's the way it seems sometimes:
Find a formula, stay within the original bounds, make improvements and
tweaks, and lose the bits that don't seem to fly. It doesn't work with
human breeding, but it does seem to work with games, and on the whole
it appears to have done wonders for this E3.
Sequel Main Attraction
Command & Conquer: Red Alert 2
Well dip me in vodka and roll me in baklava crumbs---I know neither if
"baklava" is an actual thing (it sounds right) nor if, in fact, it can
be said in any manner to have "crumbs"---but it appears that all those
letter-bombs to Westwood Studios actually did some good: The first thing
you need to know about Red Alert 2 is not the plotline, as you
might think---although that's pretty awesome, too---but rather that it's
a true example of game-makers listening to the requests, demands---and,
yes, even thinly-veiled death-threats---of their clamoring public. Republic.
Whatever.
RA2 combines the relative straightforwardness of the hit Red Alert,
while including the best tweaks of the C&C interface from Tiberian
Sun (unit queuing, path projection), as well as some slick additions
such as production "tabs," which sort combat units and installations by
type, reducing the need for excessive scroll-down in the heat of battle.
RA2 isn't bothering with that deformable-terrain, LOS stuff, but you're
not likely to miss it because RA2 also brings the left hand of game-balance
vengeance back to the RTS genre. The story since the last incarnation
of Red Alert: The Allied removal of HItler via time-travel resulted in,
among other things, the unprecedented rise of the Soviet Empire, and their
subsequent loss of WWII (version 2.0) only made them redder and madder
in the long run. In RA2 the long-awaited Soviet invasion of America comes
(break out your VHS tapes of Red Dawn and your hex-board copies
of Invasion: America, you closet jutting-chin flag-wavers!) with
real-time battles in recognizable American locales such as Washington
DC, Texas and New York City. Picture all the gameplay simplicity of RA
with the best interface perks of TS. Also, picture (in actual gameplay)
the White House wrecked and smoking, the Washington Monument shot full
of holes, or the Statue of Liberty with her head blown clean off. And
nukes. Big, nasty nukes.
In apparent backlash to Red Alert, Westwood is serious about those
nukes, which were one of the most irritating features of the previous
RA title: They sucked. They were flat-out lame. When a nuke come riding
in, you said to yourself, "Hmm, I'd better make sure my infantry aren't
too clumped together, and after this attack fails miserably, I'll rally
the survivors and cram those SRBMs right up the enemy's ass" (or words
to this effect). Don't even think about it here---mass-destruction weapons
(such as soviet nukes or the bizarre GDI weather-control machine) are
so vicious and ghastly that they A) kill darn near everything on the impact
screen, B) can leave the impacted area lethally irradiated for
the rest of the game, and C) require an all-new gameplay scheme. When
one player is minutes away from prepping a weapon of mass destruction,
the other player is notified before the fact...and the origin of
the threat has its fog-of-war shroud removed. Now the defender knows the
source of his near-future woes, and the attacker knows he knows,
and the defender knows he knows he knows. Paranoid. Ugly. Neato.
What else? Consider the Allied Mirage Tank, which can use cloaking techniques
to assume the form of a tree, boulder or other battlefield overlookable
until the time comes to attack. Imagine the dismay of the Soviet player,
tank-rushing through a forest that, in mid-rush, turns out not to be a
"forest" at all. Soviet Tesla troopers, annoying enough in their previous
incarnations, can now lend their man-portable units to aid battlefield
Tesla Coils in times of low energy, such as shortly after a power plant
has been aced; and we're still not sure what's up with the Allied Chronotroopers,
who seem able to zap friendly structures completely out of the space-time
continuum, so as to provide temporary protection (!). We'd blame this
last one on alcohol and/or general E3 befrazzlement, but we saw it well
before E3.
-Chris Hudak
>>>next
|
Zelda:
Mask of Majora
Nintendo/ Nintendo/ Nintendo64

The inclusion of a variety of masks that aid Link in
his adventures also aids gamers in a wide array of gameplay, making
this more than a more of the same sequel.
Medal
of Honor: Underground
DreamWorks Interactive/ Electronic Arts/ PSX

More of one of the PSX's best (few) first-person shooters,
Underground lets players experience the war from the perspective of
the French resistance. If the sequel retains the basic sneak-and-shoot
gameplay of the original and manages to address the game's hobbled sniperscope
feature, MOH:U will be a fine, proud way to usher out the aging PlayStation.
Conker's
Bad Fur Day
Rare/ Nintendo/ N64

Okay, so the full-blown, 3D N64 title Bad Fur Day---"BFD,"
in case you didn't notice, and it that's an accident, then I'm Pamela
Lee's left mammary---isn't any more a "sequel" to the insipidly cute
Conker Game Boy title than a maximum-security asylum is an "expansion
pack" to a bag of mixed nuts...but it takes the license new places we
guarantee it would not normally have gone. Rareware drops its
pants here, and for a cartoon squirrel, Conker gets around. Boasting
adult humor, "gore," polygonal nudity, sexual innuendo and bleeped,
starred and generally crude language, CBFD is still the only N64 demo
that ever made us clap a hand over our mouth in moral shock.
Motocross
Madness 2
Rainbow Studios/ Microsoft / PC

This is how to treat a franchise; wait until technology
has advanced enough to make the sequel much more impressive looking
and until the development team has had enough time to carefully reconsider
what worked and what didn't in the original title.
SimsVille
Maxis/ Electronic Arts/ PC

As a sequel, SimsVille takes the Sims perspective up
a notch. Rather than focusing on one Sim and his or her relationships
as in the current The Sims, SimsVille focuses on developing an entire
community.
MechWarrior
4
Microsoft/ PC

If the MechWarrior franchise was getting a little stale,
never fear, Microsoft has handed the game off to a new team who are
working closely with FASA and have some great ideas on how to improve
the game like better use of terrain and a logical system to control
all of you leg shot bastards in multiplayer games.
Alone
In The Dark: The New Nightmare
DarkWorks/ Infogrames/ PC/ DC/ PSX/ GBC

Even though Infogrames has subtitled the game rather
than using the numeral (IV), nobody has forgotten that this game is
a sequel. Story driven sequels that borrow only mood and characters
from their predecessors are much easier to take than arcade or action
sequels. Creepy use of lighting make the dark that much more frightening
to be left alone in.
Oddworld:
Munch's Oddysee
Oddworld Inhabitants/ Infogrames/ PS2

We've known right from the beginning that Oddworld was
to be a quintology. This is the second chapter and brings radical differences
in gameplay from Abe's games.
Armada
II
Metro 3D/ DC

This second game will be what Metro 3D had in mind for
the first game before they got hamstrung by Sega's sloth to get the
Dreamcast network up and running. Now that SegaNet will be a reality,
the developers at Metro 3D have the opportunity to realize their vision.
|