Register


Active : 1084
Logged in : 374
Time: 07:16 KST

User Streams
37 online (2 live)
Home | Forum | VODs | Liquibet | Fantasy | Blogs | Liquipedia | Articles | Store
Search TeamLiquid.net
Starcraft Progaming News
Backseat Broodwar - Vol. 4
[PL] Bottom of the Barrel
Liquipedia Strategic Q&A …
PREMONITION
Backseat Broodwar - Vol. 3
Featured Threads
Recommended VODs of rece…
Small Vod Thread.
TL User Locations
Funny Quotes from TL's I…
All-Time Pro Scene Music
General Forum
Kpop discussion thread
Nerdiest thing you have …
Naruto (manga spoilers)
Myers-Briggs Test
Random pics that make yo…
Starcraft 2 Forum
Roach Burrow Movement? (…
SC2 delays: Blizzard stu…
Should Warp Gates have a…
Sensor Tower — your thou…
Free For All mode in SC2
Starcraft: Brood War Forum
[T] Savior's Resolve
[Korean Column] Savior, …
WCG Poll 2010
Chaoslauncher for 1.16.1
Ottawa Starcraft
Starcraft Tournaments and Leagues
[SPL] eSTRO vs Air Force…
SC For Life LAN [D.C Area]
[SPL] Woongjin Stars vs …
[SPL] CJ Entus vs MBCGam…
[SPL] Hwaseung OZ vs Sam…
Starcraft Strategy Forum
TvP 2 player map
[Q] Fun, Not so standard…
! [Q] Protoss hotkeys
[Q] Sk T vs Z
Best Zerg micro maps
Sports & Games Forum
New HoN Beta Key Giveaway
NCAA Football 2009
Shattered Horizon
Guess the Game
Strikeforce: Fedor vs Ro…
Blogs
Starcraft Replays
S.C PJ - eSTRO_ret
NrT.Vapur - ToT)Eriador(
ESC White-Ra - RoX.Dimaga
EG.Machine - redskirt_
ESC White-Ra - Slayer..[gm]


Website Feedback

Closed Threads

IRC Updated
irc.quakenet.org #teamliquid

IRC Web Client
New to Team Liquid? Register here!
This countdown will end in .

IntoTheWow's Den

rss
  IntoTheWow, Sep 18 2009

[image loading]



*****

Comments (20)


  IntoTheWow, May 30 2009

HAHAHA I HAVE A TROPHY AND UYOU DON'T

I have sick progaming guessing senses.

All 3 blizzcon tickets will be MINE.

gg



**

Comments (107)


  IntoTheWow, May 28 2009

Just giving a heads-up:

[image loading]




Dream Theater - [#01] A Nightmare To Remember
Dream Theater - [#02] A Rite Of Passage
Dream Theater - [#03] Wither
Dream Theater - [#04] The Shattered Fortress
Dream Theater - [#05] The Best Of Times
Dream Theater - [#06] The Count Of Tuscany

You can find a download link with a simple google search.

Anyone listened to it? Opinions?




Comments (35)


  IntoTheWow, Feb 05 2009

[image loading]


Developer: Amazing Studio
Platform: PSX / PC
Release: July 31, 1998.
Genre: Adventure / Action / Platformer
Disks: 2 (PSX), 1 (PC)


You can't help but be a bit of sad when trying to explain to someone what kind of game Heart of Darkness is. The newest game I can relate it to is probably Abe's Exoddus and even this comparison falls a bit short. We don't see good platform games anymore, and even less original platform games like HoD or the Oddworld series.

Saying Heart of Darkness is just a game where you progress from one static screen to the next one would be like saying Starcraft is just a game where you control little guys. Though victim of the years that have passed graphically, even at first glance one can tell the amount of work Heart of Darkness has in it, but we will talk about that later.

Story


Does looking at an eclipse hurt your eyes? I do not know, but it sure hurts your dog!



Just from the credit intro you can see the game has a movie-like approach. Andy goes with his dog Whiskey everywhere, but suddenly an eclipse covers the park and Whiskey is taken captive by a strange shadow. Andy, despite being afraid of the dark, runs home and equips himself with the latest in shadow hunting technology: a colander helmet, a light shooting gun and an aircraft, nothing can go wrong right?

Ok, the story is nothing super mature and won't get an award, but serves an awesome excuse to jump into a fantasy world with excellent design and good story developing.

Design

The level design is great. Most platform games would have looping backgrounds or something along those lines, but not Heart of Darkness. HoD has animated backgrounds always fitting the story, it's even hard sometimes guessing what could turn to be an enemy, cause enemies in HoD are nothing but shadows. This means our enemies can take all kind of forms and appear from any object provided that there's light around to create the shadow.

[image loading]
fear of the dark ♫ fear of the dark ♫ I have a constant fear that someones always near


How we defeat our enemies depends on where we are on the story. Using our light gun at the start is one way, destroying the object creating the shadow could be another one, but sometimes we can't even fight our enemies directly and need to be more creative.

How our enemies attack us changes from enemy to enemy too. One giant crocodile shadow might eat us without even caring to chew us, some shadow like ape will run to us and hold onto us keeping us immobile so other shadows come eat us. You can see how even the plot is silly it let the designers have a big range for creating fun gameplay.



A separate paragraph should be left for death animations. We know the ESRB is not the smartest organization when it comes to setting an appropriate rating, and I know the story is about a 8 year old, but when you see movies and other games getting an R for a little blood you can't help but laugh seeing how HoD got an E (for Everyone) after watching the next video.


E for Eaten alive?


Music and voice acting are superb, one of the best I have heard along with Soul Reaver and the Oddworld series. The game has over 30 minutes of FMV (something very rare back then, except for Final Fantasy games), the music was performed by the London Philharmonic Symphony and it's fitting for a movie, like the rest of visual and audio arts in the game. When you hear that Heart of Darkness took over six years to develop, you kind of understand why.

[image loading]


The game's graphics would be it's best point if it weren't for the resolution. I don't know what kept Amazing Studios for going up in resolution. I guess probably how many CDs it would take. Despite that the animations are smooth and very vivid, the backgrounds as I mentioned before blend with the front "layer" where the characters are to the point where sometimes it becomes indistinguishable what's part of the background and what's not.


Gameplay

The controls are simple as they should be considering it's a platform game. Despite the linear gameplay and the easy controls the game is not easy. Don't get me wrong though, it's not frustrating either, it's just challenging. You will die a lot of times figuring out where to jump or how to kill certain enemies, but the death animations are just so beautiful dying doesn't feel that bad!

[image loading]


The story and the action develop continuously throughout the game, you don't just get FMV and story bits feed at you at the end of each area like you would in most games.

Puzzles blend with the story nicely too. You don't get a "stop" in the action to solve a puzzles, puzzles are how we interact with the environment to open the next area. Nothing extremely fancy, but helps keeps the game in focus with the story.



In the end Heart of Darkness is all about the experience. All the previously mentioned items in the review: backgrounds, characters, music, FMV, voices all blend to create a wonderful story that disguises what it could have been a simple platform game for kids to one of the best in it's "genre".

The only bad thing that could be said about the game is that it's rather short, but after seeing the amount of detail an work every part of it has, it doesn't sounds like the developers slacked there. The game benefits from being kind of short too, as the story develops all the time.


Yay
  • Game design and presentation.
  • Addictive.
  • The gameplay, the puzzles, the difficulty, the music, ... everything!
  • How everything blends together.

Nay
  • It's a bit short. (one less excuse not to try the game!)




****

Comments (22)


  IntoTheWow, Jan 23 2009

[image loading]


Developer: Sony
Platform: PSX
Release: May 31, 1999.
Genre: Adventure / Platformer
Disks: 1 (407Mb)




Plot

Ape Escape starts off in The professor's laboratory, where he has been developing a time station for time traveling. But things go wrong when a simian he kept in his lab (Specter) gets ahold on one of his other inventions: the Peak Point Helmet.

The PP Helmet gives Specter an enormous intelligence, so the monkey proceeds and gives his fellow monkey companions some other helmets. Specter has an evil plan: use the time station to change the past so apes become the dominant race on the planet and humans their pets.

Fortunately for mankind, Spike and his friend Jake arrive just in time to prevent Planet of the apes from becoming true (nooooooooooo).


Gameplay and Design

Two things make Ape Escape different from any other platformer: the gameplay and how it uses the Dual Shock controller. To play this game you must have a dual shock controller (or a control with 2 analog sticks if you are playing the emulated version for PC).

The controls work like this: triangle, cross, square and circle is where your items are stored for quick access. So if you want to change to an item quickly, you just press one of those buttons (kind of like in Ocarina of time). With the left analog you move around and the movement with the right stick determines how we use our items. As those buttons are taken, we jump with R1.

We start with only two items. The Time Net which is like those nets cartoon use to catch butterflies, except when an ape is caught in it, it warps them back to the lab. The other item we get at the beginning is the Stun Clu, which is a club we use to soften the monkeys up a little to be able to caught them in case they are too aggressive and also to fend off regular enemies.

Now if for example we move the right stick from the left to the front, Spike will move his net in a curve movement from his left to the front. This adds a lot to gameplay because you can't just hit a button when near a monkey, but you need to see how to attack to do what you want to do.

[image loading]
Wax on, wax off Daniel-san


With the stun club for example if we make our stick go around in circles, spike will begin to turn around faster and faster with the clubs ticking out in some sort of whirlwind attack.

The character movement benefits also from the sticks. Depending on how much pressure we apply to the stick Spike will walk, sneak or run in that order. This becomes important, as monkeys will become aware of our presence if we don't sneak behind to catch them off guard with out Time Net.

Every gadget is unique and fits the crazy atmosphere that reigns in the game. We get slingshot, a sky flyer and even a Remote Control Toy Car among many other gadgets.

The slingshot for example is aimed in first person view and we pull the sling back with stick. The sky flyer must be turned around by making the stick go in circles to be able to hover a little to access new places and so on.

The other element I mentioned earlier was the gameplay. Ape Escape level design is very good and even though the game has some prehistoric elements from platformers (like collecting some items for points or to unlock new content) the monkey capturing and the puzzle solving are the main stars in Ape Escape.
Each level can be completed in different ways depending on how we use our gadgets and that leaves a lot up to the player. Though sometimes there are mini levels introduced to try out a newly acquired gadget, usually levels give freedom to the character to reach the monkeys however he feels like.

The monkeys deserve a special paragraph as they are one of the best parts of the game. Each monkey has three different skills rated from one to five: Speed, Attack and Alert. Speed determines how fast a monkey will run when he sees us, Attack how aggressive he can get and Alert how soon he can become aware that we are coming from him.

[image loading]
This one could be caught using your bare hands


Using a monkey radar we can check this skill levels along with many other things: the monkey's name, his likes and dislikes and other kind of things. Sometimes the description has to do with something the monkey is doing and sometimes it's used in reference along with the name to famous characters.

So if for example we see a monkey with Attack 4, Alert 2 and Speed 5 we can run straight ahead to him, because he will fight us and even if we weaken him, he will run faster than us. So we must sneak. Depending on the stats, we see how we should proceed. Maybe not with the first monkeys but most definitely with the hardest ones.



If you are a graphic lunatic, then yeah, this game won't be good for you. But believe me, the gameplay and original design makes up for any graphic flaws it has. And the little cute monkeys too!

Even though the graphics are nothing spectacular, the game is full of details. From moving backgrounds according to the atmosphere (a meteor falling in the prehistoric levels) to the design of the platforms and our surroundings. The music is mostly J-Pop with some techno mixed in between, depending on the level, always along the wacky theme the game follows.

[image loading]
That's not very scary. More like a six-foot Turkey.



Mini-games

The big list of monkeys will keep you entertained for a while, even though you don't need to catch 'em all (like pokemanz) to win the game, I found myself doing so. The game also adds some mini-games that are unlocked after the collection of certain coins in the game.

The mini-games use fancy stick controls as well. The first one is a Ski game. Each stick represents one of our feet, so to turn me must move both sticks simultaneously to make a turn, sounds simple but it's hard. The game features 5 characters (Spike, Jake, Natalie, the Professor, and a monkey) and different racing tracks along with a tournament.

The second one is a boxing game. Each stick is one of your hands. By swinging the stick around we can perform hooks, a click on the stick is a jab and by pulling the sticks around we can block hits as well. Several characters also, winner advances, like super punch out.

[image loading]
10... 9... 8...


The third game is a space shooter where the left stick moves the ship around and the right stick controls the direction of our lasers. Power ups, and hordes of enemies swarming your way. The best mini game in my opinion.



Yay
  • Game design, gameplay and the controls.
  • Addictive.
  • The puzzles and the mini-games.

Nay
  • The graphics.





*****

Comments (25)


  IntoTheWow, Jan 13 2009

[image loading]


Developer: Crystal Dynamics
Platform: PSX / PC / DC
Release: Aug 16, 1999.
Genre: Adventure / Action / Platformer
Disks: 1 (342Mb)


Great opening scene! watch now


Story

Set in a gothic atmosphere, Legacy of Kain: Soul Reaver, narrates the story of Raziel, a once lieutenant vampire, struggling through the lands of Nosgoth, fighting against his own blood, looking for vengeance. The target? Kain. Once a leader, but now a betrayer, Kain sentenced Raziel to die in the Lake of the Dead for evolving before him.

The Lake of the Dead is a endless pit of swirling water. Because vampires are immortal by nature, the lake acts as an eternal pain for any vampire thrown into it. This is the fate of our anti-hero Raziel.

[image loading]
Vampires + Water = Menthos + Coke


Unknown to all vampires, below Nosgoth The Elder God lives. This Gods controls the fate of souls that leave the land, to follow a path of reincarnation and to keep the world moving. Because of vampire supremacy due to Kain's ruling and because vampires are immortal, the souls cannot leave Nosgoth to complete their cycle. This is Nosgoth's demise.

To fix this, The Elder God saves Raziel from the bottomless pit before his body is fully consumed and sets him on the mission of killing Kain. Raziel is now on the way to get his vengeance.

Over one thousand years have passed though and things have changed. His skin is burnt to the bone and beyond, his jaw is missing and he has a reminder of what used to be his wings on his back; things do not look good. Raziel no longer eats blood, but souls. Kind of like a reverse extreme make over.

[image loading]
Om nom nom souls



Gameplay

One of the key elements of Soul Reaver is the existence of two realms: the material one and the spectral one. On the spectral realm, enemies are weaker, water behaves like air and many things behave in a different way. Some things though, require Raziel to have a physical form. To change from the spectral realm to the material one, Raziel must be full health and stand on certain insignias. The material plane holds more impediments though. Harder enemies (mainly vampires), water (a reminiscent vampire weakness) and many other things.
Switching from the material to the spectral has no requirements, it can be done with a menu, or by depleting our health. Staying in our physical form is harder too: health is slowly drained from us, and we will need to feed on souls to stay "alive". Enemy blows also deplete our energy of course, taking us one step closer to becoming wraiths.

The game uses this two plane play to keep Raziel from entering certain areas before he gets new abilities. For example, when the game beings, if Raziel falls into a pool full of water he will die (switch to the spectral plane) and he will need to climb his way up using a ladder or platforms; later on he can swim.

Puzzles make great use of this too. Blocks must be moved while on physical form, ledges and columns change shape and form on each plane. An unreachable ledge with a regular jump might turn to be of a shorter distance in the other plane.



Combat is pretty simple. It revolves around pushing the only attack button Raziel has. Raziel can also lock the camera on a cerain enemy and dodge attacks. If our enemy is human or spectral he will die after a number of hits.

[image loading]
AAAAAAAAAAA!!!! a ghost!!!


If our enemy is a vampire though, after being hit around some he will stand dizzy in a "finish him" pose. This is when you get creative, you look around and look for ways to kill a vampire. a spike in the wall? Lift his body and throw him against it so he gets impaled. A torch on the wall? pick it and light your enemy on fire. To put it in Raziel's words:


I knew my opponents' weaknesses, having suffered them myself. Physical wounds are fleeting - a vampire's immortal flesh begins to close as soon as it is cleaved. Vampires need only fear those wounds that impale, or inflame. Water scorches like acid, and fledglings are devastated by sunlight's touch... I would have to modify my tactics to suit my foes.


[image loading]
We don't need no water, let the motherfucker burn ♫ Burn motherfucker burn~


Raziel can also wield weapons he finds in the game to finish his enemies off with the addition of a spectral weapon that we will gain later on (our Soul Reaver).

Design

[image loading]


Even though it's not officially divided by chapters, after getting to the end of each region, you will fight one of your vampire brothers. Each one of them has a certain weakness and a way of defeating him. After you are done with them, you will get special abilities to explore new regions of Nosgoth.

[image loading]
Sorry, I can't make a joke with just water


Level design is very good. If somebody told me Soul Reaver is based on a book I would believe them. Everything is gothic looking but regions are different from each other. The amount of detail considering it's a game from '99 is outstanding.

[image loading]


[image loading]
Not the best attacking angle


The music is fitting, slow and thumping, reminding us of how everything is dead and at the verge of extinction. Music changes during combats, bosses, or depending if we are on open areas or inside a sanctuary. It adds to the whole atmosphere.

What really stands out is voice acting, even though few are the characters that speak. Remember these are Gods and Vampire lords and they speak as such. The Elder God acts as a narrator through some parts of the game and his eloquence while speaking adds another layer of mysticism to the plot.

[image loading]
Being an anti-hero is hard too


The only problems are see with Soul Reaver is the camera sometimes and the story being linear, though the latter one is just a consequence of how the game must work to fit the story. The game going by logic should have no re-playability, but I have finished it 3 times or so.

Legacy of Kain: Soul Reaver is an excellent game you should play if you like any sort of adventure or platform games. It's also has a real vampire story, not like that twilight faggotry :3

Yay
  • Intriguing plot.
  • Excellent scenario and character design.
  • Entertaining puzzles.
  • Eloquent dialogues and superb voice acting.

Nay
  • Some problems with the camera in some jumps.
  • Linear Story




*****

Comments (14)


  IntoTheWow, Jan 07 2009

[image loading]


Developer: Kronos
Platform: PSX
Release: Jan 31, 2000.
Genre: Survival Horror / Action
Disks: 4 (1266Mb)

Three mercenaries arrive to Hong Kong with the purpose of retrieving the daughter of the Hong Kong mafia lord. The initial catch is to do it before the mafia men do so, to ask for ransom. The whole plan gets out of course when instead of fighting regular humans the characters find themselves fighting all sorts of weird creatures too.

[image loading]


The game is a survival horror game (Resident Evil, Dino Crisis) that uses cel-shaded graphics. Instead of pre-rendered backgrounds, Fear Effect uses looping videos as enviroment. As a result everything has a comic look but at the same time it's rather vivid and sets a movie like atmosphere for the plot to develop.

The game has nudity, violence, you name it. Combat is more common than in other survival horrors games. In fact, you usually want to eliminate enemies instead of running by them, as they usually leave more ammo, or items you need to advance.

The puzzles are neither better nor worse than Resident Evil's, but they are better integrated. You will need to find something to do something usually related to the story, not turning some statue to make it point to a mosque for a door to open. They are really relevant to the game. The only example I will give to prevent spoilers if one of your partners is attached to a bomb and you need to defuse it before it explodes. The camera makes a zoom and there you are: red, green and blue wires and the clock ticking.

Another thing that differentiates it from other games of the genre is that characters move more freely. They can roll in any direction, sneak, shoot while moving and climb ladders without an 'intermission'. Characters can't aim two enemies at the same time if they have dual weapons. Weapons are changed in-game and there is not pause while doing so and as a result players need to be quicker when fighting. Rolling, changing weapons and reloading in fights is not rare.


Blade Runner? No! Fear Effect!


Characters can also shoot while moving. The stealth side of the combat involves using the sneak button to reach en enemy from behind to kill them with melee weapons, or with just one shoot, to save ammo.

The health bar in the game is replaced by an electrocardiogram. When we get hit or shot, the wave goes erratic (that's were the game's name comes from). To go back to normal the player must do something that tranquilizes the character: defeat enemies using stealth mode, solve puzzles, kill a horde of enemies, etc.

[image loading]


You get to use all the three characters during the story. Each player is kind of a stereotype: Hana a sexy but tough girl, Glas a charismatic American killer' and Deke, a silent but brutal partner. During the game the characters are usually split and the story goes from one to another. Character A might be on his way to save character B from something character C told him was about to happen (I just made this up, but you get the idea). The plot makes really good use of time and space to keep you intrigued about the next event.

The cameras contribute a lot in making the game seem like a movie, though it might make controlling the character a little hard on some particular scenes it's more whats gained from it than what is lost.

The music follows the whole Chinese theme the game has is it. The graphics are different but one of the best in PSX at the time.

The controls might seem a little underwhelming at first. Folding your weapon to get out the key you need to open a door and suddenly being attacked might seem too much at the beginning, but it adds a thrilling element to the gameplay.

If you try it, at first it will seem that the story advances slowly and the controls make it kind of hard to advance. But hand on there because Fear Effect is about to give you a hell of a ride!

Yay
  • Everything is great: concept design, graphics, characters personas, sounds, backgrounds, everything blends to make a great movie-like game!
  • Excellent puzzles.
  • Once the story picks up, action never stops.
  • Intriguing plot that will get you hooked!

Nay
  • It has almost no re-playability.




[image loading]
Poll: You should play this game...
(Vote): right now!
(Vote): only if you like the genre.
(Vote): never.



***

Comments (14)


  IntoTheWow, Jan 06 2009

[image loading]      [image loading]


Developer: Oddworld Inhabitants
Platform: PSX / PC
Release: Sept 1997. | Nov 1998.
Genre: Platformer
Disks: 1 (453Mb) | 2 (748Mb)



The opening scene can explain the story in less time and make it more entertaining than me. The Oddworld series (at least the two titles released for PSX) are probably the best platform games I have ever played, and if they are not, well, they come close.

With fixed scenes, we travel around different frames of the installations of rupture farms (and many other places), helping our clumsy friend Abe to escape. But nothing is easy here! Abe has nothing but his (your) wits to do so: he doesn't have weapons like the guards and the place is filled with bombs, lasers and all sorts of stuff that will kill our hero in the most dramatic ways.

Abe can jump, roll, sneak, throw rocks (if he finds any), release homing farts and all kinds of crazy stuff, but more important is that he can use voice commands to speak with NPCs.

These NPCs are nothing but your fellow Mudokon friends, who like you, are slaves in the meat grinding factory, and as they were born in slavery, they will do whatever you tell them to.

[image loading]


The game is incredibly simple, but very fun to play. By combining simple things as some levers and some traps we can dispose of guards and hopefully get our friends alive to an escape point.

[image loading]
FREEEEEEEDOM


Abe can for example blend with the shadows some objects produce to hide from guards and he can posses their bodies and use them at his will (At least when no enemy machinery is preventing us from doing so).

[image loading]


This game has no lives, no continues, no user interface, nothing. the instructions are within the game presented as flashing signs, TV ads and that sort of stuff.

[image loading]


Mudokons are fragile, and as a result (and the lack of health bars) you die on contact with anything hazardous between you and the next screen, be it a very long fall, a meat grinder, one bullet, a wild animal or a mine. You can hard save only at certain points of the game, though in Abe's Exoddus you can use a quicksave command that overwrites itself each time you use it, and acts as a check point while the power on the console is on.

[image loading]


There's two ways to play this game:

You can just go from one screen to the next and try to escape all alone or you can save your (very dumb) friends while saving yourself. The number of mudokons saved in each area is displayed on signs in the background like every piece of information in the game. Depending on the number of Mudokons we save, we get a different ending.

[image loading]


Both games are hard at some points but not impossible. The skills and movements Abe has at his disposal are very simple to use, but extremely versatile at the same time. Sometimes when a new screen is shown you sit for some seconds and wonder how the hell are you supposed to save the mudokons if they are surrounded by guards, mines, meat grinders and there's a flying guy shooting grenades at you, but there lies the beauty of the game. Simple to play, but very hard if we choose to save all the Mudokons.

The sequel has a number of differences besides the quicksave feature. In the second part fellow Mudokons have emotional states and status ailments that affect how they respond to our voice commands. They can be angry, wired, depressed, sick, or blind. If a mudokon is angry we have to say sorry to them or they won't follow our orders. If he's wired we need to calm them before they attract the guards or step on a mine, and so on.

[image loading]


Other changes include new voice commands, new traps and obstacles such as motion detectors and guard dogs, new enemies and the ability to control not only guards but wild beast and some other thing I won't spoil for you .

[image loading]


The scenes are filled with black humor as comedic relief, or the story would be depressing . There's plenty of details on the screen at all times: from characters behaviors to animated backgrounds. The voice acting is pretty good to tell you how each enemy is. Music changes according to situations and there's always new things to do with the same abilities you start with. And I guess I could write two or three more paragraphs about good things the game has, but it will be faster telling you the bad things it has: nothing.

"delivers innovative, strategy-filled gameplay" said GamePro.
"balances its action and puzzle elements perfectly" GameSpot had to say.
"If you never played it, get a copy and do so right now" I'm telling all of you!


Gameplay of the first few screens of the first game




[image loading]
Poll: You should play this game...
(Vote): right now!
(Vote): only if you like the genre.
(Vote): never.



****

Comments (28)


  IntoTheWow, Jan 05 2009

[image loading]


Developer: Namco
Platform: PSX
Release: March 20, 2000.
Genre: Flight Simulator/Arcade
Disks: 2 (2x300ish Mb)

Ace Combat 3: Electrosphere takes place 40 years or so from now. In the future according to Namco nations are left with nothing but corporations to run them. It's this very corporations that will fight over territories and will want to get your help to win.

The game features a big number of missions which branch according to the story and our choices. Every 8 missions or so we will get to choose which corporation to fight for. Different corporations have different airplanes, weapons and missions we must accomplish.

[image loading]


Missions include killing enemy planes, bombarding enemy buildings, going inside hangars with our aircraft. The story branching adds to re-playability, by making you replay the game to be able to play all the missions, get all the endings and all the planes.

The graphics are good and fit the futuristic theme. The controls are good and we have full control of the camera with our analog pad to view incoming enemy planes. The techno music that goes with each mission is very fitting, sometimes relaxing (for the missions we go to outer space for example) but dramatic when fighting big enemies.

[image loading]


The characters are all anime like, and talk when close to each other via radio to add story elements to the fights. they also try to convince you to join different sides of the fight.

But not everything is good regarding AC3. Only the Japanese version features the story, the anime cut scenes and well made videos and the between mission chats. For some reason I will never understand, Namco decided to removed them from the European and American versions. So we can get the Japanese version to get the videos and the story, but we will only get a tiny bit of it, unless you can read Japanese.

Yay
  • Game design.
  • Shooting down enemies with futuristic planes is lots of fun.
  • Graphics, music, cameras, controls. All systems green.

Nay
  • エースコンバット3 エレクトロスフィア.




[image loading]
Poll: You should play this game...
(Vote): right now!
(Vote): only if you like the genre.
(Vote): never.




****

Comments (15)


  IntoTheWow, Jan 05 2009

[image loading]


Developer: Tecmo
Platform: PSX
Release: March 1, 2000.
Genre: Traps? / RPG something
Disks: 1


Deception is a hard game to define. Basically we are some defenseless girl in the middle of armed men that want to kill us for some reason. There is a story in the game, but to be honest, I never payed attention to it. It's not catchy, or relevant to what you have to do in the game: kill people with self made traps.

The game is divided in scenarios. Each scenario is a grid defined room with stairs, fireplaces, precipices, rivers, anything. At the start of each of this scenarios we are given the stats of the enemy and a overview of the place were we are going to fight.

Once the "fight" begins, we are left in the room, where we can access a menu to set up our traps. Once we do so, we must act as bait to lure the enemy into walking into it, activate them, and kill them.

[image loading]


What makes Deception fun is the number of traps available and how they can be combined. For example in the picture below Hans is about to get his feet trapped by a bear trap, followed by some arrows going through his right arm and a failing boulder by the stairs as a finishing blow.

[image loading]


The damage a combo does combined, the number of hits our combos had, the damage we received and how fast we killed our enemy determines a number of "Dreak" we acquire. Dreak is the currency used, along with items we unlock by progressing to make new traps.

We have different types of traps available: floor, wall and ceiling. Inside each of those types, you can pick different categories, such as boulder or pendulums inside ceiling traps. We can also enchant our trap by using "emblems" with the elements of fire, ice, thunder among others.

The next variable we have in a trap is rings. Rings modify how much a trap takes to recharge (fast recharging traps can be used more often within the same combo). Rings can also make traps self trigger, or attract the enemy to them among other stuff. Finally there's the orbs, the higher the orb number, the higher the level of the trap we are creating will be.

All this variables make a ridiculous amount of combination's one can use to create different traps and makes you want to defeat more evil guys to unlock them. Also as the story progresses, our enemies will have special scenarios in which they will take damage. For example some enemies will only receive damage if hit in mid-air, some others will only take damage after the 3rd hit of a combo, some only will die if you attack them with fire and so on.

[image loading]


There's isn't much more to say about the game, the music is "OK", the graphics are not excellent but serve their purpose, the story you won't care about and the character movement isn't the best; but the concept of the game will probably keep you hooked until you can finish it.


Yay
  • Original idea.
  • Addictive.
  • Infinite trap numbers you can create.

Nay
  • The camera sometimes
  • The non existing story. (but it's not such a big deal)
  • The movement of the characters




[image loading]
Poll: You should play this game...
(Vote): right now!
(Vote): only if you like the genre (?????).
(Vote): never.





Comments (9)




Next page
Calendar
Mo Tu We Th Fr Sa Su
      1
2345678
9101112131415
16171819202122
23242526272829
30      

Live user streams:
skryoo1004
[ Show 1 non-featured ]

Upcoming events:  [ More ]
@13:00  [PL] Woongjin vs FOX
@13:00  [PL] eSTRO vs ACE
@14:00  Countdown will end.
Team Liquid Progaming Database

Final Edits: Progaming Editorials
On The Shoulders of Giant…
Here To Stay
A Finale in Five
Masters of the Universe
Map of the Swarm
Power Rank: Progamer Rankings
1. Flash 6. Fantasy
2. Jaedong 7. Effort
3. Inter.Calm 8. Shine[Kal]
4. Stork[gm] 9. HyuK
5. Bisu 10. Kal
   Comments (236)
Poll
Most Overhyped?

Comments (174)      Older Polls


International Cyber Cup

Liquid Poker
Sitemap Contact Poker Forum

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2002-2009 Teamliquid.net. All Rights Reserved