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Rabu, 17 April 2013

Update Atlantica Indonesia "The Rise of Atlantis"

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Apa kabar sahabat gamegimi? lama sekali rasanya saya sudah tidak membuka Blog ini. Sekarang saya akan membahas mengenai Update terbaru Atlantica Indonesia. Setelah ini saya akan mencoba membagi informasi mengenai Bot Atlantica, Simak saja Post saya selanjutnya yah. :)

Petualangan Atlantian yang selama ini mencari benua Atlantis, akan menemukan jawabannya di bulan April nanti, karena Atlantica Online Indonesia akan mengadakan Update “The Rise of Atlantis”.  Benua Atlantis yang selama ini dinyatakan hilang kini telah muncul, dan Atlantian bisa memulai menjelajahi Benua Atlantis ini.


Map Lokasi Atlantis


 
TITAN, Kapal Layar Tercanggih

Benua Atlantis dapat dijelajahi melalui Southern Europe melalui kapal layar Titan yang futuristik, kapal layar ini akan membawa Atlantian menuju Atlantis yang berada diatas langit.

TITAN Ship


ANTILLIA, Kota Futuristik Di Atlantis

Benua Atlantis memiliki peradaban yang sangat maju, dan dikendalikan oleh sebuah unit komputer yang sangat canggih bernama “Eve”. Di dalam benua Atlantis ini, Atlantian juga dapat menjelajahi beberapa tempat hunting baru diantaranya adalah Altar Of The Worshiper, The Grave dan Raid Dungeon : Forgotten City. Dan di dalam benua ini juga terdapat kota metropolitan megah yang sangat canggih yaitu Antillia

Suasana Kota Antillia


ATLANTEAN, Penduduk Asli Atlantis

Selain itu, kalian juga bisa mencoba menggunakan Main Char baru yang merupakan penduduk asli Atlantis yang tertidur selama ribuan tahun, yaitu Atlantean. Atlantean berbeda dengan main char sebelumnya yang sudah pernah dimainkan . Karena mewariskan kekuatan langsung dari Oriharukon, Atlantean mempunyai perawakan yang tinggi besar dibandingkan dengan main character sebelumnya (Descendant of Atlantis).

Perbedaan Bentuk Descendant of Atlantis dan Atlantean

Dan dengan perawakan yang tinggi besar ini, Atlantean merupakan main char tipe agresif. Job/Class yang tersedia untuk Atlantean ada dua, yaitu : Dual-Sword, ahli pedang yang tidak cukup hanya menggunakan 1 pedang, namun 2 pedang. Dan Battlestaff, ahli magic/sihir yang mempunyai keahlian sebagai damage dealer terbesar untuk tipe staff.
Kedua main-character ini bisa kalian gunakan pada saat update Atlantis diimplementasikan


AUTOMATON GIGAS, Senjata Terkuat Dari Atlantis

Selain itu akan ada mercenary baru grade A dengan job cannon, yaitu Automaton Gigas, Automaton adalah senjata mutakhir yang pernah dibuat oleh penduduk Atlantis, robot yang kekuatannya bersumber langsung dari Oriharukon ini dapat membuat kewalahan musuh-musuhnya sekaligus bisa menjadi sekutu yang sangat bisa diandalkan.

Aumaton Gigas, The Atlantis Masterpiece


Selesaikan raid dungeon Forgotten City sebagai salah satu syarat agar kalian bisa merekrut mercenary Automaton-Gigas ini


Forgotten City Dungeon Boss

 Masih ada banyak sekali fitur menarik dan terbaru lainnya yang bisa Atlantian nikmati pada saat update The Rise of Atlantis nanti yang pastinya akan sangat sayang untuk kalian lewatkan.


Download Full Patch Atlantica
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Jumat, 22 Mei 2009

PES 2010

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Konami today announced PES 2010, and boldly stated that it "will benefit from the most exhaustive raft of new features in the series' history, with every aspect of the game benefiting from key improvements." The game is coming on PS3, Xbox 360, PC, PSP, PS2 and mobile phones this Australian Spring / American Autumn.

PES Productions, the Tokyo-based development team, is setting out to make this the most realistic football simulation available, with player feedback a key part of the process. "We have been monitoring feedback and comments on the progression of the PES series for some time now, and PES 2010 will see us implementing a great deal of the ideas players have been requesting," commented Naoya Hatsumi, Producer for PES Productions at Konami Digital Entertainment Japan. "We aim to make PES 2010 a more user-friendly, immediate experience that places the emphasis on getting straight into the gameplay for which the series is famed. PES 2010 will look better, will play better, and will recreate real football as closely as the current hardware will allow."

The team has expanded for development of PES 2010, with the creation of a number of dedicated departments focused on different aspects of the game, such as online. The key additions/changes to the game are:

  • Gameplay: "PES 2010 focuses on enhancing the excitement of matches between players, making for a truly challenging experience that will constantly test the player. Intuitive zonal defending will cover spaces and players need to look constantly for new ways to attack. PES 2010 focuses on being a real football simulation, as it requires both strategic play and quick reactions, as in real life. In addition to key out-field elements, goalkeepers are more versatile and with abilities matching those of modern shot-stoppers. The game's referees have also been reworked, with smarter AI elements allowing them to make more balanced calls during matches."


  • Improved Visuals: "PES 2010 has undergone a major visual revamp, with its celebrated player likenesses and animations now even closer to those of real-life players – including live player expressions to be depicted with an improved lighting system which differentiates between various conditions! Stadium detail is also massively improved, with the grass and other in-stadium elements finely depicted."


  • All-new Animations and Moves: "Animations now dovetail into each other seamlessly, with dribbling and shots on goals worked into dribbling animations. More individual skills are also on show, including new flicks and tricks that have a definite showing on the way a game flows. Several elements have been completely reworked, with the dribbling, turning and kicking animations greatly enhanced, while there is a noticeable change in pace when a player passes a ball from a standing position than from within a run."


  • Enhanced Master League: "Master League has been thoroughly renewed with the enhancement of managerial aspects, which enables users to enjoy managing a team for a longer career lifespan. Seen by many as a key contributor to the series' success, the Master League elements in PES 2010 have been bolstered by far-ranging and vital new additions, dedicated to enriching the mode."


  • AI: "The Tokyo team has worked to improve the AI of the game, with Teamvision 2.0 implemented. Midfielders and defenders now work together to cover open space and close down attacks, meaning that cover can be provided for lower-ranked defenders. This also has the additional effect of removing soft goals, thus returning PES 2010 to its simulation roots. In terms of attacking, players can also now move several players (at) once, sending them into different areas, opening up more goal-scoring possibilities than ever before. As such, PES 2010 necessitates a new level of control from the player. Strategic thinking is as important as quick passing, but the new system greatly opens the way the player oversees control of the team. In free kick scenarios, for instance, players can now instigate the runs of the players awaiting the ball in the penalty area."


  • Individual Play Characteristics: "In previous PES games, the team formation has determined the movements of the players. PES 2010 introduces a new system wherein the individual attacking and defending nature of the players is integral to the way they play. Each player enjoys unique AI tied into their best abilities, and is reflected in the actions of their team mates – i.e. if a player who is known to be a good crosser of the ball is in possession, more players will flood the penalty area to receive it. Similarly, if a player is known to be good with close control, defenders will work to cover their stronger side, while lone strikers will be automatically supported by midfielders on receipt of the ball."


  • Strategy Use: "A new power gauge system allows users to balance their strategy in a quick, but wide-ranging way before a match. Every element – pass frequency, movement, the line of defence, width of play, or the position of the front line – can be altered to match those of a favoured club: Juventus Turin are a dangerous side on the counter-attack, for instance, while FC Barcelona use width in their attack. These formulations can be altered at any point, too, with Home and Away matches forcing different circumstances on the user, as does the rigours of a Master League season."


  • Enhanced Online: "A new dedicated section of the Tokyo team is committed to improving the online side of PES 2010. More downloadable content is also planned. Konami has supported PES 2009 with the release of new licensed teams, transfer updates, etc, and this support will grow for PES 2010. Team and content updates are planned throughout the game's lifespan. These will make the game even more bespoke to the player's match day needs."


  • Match-Day Atmosphere: "Crowd reactions to the on-field action are now more varied, with all new chants and cheers. The subtle difference between Home and Away matches will be reproduced, and the crowd will react spontaneously to specific situations in a game, showing their disdain or pleasure as fouls are committed and goals scored. Likewise, the commentary has been altered to offer a fresher, more concise overview of the game."


  • Penalties: "An all-new system has been implemented, offering greater control, placing and accuracy."


  • Exclusive Europa League License: "Konami has strengthened its relationship with UEFA and can announce it has secured the exclusive video game rights for the Europa League Licence (formerly known as the UEFA Cup). In addition Konami will be enhancing and developing the use of the UEFA Champions League within PES 2010 to make even better use of the best club football competition in the world."

article by PC IGN

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Sabtu, 04 April 2009

Command & Conquer : Red Alert 3

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You may think you know about the sneak attack on Pearl Harbor, but you don't. In Command & Conquer: Red Alert 3's alternate history, it's the Allies launching a surprise attack on Hawaii, a longtime stronghold of the Empire of the Rising Sun, and that's just the tip of the proverbial iceberg. Red Alert 3 puts tongue firmly in cheek and dreams up a bizarre world where armored bears parachute from the sky, transformable Japanese mecha wreak havoc, and Mount Rushmore is actually a secret military facility where Honest Abe's head shoots deadly laser beams out of his eyes.

Red Alert has always been the more "colorful" of the Command & Conquer franchises. Its premise of time travel messing up the space-time continuum allows it to come up with some silly scenarios that are conveyed by scenery-chewing performances by actors in live-action video sequences. So with the Soviet Union facing defeat at the hands of the Allies, a trio of Russia's finest (played by Peter Stormare, Andrew Divoff, and Tim Curry) travel back in time to whack Einstein. This is a tip of the hat to the original Red Alert, where Einstein travelled back in time to whack Hitler. Job done, the Soviets return home only to discover that, like Eckels stomping on a butterfly in A Sound of Thunder, messing with time has unforeseen repercussions.


What results is three campaigns that let you play from the perspective of the Allies, the Soviet Union, and the new Empire of the Rising Sun, basically a Japan that's led by Sulu from Star Trek and armed to the teeth with almost every notable Japanese clich? turned into a unit. There's the aforementioned transformable mecha as well as non-transformable samurai robots, high-tech ninjas, suit-clad engineers, and, yes, even a skirt-wearing schoolgirl armed with Akira-like psychic powers. Not to worry, because the Allies and Soviets can play silly too, with helicopters that shrink opponents to pint size, tuxedo-clad spies, armored zeppelins, and leggy female commandos.

The big new addition in Red Alert 3 is that the entire single-player game has been designed with co-op in mind. You can either play with another human being or with the computer, but basically you each control your own base and forces. If you're playing with a human, there's built-in voice-chat and an ability to drop markers on the map to get their attention. If playing with a computer, you can issue orders for them to seize a location, or strike a certain target. It's a good dynamic because it can make what are traditionally long slogs shorter; you effectively have double the forces that you would normally have in a traditional RTS. Quite often, I let my computer partner tackle half the map while I tackled the other.


There's also a naval element in Red Alert 3, as many maps incorporate bodies of water. You can build submarines, dolphins, carriers, and battleships, though the line between naval and land warfare isn't exactly cut and dry due to the amphibious nature of many units. Vessels can sprout legs or treads and roll up to dry land, and some land units can float. It adds an extra dimension that was lacking in previous C&C games, and it also lets the developers show off the gorgeous water tech.

Aside from that, though, the gameplay formula hasn't changed very much from both ancient and recent Command & Conquer games. The economies have been gated a bit better in Red Alert 3, but aside from that you're in a mad race to gather resources, erect a variety of structures, research upgrades, and churn out armies, navies, and air forces. What's more, the missions have the same puzzle-feel; the campaign gradually unlocks the units and special abilities at your command. It's not until the final mission that you get everything unlocked. That, along with the design of the various missions, reinforces the feeling that you're not so much thinking for yourself as you are doing exactly what the level designer wants you to do. Plus, it's also annoying that you can't pull the camera back to see more; you're limited to the same sized slice of the battlefield as before.

Multiplayer and skirmish play is as cutthroat as ever, even more so in fact due to economy being gated better. In last year's Command & Conquer 3, it was possible to accelerate an economy by building multiple collectors per refinery, but in Red Alert 3 you can only assign one collector and one refinery per resource deposit, which helps to prevent an early game knock out. Still, you're going to need a lot of cunning and aggressiveness to keep the other guy off balance and to seize and maintain the initiative.



The balance between the three sides feels good at first, but if there's one glaring weakness it's the Empire's dire lack of sea-based antiaircraft early in the campaign, when the Allies hurl wave after wave of aircraft at you. What anti-air units the Empire does have require some micromanaging since they're transformable. That's rectified a bit later on, but it's a major headache until then.

The cast looks like they had a lot of fun for the most part. The great J.K. Simmons plays a gung-ho US president, Stormare basically echoes his role as the crazed Russian cosmonaut in Armageddon, and Curry's Russian accent just drips on the floor. Then there's no complaint about the bevy of beauties skimping about in cleavage-showcasing blouses and short skirts, though some of the "flirting" by British bombshell Gemma Atkinson is more than a bit awkward if you're anything other than a 14-year old boy.

Musically, the game has a driving soundtrack that helps fill in the lulls in missions. It works to the game's advantage that composer Frank Klepacki returned to help out with the soundtrack. Klepacki was responsible for Red Alert's iconic and memorable Hell March, and Red Alert 3's soundtrack feels like a fitting successor to that, with a modernized version of the Soviet anthem along with plenty of guitar-riffing background pieces.

Article By : PC IGN
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Senin, 11 Agustus 2008

Spectral Force 3

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Given such a ghostly title, you'd expect squads of shimmering spirits and imposing armies of the undead to loom ominously over Spectral Force 3. It's true that this strategic role-playing game features fluttering birdmen, bony grave escapees, and magic-wielding vampires--not to mention purring catwomen, ninjas, and matronly goblins hungry for an afternoon snack. But rather than go hog wild with this campy crowd, developer Idea Factory has created an immediately forgettable experience. Spectral Force 3 plays decently enough--as it should, given that it cribs from decades-old games that have already perfected and reperfected the turn-based formula. But for a game featuring a sasquatch militia, it has no personality, and the practically nonexistent story and weak character development will disappoint even the most stalwart genre enthusiasts.



This lack of character means that the game relies purely on its gameplay for entertainment value, and it partially succeeds, thanks to battles that last just the right length, and an eclectic assortment of units you can recruit to your posse of ragtag mercenaries. As you progress through the game, you will add more and more characters to your list of available party members. In turn, you gain some strategic flexibility, thanks to an assortment of gladiators and gunners you can mess around with on the battlefields. The constants are main character Begina and the cowardly healer Diaz, and several missions require you to protect one or both of these party members to achieve victory. In fact, you'll spend a lot of time protecting Diaz in most scenarios, not just because he is your main healer, but because he can utilize magic squares on the gameplay grid called geomancy lines. When he stands in these squares, the party receives a particular enhancement (say, a hit point boost after every turn), and Diaz can unleash a helpful area attack.

Regardless of the mission objectives, most battles play out in more or less the same way. You plant your selected party on the gameplay grid and take turns moving about and bashing on your AI-controlled enemies. Granted, there are some variants on the usual recipe. By landing successful standard attacks (of which there are light, medium, and heavy variants), you fill the friend gauge. As this gauge fills, you can then string attacks together in one of two ways. With an assist attack, you can land additional blows using nearby party members; with the teamwork command, you can grant an entire additional turn to another character. These mechanics aren't groundbreaking, but they're the key to surviving the hardest missions, some of which can feel incredibly difficult. That isn't to say that Spectral Force 3 is, overall, a punishing game. However, in the midst of the easier tasks, you will encounter some difficult story missions that may have you reexamining your strategies and equipping your characters in a variety of ways.

There are other considerations as well, such as Diaz's healing ability, which is freely usable without depleting any kind of mana gauge. On the other hand, he cannot heal himself with his standard spell, so you need to equip him and other characters accordingly. There are no potions in Spectral Force 3, so you'll rely on a number of equipped items to enhance your party's built-in skills. These run the gamut from additional spells to stat buffs, though you must first create and equip the necessary items to use these abilities. This means a visit to a smith (easily done via the game menus), who will then form the items you find on the battlefield into the necessary object.

Unfortunately, there's no real context for any of this gameplay. The setup sounds like a neat idea: Your group of hirelings seeks work for any of a number of warring factions, which in turn affects the tide of the gameworld's political direction. In practice, this just means you take on any given mission for the faction of your choice while taking on story and recruitment missions. It all feels very random, and there's nothing to draw you into the struggle. Your own mercenary squad will squabble and sass, and there some nice tidbits of dialogue, but there is no standout character, no compelling drama, no unpredictable surprise. Without a real story to pull you through, Spectral Force 3 becomes a series of stand-alone battles in which choice is an illusion and you must create your own sense of forward progress.





Like the gameplay, the visual and sound presentation is simply old. Not only will you probably mute the awful, monotonous MIDI score, but you'll be surprised at just how bad the sound effects are. There is a limited selection of lifeless thumps and swishes, and some of the effects don't even match the accompanying attack. Why would a sword against flesh sound like a club pounding an empty bucket? Spells sound unspectacular as well, which is at least consistent with their visuals, which lack drama and pizzazz. Spectral Force 3 does not look like a current-generation game. Animations are limited, environments are utilitarian, and the overall impression is that of a PlayStation 2 title with a slight high-definition boost. The aging technology powering the game could have been mitigated by an outstanding art design, but like its story and character progression, the game's style is depressingly generic.

There's also a sense of overall sloppiness, from text that spills over the sides of its background, to misspellings, to bee noises that were obviously created by a guy going "bzzz" into a microphone. These things might not bother you if you're a diehard SRPG fan looking for a fix, but Spectral Force 3 projects no sparkle or enthusiasm, and doesn't offer anything to get excited about.

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Minggu, 10 Agustus 2008

World of Warcraft

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In the fairness of full disclosure I'm probably the PC editor with the least amount of World of Warcraft time under my belt. So diving into the beta of the upcoming second expansion, Wrath of the Lich King, was an interesting experience. This is, after all, an expansion that packs a lot of new content, as well as a new level 80 cap, for the most popular MMO in the world. How would a relative newcomer take to it?Though I lack a high-level World of Warcraft character, I was still able to make a Death Knight, the new hero class that requires you to have a level 55 character, minimum. The Death Knights are basically the new badasses of World of Warcraft. Armed with a signature runesword, Death Knights were former heroes in life, but after death they've been resurrected by the Lich King to serve as his champions. Thus, you start your career as a Death Knight in Acherus, the grand citadel of death, which happens to be floating above the pastoral lands of New Avalon. It's time to get some war on.


First, however, you've got to do some basic quests to acquaint you with the nature of the Death Knights. Starting off, you must forge your runesword, a fairly simple task since Acherus is full of battle-worn swords. Take one, use it in the runeforge, and you've got a runesword. Next, you must engrave a rune onto your sword, imbuing it with power. There are a number of difference runes to pick from; cinderglacier will boost the power of your frost or shadow spells, frostfever will inflict disease and cause frost damage, swordshattering increases the chance to parry, and so on. Whatever you choose affects the look of your sword, as well as the effect on it, like flame or frost.

With sword in hand, you discover why Death Knights are so cool. You basically have to kill an unworthy Death Knight initiate in battle in order to join the club. So it's a bit like college hazing, only a tad more extreme. Take out the initiate and you prove yourself to the boss, who then gets you ready for the conquest of New Avalon.Next up was a fairly interesting quest to "fly" giant magical eyeballs to scout the fortifications of New Avalon.

Using a mechanism that basically gives you control of the orb, you launch the magic eye at the town below and then maneuver it. The mission is to analyze four key structures, which is done by floating over it and hitting the analyze button. The only problem is that the defending archers below are doing their hardest to shoot down the eye, so it'll take a few attempts to analyze all the structures.Once the scouting is done, it's time to fly a bone griffin done to the ground in one of the shortest rides ever, talk to the ground commander, and get your first mission to start rolling back the defenders.

This involves a typical MMO quest of kill X number of soldiers, but, Death Knights being Death Knights, you're also tasked with chopping down fleeing civilians, as well. Sure, it's evil and such, but if you couldn't figure out the side the Death Knights were on based on their all-black, hooded cloaks, then you probably need to read more fantasy.


Death Knights definitely have some cool abilities, such as being able to raise their vanquished opponents to serve as undead minions in battle. They also have Death Coil, which can dish out the damage. And this is just the start of the Death Knight career; over the next few weeks I'll try and give progress reports as to how my character is shaping up.It's also interesting going back to World of Warcraft after quite some time. Sure, in terms of the graphics engine it is showing its age, but it's impressive the art design has held up so well, as the visuals still look imaginative and compelling. The interior of Acherus is a bit menacing while the overall look of some the landscapes remains eye-catching. And, of course, it's always helpful that your character looks awesome as he or she runs around with a giant flaming runesword strapped to his or her back.

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Beijing 2008 Review

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As the athletes assemble for tonight's opening ceremonies, you may find yourself regretting that your parents loved you too much to foist you on some manic Russian gymnastics coach, or that they couldn't afford to build a heated Olympic-size pool in the backyard, or that they bought the cheap dinner plates that broke the first time you hurled them across the lawn. And as you ruminate about how your Olympic glories were so unjustly denied, you may find yourself looking to soothe the hurt of those broken dreams by watching real, world-class athletes do what they do best in Beijing. Or you may decide to compete yourself in Sega's latest Olympics game, Beijing 2008.
Don't even bother. Sure, Sega's Olympic cash-in is definitely full of all of your favorite events and it has a reasonably authentic visual style, but the gameplay is shallow and repetitive and the basic setup of the competition is clumsy and unsatisfying.



But let's start with the good points first. Whether you're a fan of the 100m hurdles, the uneven bars, or platform diving, you're bound to find something you like among the game's nearly 40 events. Even slightly more offbeat events, such as kayaking, archery and judo, find a place here. If you've got a favorite track and field or gymnastics event, it's probably in the game somewhere.
The overall presentation of events is equally solid. The judges and the overall setup and the apparatus are all set up in a very convincing manner and, gratuitous replays aside, really help to draw you into the experience. The wide range of locations, from the track to the kayak slalom to the judo mat, all feel convincingly real. Though the crowds can be a bit monotonous, you really get a sense of the enormous scale of the competition. In fact, all that separates this from the real broadcast of the Olympics are those annoying movies that show how each of the athletes overcame some profound personal tragedy to compete in the Olympics.

The actual quality of the graphics is also quite good. The athletes all look very real but there is some unfortunate repetition of character models here and there. We were quite amused to imagine the US shot put champion taking the medal stand only to look over and see his identical twin brother from Poland came in second. Boy, we bet there's a heck of a heartwarming tale of how they overcame adversity to compete together. The animations are very lively and add a lot of interest to the game. You really will be fooled at times that you're watching the real deal here.



Unfortunately, the actual mechanics of most of the events are, at best, a prescription for repetitive stress injuries and, in a few rare cases, nearly uncontrollable. When will developers finally find something to replace the aging Track & Field format? Don't get us wrong; we love the old Konami game just as much as anyone, but the concept of rapidly smashing two buttons to simulate running is, at 25 years, well past its prime. You can also toggle the analog stick on your gamepad to get your speed or power up, but try slamming it back and forth for a full three-and-a-half minutes for cycling or the 1500m track events and see if you ever feel like playing again.
And it appears that you have to use a gamepad with this one. We got our first indication when we opened the manual and saw it filled with discussions of left triggers, right thumbsticks, bumpers and A and B buttons, but our fears were fully confirmed when we went into the game's keyboard configuration options and discovered that there's no option for the gamepad's triggers or bumpers. We suppose we could try to play without these buttons but since they control key actions like launching off the line in a race, jumping, throwing, shooting, diving, lifting, dismounting, and balancing. It didn't seem like we would get very far. Nevermind the events like kayaking or archery that require two analog sticks.

Some of the controls for certain events actually work well, and in most cases it's because the controls are really close to the real world action you're simulating. Using the analog sticks to balance on the rings, or to draw and aim a bow, or to do any of the shooting games, is perfectly natural. Rotating each of the sticks in opposite directions for swimming or weight lifting, or using them to track moving targets in diving, is a little more abstract but it can still work if you're willing to just accept it.

The absolute worst events are kayaking and judo. The kayak is as nimble as a tank and is steered with just as much finesse. Having to negotiate a slalom course using the two analog sticks to control your paddles is nearly impossible. But at least with kayaking the controls have an obvious use. In judo, the game pretty much tells you, and this is not a joke, to try different button combinations and see what works. What's even more ridiculous is that the game also advises players on the defensive to use the same button combo of the move that the opponent it using. We honestly can't believe a description like this made it into the manual and the tutorial. These are supposed to be world-class competitors at the top of their game, right? It's appalling that we're being asked to experiment just to discover the basic functionality of an event.



Nevermind all the other problems--how watching the meters and bars keeps you from appreciating the athlete's motion, or the considerable amount of luck involved in starting off the line in a race, or the randomness of the scheme that results in us getting five fouls and one world record all during the same event. The bottom line is that the control scheme for many of the events frustrates your ability to enjoy the few things that the game gets right.



There are two basic formats for the competition here, the à la carte Competition mode where you and your friends can compete in whatever events you like and the more serious, progressive Olympic mode that includes trials and daily challenges. The competition mode is definitely more attractive because you can just jump right to the events you care about, but it doesn't have a big payoff in the form of a big ceremony. For that you'll need to start your own Olympic game.



In this mode, you'll have to qualify for different events day by day, and if you fail at enough of them, you'll have to reload and start all over. This isn't much of a problem if you get a day full of easy events like table tennis or pistol shooting, but if you find yourself stuck with hurdles and pole-vaulting, you may be fighting again and again just to progress to the next stage. The control scheme has an accomplice here and it's the bizarre role-playing system that lets you upgrade your athletes. Nevermind the fact that these athletes come to the Olympics because they're already the best in the world, but who thought it would be a good idea to have the player's team of athletes start out behind the curve? You spend the first part of the Olympic mode playing catch-up, hoping like crazy that the game doesn't load you with a day's worth of terrible events.



And after all, isn't that what the Olympics are really about?
No.




Closing Comments

They scored big here with the authentic presentation and the great selection of events but then they married it to a series of mini-games with such poorly designed controls that favor luck and calloused fingers over skill and insight. Video games based on the Olympics always seem to rely more on the visibility of the actual games than about delivering inventive gameplay and Beijing 2008 is sadly no exception.

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FIFA Manager 09

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The words "EA Sports" and "underdog" don't often belong in the same sentence, we know. Somehow, though, we find ourselves repeatedly struggling to avoid mentioning that FIFA Manager 09 is the de-facto underdog to industry standard Football Manager in the space of text-based soccer (or football if you're nasty/not from America) simulations. The legendary descendent of Championship Manager still hasn't announced firm plans of its 2009 edition, leaving EA with an opportunity to swoop in and gather fans' hearts with screens and details of a potential FM killer. If EA's preview of the game at the recent Season Opener event in Vancouver is anything to go by, it will have a distinct chance to do so.FIFA Manager has always attempted to differentiate itself from Football Manager by presenting a slicker presentation style more in line with the EA credo. The biggest differentiator is the 3D engine the game uses to simulate matches, something which has been overhauled for the 09 release. The development team has significantly rehauled the match system after spending most of the 08 developmental cycle working on the menus involved with the system. The game features new commentary, sounds, stadiums, shirts, rendering, and AI, all of which can be fine-tuned and edited by the end-user. Graphically, the game looks closer to FIFA 08 than Football Manager 08. The substitutions and lineup screens within the match have also been revamped to allow for quicker, more intuitive changes that encourage the user to tinker with their formation and tactics.


For those more interested in a text-based analysis similar to FM, the text mode was also completely overhauled. The idea is to combine a live ticker of results and information with commentary on the match going on. The system's conference mode allows the user to read about up to four matches at once, switching to different matches for cut-ins on important moments like penalties or last-gasp chances. The system again allows the user to edit commentary, but a deeper vocabulary and intelligence allows the game to comment on events using player attributes or previous statistics in the game or the season, while seeing injuries that happen in stages and warnings before a player gets a yellow card. That doesn't surpass Football Manager's model by any means, so we'll need to see how FIFA Manager 09 uses the commentary to peg it as superior or inferior. The game's Story of a Season mode has been fleshed out and expanded to provide more detail on a player's success over the course of a season. The game now features 60 specific screens with statistics and information, as well as 20 videos that are triggered by events like a team's first trip to Europe, or a striker winning the European Golden Boot.


What most excited us about the game, though, were the significant amount of random screens that were discussed and shown that, while not part of any broad category, were incredibly intuitive and relevant to being a manager; essentially, things we'd put together ourselves anyway, but provided instead automatically by the game. A good example would be the list of transfer targets taken from a list of relegated players at the end of each season, detailing players we could potentially purchase at a bargain rate (why hello, Robbie Earnshaw!).


The team has also fleshed out many of the sections with further detail and options for customization. The staff section now features more than 20 positions and adjusts coach's performances for morale. The interview and press conference module now has 400+ questions and is available for edit; all in all, more than 40 areas of the game are modifiable using the game's provided editor. And 1800 different messages allow the user to communicate with other coaches or players, regardless of whether the message is positive or negative. We don't think you're allowed to just bother them for no good reason. Scouting agencies can be hired, and scouts can be given a queue of players to prioritize for scouting; a youth player transfer market allows the Arsene Wenger's of the world to poach, say, a Cesc Fabregas; youth player contracts also exist to attempt to prevent such an act. It's easy to offhandedly dismiss FIFA Manager 09 as inferior because of how consistently good Football Manager is, while justifying it by making snide comments about EA putting together a management sim. Immediately dismissing something because of the company that makes it is just as bad as immediately praising a game because it's made by a popular developer. Evaluated on its merits alone, FIFA Manager 09 looks to be a worthy contender to the throne of Football Manager. As the game's release date draws nearer and we actually sit down and put it through its paces, it will be exciting to see who the king of soccer management simulations in 2008-2009 really is.
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