Thursday, April 30, 2009

Gaming Review - Fable II


While most of us probably think of fables as charming if occasionally eerie bedtime morality tales packing cliched life lessons like rubber bullets, the term is also occasionally used in a more disparaging sense to connote something false, or put a bit more generously, something that's not exactly true. "What is history," asked Napoleon, "but a fable agreed upon?" What is reality, to extend the metaphor, but group subscriber fiction? What is a video game about a yokel who eventually pulls himself up by several dozen designer-dyed pairs of bootstraps to save the world, but an echo of an atavistic power fantasy?

Don't worry. You're not expected to answer much less ask those sorts of questions as you're traipsing about Fable II's glamorous bosky timberlands and gassy bogs bedding lovers, raising kids, chasing dogs, and dispatching trolls with roots sprouting from their heads like dreadlocks. It's never on the lips of the tatty-trousered or fancy-bonneted citizens that frequent Albion's muddy lanes and cobblestone boulevards, sighing and dreaming out loud and occasionally pausing to hail or curse your titled good name ("Lionheart"? "Dog Lover"?). There's never a wrestling match with a fanged grad school quandary or a gauntlet of snarling obversions, syllogisms, and transpositions. You're not here to solve for X or to prove that pink elephants don't exist, or that polka-dotted ones do.

And yet there is a deep and abiding philosophical principle coiled through Fable II's uncanny physiology like an invisible spine. It's a bit easier to spot when you compare Peter Molyneux's gradual evolution from a sort of mad genius converting gorgeous Rube Goldberg contraptions into half-playable games asking "What do you think of playing this?" to his work on Fable II, clear evidence of a mature designer who's finally figured out how to extricate pathos from all that whiz-bang and make his lovely Rube Goldberg widgets service the nervous system of a more fundamental and transformative question: "How do you feel when playing this?"

Easily asked, perilously answered, and yet Molyneux's Fable II antes up, supposing what might happen when not just one but a startling array of play styles are accommodated, where the classic notion of "winning" is turned on its head, and where "failure" is just another chance to offer more entertainment.

And that would be Fable II's most intrepid gamble: It's essentially impossible to lose. I don't mean impossible in terms of "quit, load save game, repeat with clean slate." You'll incidentally have to turn off your Xbox if you want to restart the game from a save state, but by the time you realize this, it's already irrelevant. The whole idea that you're a walking bag of numbers on the verge of scooping up some more numbers on the road to "success by mathematical aggregate" is more or less out the window, replaced by a system that's built instead to sense when you're bumping up against a personal vertical and either help you tilt that angle down a bit, or convince you to give something else a go instead. Not completing a task doesn't equal not completing a task, it just means trying something else for a bit, sort of like pinballing between casino games. And that's another way of thinking about Fable II: an elaborate game of chance, one in which you're constantly hedging this activity against that one for fame or fortune.

Even when you die -- the archetypal "fail state" in any game -- you actually don't. Instead, you shudder to the ground and reality buckles for a few tense seconds, then you rise to your feet and wade right back into the fray. No fuss, no muss. No reloads from save points or long treks back from distant penalty points. Just a little face and body scarring and the potential loss of experience orbs dropped by slain creatures (you have to vacuum these up or you'll forfeit them). It's part of a design philosophy that says "I've been you, I know what you hate about these games, and I hate the schoolboy design stuff as much as you do."

Schoolboy indeed. Sure, you're still shackled to a certain elemental formula here, still observing the rudimentary "zero-to-hero" monomyth whose central tenet commands Thou Shalt Start Out Wimpy on the battle-snarled road to celebrity fame, rocklike pectorals, and a brimming logbook's worth of statistical trophies tallying everything from how many times you've paid for sex to the number of people you've sacrificed at the local cult temple.

And yet you're not really following anything, because regardless of the brief-sounding 12 or so hour Aristotelian narrative that slices through Fable II's shifting geology like a granite arrow, following that arrow never feels inexorable -- a "wander off the beaten path" trick other games have certainly attempted. But where those others compose broadly on a canvas thin as the rubber skin of a balloon, Fable II knits limited geographical regions together using a network of casual mini-games that beckon like an epic interregional midway you can cruise at your leisure. We're talking romance, sex (with condoms or without), marriage, child-rearing, family upkeep, bounty hunting, cult worshipping, thieving, buying and selling real estate, merchandizing, woodcutting, blacksmithing, bartending, modeling, chicken-kicking, rabbit-shooting, treasure-hunting, and some 14 distinctive types of criminal activity, from drunk and disorderly conduct to violating parole.

Now imagine those activities feeding into each other, a matrix of ricocheting, optional to-dos that shape and describe the sum total of your life-as-entertainment in this game. Don't think side quests, think "dozens and dozens of main quests" that don't branch so much as crisscross -- nothing ever feels subsidiary to an overarching imperative, though the drama of the main story is always there, cleverly woven into the fabric of each locale and eerily resonant in dialogue that feels emergent even though you know it's not.

Save for the indelible electric blue scars that accrue on your face and body from battle (in triplicate if you fight and flounder frequently) nothing in Fable II is immutable. Drive the locals mad by sleeping premaritally with everyone in sight and it's the work of a few minutes tenderizing with gifts and wielding desirable expressions like dancing and belching or flexing and farting to make them fall in love with your silly self all over again. Consequences still matter, but think long term, because their impact isn't always immediately apparent. The sell point here is that if you work hard enough, you can push the world or be pulled by it, no unstoppable narrative forces, no immovable design objects.

Part of that work involves combat, of course, which follows a masterfully executed third principle: acclimation. You'd expect a traditionalist to balk at the notion of one-button combat (one for melee, one for ranged, and one for magic) and yet the game keeps you so busy juggling so many different tasks that by the time you're thinking "Where's my block-dodge-flank buttons?" you're unlocking the first of several one-button variations. One isn't just the loneliest number, it's also the most deceptive. Think how many rhythms a drummer can coax out of a single drumhead, and you've got the basic sense of how Fable II's one-button combat evolves using time and rhythm the way other games use finger-gnarling button combos.

Add the variable timed interplay between melee, ranged, and magical abilities, namely how long it takes to execute each, the tactically unique and mostly challenging ways in which each of your opponent's behaves, and the fact that scooping up experience orbs left by slain creatures makes you vulnerable, and you have a battle system that's almost miraculously nuanced and instantly accessible to a five-year-old.

I'd be remiss not to mention how gorgeous Fable II looks and sounds, from the moment the game opens with crackling rubbish bins flanked by gleaming snow and calliopes dolorously huffing and grinding beside polychromatic wagons, on through the dazzling stand-still-to-watch sunrises and sunsets. It's in the subtle things, too, like the way your heightened awareness of the world during revelatory moments invokes a deadening of hues, or the way others react dramatically to events and affect your experience empathically. It's startling how much more effective something as simple as a companion heaving his guts out at a horrifying situation can be than simply smearing the screen with gore. And it's one thing to see a dilapidated bridge in a game, but entirely another when someone else is articulating somewhat timorously that it looks rickety. Occasionally the maxim "show don't tell" calls for reversal, something Fable II's design team understands intuitively.

I've made it to this point and only mentioned the dog once. That's intentional. It's because I'm with Molyneux when he says: "The dog...it's just a dog." He's underplaying his hand, of course, since he knows anything more would lead to hype and disappointment. Make what you will of the dog's companionship. I think he's a terrific way to add a nonverbal companion as well as a dramatic linchpin for...well, you'll have to see for yourself. In the end, he's mostly there to pull you off the game's auto-mapping "bread crumb trail" that ably points the way to whatever you've targeted. For me, he was actually therapeutic, a friendly corrective for my somewhat neurotic tendency to scour every square inch of the map before moving on. With the dog, for the first time ever, I completely relaxed. If he barked, I listened, and that was enough.

Does it matter that the pause-menu inventory screens feel sluggish and can't be bothered to sort items alpha-numerically? (I'm looking at you, Lucien's diary notes.) That each area map crams its lengthy indexes of shops and special locations into just one or two scrollable lines? That the general world map never displays where you are in relation to anything? Nothing's perfect, but it's somewhat baffling that the tactical AI does such an able job challenging you at close quarters, but that you can needle enemies at a distance with bolts and bullets and only the ones getting shot ever seem to react. To be honest, I'm bending over backwards to come up with legitimate criticisms here, but just to be thorough, the only other one that comes to mind involves the too-easy way spouses swallow affairs if they catch you at it, leading to a second or two of discomfort but nothing more serious than a few tetchy verbal zingers.

If Fable II has an overarching theme, you could summarize it as "devotional," as in devoted to ensuring you not only have ready access to everything you need, but also that you understand why you need it. This is a game that's literally tripping over itself to make sure you're having a good time, always with a droll sense of humor, carefully counterbalanced by a strange and wondrous game world that's deeply dark and beautiful

Gaming Reiew - Gears of War 2

When Epic's design team was prodded about Gears of War 2's story in interviews earlier this year, it boasted that the sequel to its mega-selling third-person tactical shooter would have more heart. They weren't kidding. Gears 2 has all kinds of heart, only not for the reasons you're probably thinking. Let's just say you wouldn't mistake this skillfully paced and obsessively detailed game's cranked up cardiac fetish for the double-humped icon etched on greeting cards or at the end of junior high love letters. In Gears 2, it's the bloody pumping organ itself, all veins and striated muscle, a mentally grinding, athletically pounding assault on your senses without a delicate Hallmark moment in sight. Red meat for the twitching masses. Halo for the shoot-and-swagger crowd.

I'm talking mostly about the story, of course, effectively MIA from Gears of War, and long rumored to be "deeper" this time around. In July, Carlos Ferro, the actor who voices Dominic Santiago (one of your squad mates in the game) went so far as to claim Gears 2 would be "more emotionally affecting" than Irrational's BioShock, a game often celebrated for its unusual thematic maturity. Ferro's comments left diehard fans breathless but the rest of us frankly bewildered. The original Gears was dark and despairing, sure, but if it ever had a sensitive side, someone took a chainsaw to it long ago. Besides, "Story, schmory," said fans, and "We wanna shoot some cool stuff."

"Yes You Can!"

Don't worry, there's if anything probably twice as much cool stuff to power-drill here. And while there is an uptick in Gears 2's steel-ribbed, gun-rocked melodrama, it's tale of humanity's apocalyptic war with a subterranean species known as the Locust Horde is still mostly pulp fiction about guys with arms like tree trunks and shoulders up to their eyeballs who affectionately bump rifles in lieu of chests. Guys who share quips like locker room jocks fantasizing about ways to pound the other sides' tackles and tight ends and tailbacks into meat pudding. Guys who don't mind offending the ladies (who aren't really in the game, but might be watching their husbands and boyfriends playing it) with occasionally crude, boorish references.

At one point in Gears 2, the driver of a vehicle that looks like the Sandcrawler in Star Wars, a guy who sports a cowboy hat and speaks with an exaggerated twang, refers to the dual lights on his vehicle as a pair of "rhymes-with-ditties." Guys in the room may chuckle, girls in earshot will probably cringe. And when the moment that Ferro was actually referring to finally arrives, it really is moving, but then it's in spite of the narrative remainder's dramatic ticks, which have all the emotional resonance of gongs struck with sledgehammers.

"Who cares," you're saying, "just tell me whether Gears 2 is a better game!"

It is, for the most part. It's still the same game, mind you, but with less of the first one's problems. You still play as a guy who rasps like a three-pack-a-day smoker, jogging with small squads of three or four through cover-cluttered environments scrambling for places to conceal your considerable bulk. You still hunker in the ruin of human cities and hump wrecked cars or bullet-chiseled concrete walls by tapping a button, peering around corners to unload ammo clips or snipe off heads poked unwisely over barriers. You still have to stare across areas crosscut by tracer fire and figure out the best way to liquefy a clutch of dug-in enemies by flushing them out with pincer fire.

In the ominous interludes between battles, you'll scout the debris for new weapons or hunks of ammo and the rare bit of background material in the form of dog tags, inscribed messages, and scraps of paper. Then it's back to work, squatting behind whatever you can scrabble over to, popping up, scanning for shots, sliding along your plane of protection to change your angle on the battle, flanking where possible, ensuring you're not outflanked in the process. It's a tense and tactically delicate experience, more "crawl and brawl" than "run and gun."

The first Gears frequently dispatched you down not-so-invisible highways with arbitrarily concocted encounters that triggered only after you tripped phantom wires. It's broadest spaces looked wide open but often felt functionally claustrophobic. Assaults on enemy positions often had a meat-and-potatoes "straight" route next to a heinously flagrant "sidewise" alternative. While its multiplayer levels were designed to let you get behind your enemies with a little cautious maneuvering, in solo play, the enemy never really tried to circle round you.

The game's five act campaign consequently felt more like clawing your way along a heavily defended tunnel. The upside was that it still took plenty of skill to move forward, enough that you often didn't notice the tunnel's walls. The downside was that things never felt as laterally tactical as they should have, something a lot of critics missed, or simply misunderstood.

Sharper Enemies, Smarter Pacing

Gears 2 still portions itself into acts and those acts into chapters and the chapters themselves into micro-tactical objectives, but the places you'll go feel more explorative and far less restrictive this time. From the flame-licked wreckage of human cities to the stunning fungoid beauty of the subterranean Locust hollow here, most areas are simply bigger, with more cover to cling to (and in a few intriguing cases, nubs of cover you can conjure up yourself). Structures or underground tunnels now tend to have multiple ingress and egress points, and choosing alternative routes extends well beyond the three or four scripted moments that Gears 2 pauses like its predecessor and asks you to choose a road, high or low.

The enemy better understands how to take advantage of those routes, too, something that's especially obvious in the game's new multiplayer "Horde" mode, where the computer fiendishly throws up to 50 waves of increasingly powerful enemies at you. Every 10 waves you make it past, those enemies dish out and soak up more damage, and without a solid group, they'll lay you out in less time than it takes to pull off a perfect reload.

Incidentally, it's worth dying on purpose in "Horde," because you can pull back and watch what's happening with handy text tags identifying the bad guys by name (as in their functions, like "grind," "boom," and "burn" -- guess what they do). Observing Gears 2's new-and-improved enemy quickly and intelligently advancing to flank or SWAT-style assault your pals is both illuminating and chilling. Spend some time here. You'll learn a lot.

Epic seems to have a better handle on the game's pacing this time, too, intercutting battles with combat-free sections that give you a chance to simply pan and scan the eye-catching architecture or take a moment to reflect on the drama. Other times, after pounding through occasionally grueling sections that'll see you dying and reloading lots -- like one particularly inspired level where razor-sharp hail pours from the sky as you volley with Locust troops and try to navigate forward without leaving overhead cover -- the game will suddenly drop you into a vehicle with devastating weaponry and give you some space to blink and stretch and pour that pressure-cooked stress into swarms of easily eviscerated enemies. It's simple and perhaps a trifle juvenile, but cathartic and purposeful and evidence of solid game design at work.

Super Gears Bros.

Not that the game's any easier for those moments. If anything, it's more challenging for the reasons listed above, but on occasion for a few bad ones as well. There's a maddeningly clumsy flying sequence toward the end, for instance, where you have to man a pair of mounted guns, switching between fore and aft. That in itself isn't a problem, but the game -- which until this point has seen you on flat surfaces rarely shooting more than 45-degrees off dead center -- hasn't prepared you for 360-degree aiming, not to mention simultaneously dodging lethal incoming objects that can take you out in a blink. It's a gaping design flaw, exacerbated by the fact that you're playing a detestable memorization game: Fly to a spot, die, realize what you need to do not to, inch forward to the next death, bookmark the workaround, repeat until you're through. Does it look cool? Heck yes, but you're too busy fighting the controls and mucking them up and, you know, dying and reloading to frankly care.

Other issues are notable but not game-breaking. Enemies sometimes fail to acknowledge your presence standing a body length or two over, or step out stupidly from cover into a blizzard of gunfire. You could argue that makes things more realistic, more reflective of the kinds of mistakes humans make in multiplayer, but I doubt it's intentional. There's also a sequence toward the game's middle that celebrates design lead Cliff Bleszinski's love for Shigeru Miyamoto. It's relatively inoffensive, probably because the running and dodging parts are easy to breeze through and over quickly enough. Most players will remember it long after they've set the game aside, but for entirely different reasons.

Submit, Wingman

I've already mentioned "Horde" mode in multiplayer games, but of all the kill-or-be-killed competitive variants here, the brightest are probably "Submission" and "Wingman." "Submission" looks like capture the flag, except the flag has arms, legs, and a gun. He's also referred to as a "meat flag," and the idea's to capture him as an enemy shield, hostage style (a feature in the campaign as well, but one I found functionally useless, for the record) then drag him into a ring. Hold inside the ring long enough and your team wins.

"Wingman" pits you and an identical-looking teammate against four additional two-player teams in kill contests with high stakes rules: to kill an opponent, you have to execute a close range maneuver or score a one-shot kill. It's an incredibly tense game of hobble-then-pounce that gets players out of a map's corners and hide spaces and taking chances in closer quarters.

Join or leave anytime cooperative play is back, online or off, and continues to work so well it makes you want to wag your finger at other games that "break" their campaigns or cripple their stories when folding partner players in. Yep, you can still convert a single player game into a coop one or vice versa, which makes you wonder why Epic even bothered splitting the two apart, since it would have been just as easy to add a "solo" option to coop mode's "private" or "public" Xbox Live invite tags.

Up Your Arsenal

Favorite new weapons? Nothing stands out. I'm a rifle and sniper guy most of the time, but occasionally tapped the new flamethrower to fend off enemies in a few sections where they crowd-rush you (the ability to flame out farther each time you hit a perfect active reload is especially satisfying). The ink grenades which kick up a poison cloud are helpful if you want to flush someone out, since the area effect is broader than the blast radius on frags. A few spots let you wield a mortar cannon, which fires imprecisely, precisely as it should, and rewards firing off a few test shots by giving you a better sense for how your button timing relates to casting distance.

The most helpful new weapon, especially towards the end, is probably the boomshield, which you hold in your left hand while wielding a pistol in the other. Employing the shield acts like cover, but lets you advance slowly forward, allowing bold angles on entrenched enemies and giving you forward momentum since you can march and shoot simultaneously. It's also possible to plant the shield and hunker behind it, though it's a tactic I've yet to find useful.

"Die, Oo-mahn!"

Gears of War 2 isn't for the fainthearted or easily frustrated. It's also still more a divider than a uniter. It's not dramatically interesting enough to medicate anyone deathly allergic to shooters, and given its hardcore demographic, not really friendly enough online to appeal to the only casually competitive. But for a series that's already sold millions of copies, those were always the outliers anyway. If you're a Gears fan, Gears 2 is all steps forward, a game that played at the highest difficulty levels constantly teases "Bet you can't." To which the only proper response is "Just watch me."

Gaming Review - A Redneck Rampage

Twenty bucks doesn't buy much these days. Two tickets to a new movie. Maybe a dinner at TGI Friday's. But what about cheap games? Sure, you can go over to Web sites such as Cheapassgamer.com to find great deals on some stuff that came out earlier this year, but what about all the games that regularly go for $20?

That's how I wound up becoming a videogame bull. Huh? Out of the Chute, branded by Professional Bull Riders, is currently playing on my Wii. Why? Well, when I saw the $20 title on a store shelf, curiosity got the better of me. I mean, how do you make a game like this even remotely fun? Just flip the box over. It reads: "Climb on the back of....blah, blah, blah...yippe ki-yay"--wait a sec--"...Or become 2000 pounds of fury and try to buck off the best riders in the world..." I get to play as a surly side of beef? SOLD!

Yee-haw!Madden. Tony Hawk. Shaun White. Whatever. You ever hear of Chicken on a Chain? (Hint: Not a sadistic KFC snack.) Me neither. Heck, my only exposure to this stuff was the Jeff Foxworthy litmus test to see if I am a redneck--and I am not. So after a quick Google search during a holiday season full of truly awesome games, I can report with confidence that nobody--and I mean no-body--is reviewing Out of the Chute. Until now.

No Bull

PBR Out of the Chute (Wii): 40%

Eight seconds. That's how long it took me to realize that this game is a squandered opportunity. Out of the Chute had drinking/party game potential written all over it. Imagine playing as the bull, galloping around the living room with flailing arms, trying to throw invisible knuckleheads off your back while buddies try keeping rhythm with a Wiimote to hang on. Kodak moments aplenty.

PBR Out of the ChuteInstead, you're limply tilting a remote to turn and occasionally mashing a button to pull power moves. Yawn--is this ride over yet? I'm sure for fans, being able to play as any of more than 24 different real live bulls and buckaroos in a career mode sounds sweet. But blazing through the ten-city tour in 8-second intervals (and then sitting through load screens that last twice as long) isn't my definition of "fun."

I'm not hating on this game because I don't have a finer appreciation of the sport. My disappointment stems from the fact that this game screams to be taken advantage of with the Wii's uniquely cool controllers. Instead, you get a sad-sack experience that looks and plays exactly like what it is: BS shovelware.

The Buck Stops Here

I'm not gonna look you in the eye (or stare really hard into the screen) and say that I thought this game would be any good. But it's cheap and it's on the Wii. Matt Peckham recently pondered how the Wii is becoming a dumping ground for deep discount games. But for every Animal Crossing: City Folk that eases across my screen, I'm seeing a lot of games that cater to very specific crowds: little kids, casual puzzle gamers, and...well...rednecks. Many journalists and most gamers sneer at the thought of playing these deer-huntin' games. But companies keep making 'em, which means that somebody must be bagging some bucks (antlered or not), right? I think the problem is that nobody is making a really good blue-collar game. Let's try looking at a couple more titles on store shelves.

Paintballers are given some degree of love with the release of Championship Paintball 2009. Unless they closely follow the exploits of Team Dynasty and outfits of that ilk, most first-person shooter fans are likely to get annoyed by the controls for this game--or to get bored. That said, the Wii version is the best of a tedious bunch.

Coming in the next couple of weeks are two games that I managed to pick up on my redneck radar. I'm sad to report that Deer Drive, which launches next week, is not about road-killing your way to a freezerful of venison. Nor does it put a 12-point buck behind the wheel of an armored off-road vehicle, though that would certainly make the hunt more of a two-way street, so to speak. (It's actually a kind of multiplayer, Duck Hunt-inspired, arcade skeet shoot with your Wiimote). And I seriously doubt that any of the events contested in Calvin Tucker's Redneck Jamboree--you read that right--will appear in the 2012 Olympic games. Y'know, classy stuff like lawnmower racing and the toilet seat throw.

The Hunter on the prowlThere is some light at the end of the scope for the PC deer-bagging crowd. The Hunter employs a fairly impressive looking 3D engine. In fact, when I first saw a couple of screen shots (like the beauty included here), I did a double take. Was this a full-blown first-person shooter? Avalanche Studios, the guys behind the outdoor action game Just Cause, seems to have abandoned hardcore gamers for a more casual crowd that will stick around and admire the scenery. The game is still in a beta state, but trust me on this: Go to the site and sign up to see what happening here--a social-networking/hunting MMO. Not only is the site promising to roll out new scenarios over time, but the game will also have links to social networks like FaceBook. So make sure your avatar is wearing orange or something.

The Rant

Someone needs to stand up for Joe the Gamer (when he's not a plumber). People may have lowered expectations for sub-$20 titles, but c'mon! I can't imagine that even varmint hunters (yes, Virginia, there was a Varmint Hunter game) would enjoy playing some of the garbage that passes as software.

If the indie gaming community can pull together hoards of awesome free games on the Web--and regularly sell cheap, fun stuff for less than $10 a pop on consoles (for some worthwhile examples, check out Nintendo's WiiWare Channel, Sony's PSN Store, and Xbox's Community Games)--why can't people who like lawnmower racing get high-quality titles as well? Do you think they just don't know any better?

The way I see it, someone needs to make the Madden of bull-riding games or the Tony Hawk of toilet seat tossing--or whatever. I can wait.

NOTE: Without getting too corny or maudlin, this column's dedicated to my pop--whose oddball sense of humor always reminded me that even in the tough times, you gotta laugh. Because the other options are too damn depressing. Especially now, you need to take a minute and have yourself a happy holiday.

Gaming Review - Aquaria

Side-scrolling action adventure games are a dying breed. Big publishing houses stick to 3-D graphics and fashionable genres, but side-scrolling action games have a rich history. Super Mario Bros. broke through to American audiences when I was a kid, and its core game components--avoiding obstacles, powerups, and clever level design--all still hold true today. Combining the frenetic action of Mega Man with the oceanic artistry of Echo the Dolphin, Aquaria is an undersea adventure game where you must guide a water nymph named Naija to find her family and unravel the mystery of the underwater world of Aquaria. Independent game house developer Bit Blot has created an enchanting and challenging game that harkens back to the golden age of side-scrolling action adventures. (The Mac version of Aquaria is being distributed by Ambrosia Software.)

Aquaria's story begins rather tentatively. At first, you're treated to a British-voice actress's pretentious monologue about fate, and then you meander through some pretty caves; you get to admire both the visual style of the game and the pleasing soundtrack. But just as Aquaria begins to resemble an interactive art installation, a mysterious figure appears and teleports you into a seeming dream world where you first control the dark "energy form" of Naija. This sequence is a clever way to foreshadow the later, more sinister tone of the game and give the player hope that the character will not always be such a pacified Little Mermaid knockoff.

Instead, Naija's powers become darker and more potent throughout the game. Initially, she can only swim, summon a speed burst, and sing. The "sing" interface is a clever design conceit that allows Naija to interact with certain environmental factors and cast magic. Eventually, Naiji will learn to transform into different forms that vary from a close-combat style beast form to an evil-looking energy form that grants Naija the ability to blast enemies with bolts of magic. Not only can you obliterate the alien-looking armored foes you encounter, but helpless schools of fish as well. You'll also gain access to different costumes, pets that will aid you in battle, and other allies.

The level design favors labyrinths and discovery over linear stages. Each successive level carries new dangers and different challenges, and for a game based purely underwater, the environments are remarkably varied. You'll get to explore abandoned cities, kelp forests, and a corrupted cathedral that resembles a Castlevania stage crossed with the stomach of a whale. Pretty spooky.

There are many moments in the game where you truly appreciate how well it is crafted. The soundtrack alone is one of the catchiest I've heard in a while. Some of the later areas are shrouded in darkness and Naija must use her body like a flashlight to see the way--a clever way to spice up gameplay. The bosses resemble old school monsters and boss battles require you to use a variety of the skills you've learned. The sea creatures are diversified and numerous throughout the stages, and there are some cute details too: when you journey towards the surface, you can hop out of the water and knock monkeys out of their trees... and then watch them drown.

As clever as Aquaria is, the game was made on a relatively small budget. The voice acting worked for me, but the writing follows the predictable "arrogance sunk Atlantis" pattern. And while the retro graphics and style were great tributes to a bygone era in gaming, the death sequences are a bit hokey.

The map system was probably my biggest frustration with the game. Instead of having linear stages, Aquaria follows the adventure format and has lots to explore. The map has little icons depicting where you should go next, but I found them next to useless and basically used trial and error to figure out what I could explore next. The game's long play time ensures a rewarding experience, but I had some agonizing minutes retracing my steps to see if there was some new passage I could access.

Gaming Review - Rayman Raving Rabbids

When the Nintendo Wii first debuted, Ubisoft's Rayman Raving Rabbids turned into something of a sleeper hit. The game featured the popular platform action game star Rayman in a sequence of mini-games that emphasized the Wii's novel control system. Now it's available for the Mac. And I have to wonder why.

Rayman, hero of a series of games including at least one that's available on the Mac, is an animated character featuring a cartoonish head with large nose, a big forelock of hair, hands, feet and torso, but no arms or legs. He finds himself captured by the eponymous Raving Rabbids, nutty bunnies with a vicious mean streak. Screaming at him in a coliseum, the Rabbids want Rayman to participate in an increasing series of activities that test his reaction time and skills, such as a hammer toss that uses an overweight cow on a chain instead of a hammer, or a Wild West-style gunfight with plungers instead of six-shooters.

I can't say that there's any consistent narrative or thread that really makes the games or the game story coherent or consistent, but the zany insanity is part of the fun, and you take it in stride as part of the game play. The Rabbids themselves are adorable, in a bug-eyed, psychotic sort of way; they're fond of chattering at you and screaming, and their pudgy bodies and big heads make them squishably adorable, even if they're rather evil.

Playing the game on the Wii is revelatory, at least for a new Wii owner; it was a great launch title for the Wii, precisely because we were still understanding how the Wii's remote controls worked. The cow toss, for example, encouraged you to swing the Wii remote around in a circle until the cow took flight. The gunfight game had you pointing at the Rabbids and firing with your Wii remote.

Of course, there's no Wii remote for the Mac. So instead of using a device that you're pointing in the direction of the screen--or at least of the Wii sensor bar--you're simply using your mouse to point and click. It's simple gameplay, but it's not nearly as rewarding, fun, or revelatory as the Wii version. Basically, Rayman Raving Rabbids just doesn't translate very well to the Mac.

That's not to diminish the comedy gold of the Rabbids themselves, however. Ubisoft deserves credit for imbuing them with a manic absurdity that's both endearing and frustrating. They're so totally random and goofy, you're going to love them right from the get-go.

There aren't an unlimited number of mini-games. You'll play the same ones over and over again, and others are simply variations on the same themes you will have played before. So it can get a bit boring after a while.

And if you've seen Rayman Raving Rabbids played on a Wii, you'll find that the graphics are crisper and clearer on your Mac than they are on your TV-graphics quality is definitely not the Nintendo Wii's strong suit.

Rayman Raving Rabbids is rated E for Everyone by the ESRB. The only descriptor offered by the ESRB is "comic mischief"--an understatement where the nutty Rabbids are concerned--and there are some occasionally off-color references (such as one game where you have to keep the doors closed to various outhouses populated by suddenly shy Rabbids). Potty jokes aside, Rayman Raving Rabbids is pretty tame and safe for the whole family, unless you're excessively prudish.

TransGaming's Cider treatment of Rayman Raving Rabbids is competent, albeit unremarkable. It ran well enough on my 2.33GHz Core 2 Duo MacBook Pro. Because it's a Cider version, you need an Intel-based Mac, and Rayman Raving Rabbids demands better graphics than the Intel GMA 950 integrated graphics found on older Mac minis, MacBooks and some low-end iMacs. The game can be purchased and downloaded directly from GameTree Online, TransGaming's e-commerce site, so you don't have to go searching at stores for the game.

I did experience a couple of crashes that were inconsistent and not repeatable. The original PC game upon which it is based was prone to some stability issues, according to some reports I read, so I can't say that the problem was specific to the Cider translation.

Macworld's buying advice

If you're not a Wii owner and the idea of a bunch of mini-games featuring nutty cartoon bunnies sounds appealing, Rayman Raving Rabbids can be appealing. But if you've already tried it on the Wii, you're going to find that the gameplay loses a lot in translation.

[Macworld senior editor Peter Cohen spends his time at the home in the company of a raving cat rather than any raving rabbids.]

Gaming Review - Black and White 2

Ever wanted to play God? Smite non-believers, cast miracles, and all that? In the Black and White game series, that's just the first level. In this god simulator from designers Peter Molyneux and Ron Millar, your power and supernatural prowess is determined by how much worshippers fear and love you. With two guiding "consciences," you can build a beautiful city and have the people adore you and your peaceful ways; or build a large army, conquer the land and have the people tremble before your wrath.

The plot of Black and White 2 begins as a "pure prayer" beckons you to return to your tribe of Greeks. You find that your people's city is being ransacked by Aztecs, and through the course of the game you must confront the Aztecs, Norse, and Japanese in order to re-establish your people's livelihood. The developers seemingly threw together peoples throughout history without concern for chronology, geography, or common sense.

In practicality, Black and White 2 is one part city simulator, one part real time strategy (RTS) game, and oddly enough, one part pet simulator. The amalgam of the genres is not as awkward as it sounds, but does leave something to be desired. During gameplay, you command a group of worshippers who need to build up their city and civilization. You assign them jobs, aid their society's advancement with a magical anthropomorphic creature who you also need to guide, and ultimately command their armies should you choose a warlike path.

Unlike many other strategy games, the interface for Black and White 2 is stripped down. Your mouse guides a hand that can manipulate most of the world around you. By grabbing and placing civilians, you assign them a disciple status of a certain type- worshipper, forester, farmer, breeder, etc. You can grab and place new buildings, roads, and even control your creature. A series of gestures allows you to cast spells and if you feel like being a wrathful god, you can throw people or throw rocks onto people.

While it's a real thrill to throw rocks at enemy soldiers and there are times when your hand is really a useful tool, the game relies too heavily on the inexact mechanism. While trying to assign a disciple to a new job, I'd often end up dropping and killing it. The hand is positively clumsy when trying to manipulate rock throwing, and I'd often end up slapping my creature when I meant to be petting him.

Training your creature is one of the most time-consuming elements of gameplay, and requires a great deal of micromanagement. You'll be grateful that you trained your creature well when he successfully demolishes an enemy platoon. But you'll also get frustrated when you have to stop what you're doing and discipline your creature for crapping on some villagers. The game does a good job of showing how the creature matures physically and develops his various skills--he's your greatest weapon and tool to use; but even after training him for several levels, he's still going to act like a moron when you need him most.

Part of this is the game's universally abysmal artificial intelligence. Not only is your creature dumb ("I'm going to go munch on those rocks!" it says) but the citizen AI is also sickly stupid. You'll welcome a migration to your city (hooray!) but they'll then decide to stay outside your influence ring and slowly die out, thereby robbing you of their manpower. On the plus side, once you figure out the AI's ridiculously simple battle tactics, many of the missions are very easy to complete. I set up my wall with archers and because it was so close to the enemy rallying point, they constantly picked off enemy soldiers without me having to do anything. The enemy platoons, for their part, just stood there and wondered where the rain of arrows was coming from.

The game separates good from evil and encourages you to use whatever tactics work best for the given situation. You are encouraged to use whatever tactics you want, but what it comes down to is the amount of time you want to invest. If you don't mind spending days on a mission then you won't mind playing the good path, which takes many hours to build up an impressive enough city to ultimately win the land. The enemy city will also seek to become more impressive, and so you basically play a dumbed-down version of SimCity for hours and wait until victory or boredom occurs.

The evil side is pretty simple to win. You build up a massive army and send your troops with your powered-up creature to wreak havoc on the neighboring cities. Instead of playing SimCity, you'll be playing the world's wonkiest war RTS game. There are only a couple of troop types to use, a limited number of tactics to employ with them, and a control system not designed for timed troop management. Build up the experience of your archers by deploying them in your walls and upgrade your creature by giving him lots of opportunities to chew on enemy platoons. Throw the whole mix at the enemy town and win.

If playing as extremely good or evil doesn't do it for you, you can do a combination of both. Though I take issue with the game's designation of self-defense as evil, basically any use of your creature for war and any construction of armory buildings will be considered evil. In any given map, it's easiest to build up your city with some limited archer defenders and then finally build up that army to take out the enemy's major city center.

But just the RTS, pet-sim, and SimCity elements of the game do not equate a god simulator. Black and White 2 also has a handful of supernatural miracles you can perform. Your citizens worship at an altar and can grant you mana to cast spells. These include healing, fire, lightning and (on the epic scale) volcanoes. They're fun, and can become intuitive by the use of hand gestures with your mouse, but they still feel somewhat limited.

At the end of the day, Black and White 2 only partially lives up to its potential. Your limited abilities make your command seem more like a mayor with superpowers than a god, really. Sure, you can throw people around and decide what careers they'll have, but there are missed opportunities for godlike mischief. The challenges you encounter are hit or miss, which is a real shame because the game's at its best when you are tasked with renewing the faith of someone or doing something really all-powerful. That is to say, the game has some funny challenges (like proving a woman's child is not your divine offspring) but others seem ho-hum (one mission tasks you with finding scattered statues all over a map). The campaign is long but neither multiplayer nor skirmish options are supported. The ability to play as the Aztecs, Japanese, or Norse would also greatly expand replayability of the game.

The Mac edition of Black and White 2 comes with the Battle of the Gods expansion pack. The expansion does little to change the fundamental gameplay, but does grant you additional miracles, creatures to choose from, and a new campaign against the resurrected Aztecs. On the Mac, the game performed seamlessly. I didn't experience any slowdown even when my city achieved metropolis status and the graphics were strong, considering the 2005 initial release date.

Macworld's buying advice

Having mentioned to several friends I was reviewing Black and White 2, I was intrigued by how different people's opinions were. Some people saw a great "everything" simulator that has its flaws, yes, but offers supernatural powers unheard of in a strategy game. Others saw it as a dumb-down city simulator with some bells and whistles tacked on. I found myself defending the game's obvious merits-great graphics (especially for 2005), some clever design choices and a whole host of things to do. But I also can't defend the lack of multiplayer, the inability to play as the other races, the frustrating controls, and the limits on your creature's abilities. Likely a game deserving of a cult following, Black and White 2 is a mixed blessing that will divinely inspire some and churn the hellish wrath of others.

Gaming Review - Metal Gear Solid Touch


How does a mobile/handheld game play on the morning commute? Let's find out.

So the big news here is that Konami is taking the potential for mobile gaming very seriously. The fact that they brought their cash cow, Solid Snake, to the iPhone is as sure a sign as any. On the home consoles, MGS is synonymous with cinematic stealth action. But how does the gameplay translate here?

Maybe they should call it "Metal Dog McCree." The game itself isn't bad. Actually, it looks genuinely sharp graphically, but the bits that I played on my morning commute amounted to a near-future shooting gallery. Bad guys pop up and you sweep the reticule over them. Tap to snap a shot, make the "zoom-in" gesture to switch to a sniper scope or pull back out. Seems simple enough, right? At first, it is -- and looks great while doing it. Problem is, the mechanic can get a little old. As you blast through the 20-someodd levels in the game, you accomplish objectives such as taking out 15 enemies ASAP. Clear a stage, earn some "Drebin Points" and cash 'em in for things like wallpapers to gussy up your phone.

Is it worth the $8 asking price? Depends upon (a) how much you like the MGS series and (b) if you want pay to play a slick-looking skeet shoot. Me? I answered "Just enough" and "Why not?" Your Mileage may vary. If the price drops a couple bucks, definitely check it out.

Gadget Review: Gadget Autopsy: The Nintendo Game Boy


Game Boy Autopsy

Twenty years ago this month, Nintendo released the Game Boy handheld video game system in Japan. Since then, the Game Boy series of handhelds has sold over 100 million units. To celebrate its anniversary, I did what I always do: I tore one apart for the education and amusement of PC World readers.

Gaming Review - Red Alert 3

Armored attack bears. Time traveling Russians. Sarcastic female commandos. Yes, the mirthfully bizarre and chronologically perplexing Command & Conquer: Red Alert series is back. Recently released for the Mac, Command & Conquer: Red Alert 3 is the latest installment in the satirical science fiction/alternative history real-time strategy series.

For those unfamiliar with the Command & Conquer series, the first Red Alert game explored what would have happened if Einstein went back in time and killed Hitler before he rose to power. While Germany never militarized, the Soviet Union became more aggressive and threatened world domination.

Going to the time travel well once again, Red Alert 3 has the Soviets, who seem to lose in every edition of the series, on the brink of defeat, and so they send a party of Soviet brass to kill off Einstein because he's the source of the Allies' technological advances--it's best not to question the plot holes and just run with the campy-ness. The Soviets dominate again, the Allies are retreating, and then all of a sudden the Japanese Empire of the Rising Sun attacks both sides and ignites another world war.

I've been a fan of the Command & Conquer series since I played the original Red Alert and got to see my little pixilated Tanya unit take out an entire enemy base. The game had everything--great story, intense wartime action, and clever real time strategy. Campaigns took days to complete and the difficulty level was particularly brutal on select missions of the highly successful expansion packs. I can't think of a game that got me more excited for serious real time strategy than the original Red Alert.

But that was before Red Alert 2, a game that took the series in a more comical direction with cartoonish graphics, over the top cut scenes, and colorful, kid-friendly, less gritty environments. Now, instead of resembling the History Channel, Red Alert 3 seems to draw more inspiration from the Power Rangers.

Tim Curry hams it up as the Soviet Premier, Jenny McCarthy plays special agent Tanya, and George Takei is the Emperor of Japan. There are also strong supporting roles from J.K. Simmons (of Juno fame), Jonathan Pryce ( Brazil ), and David Hasselhoff ( Baywatch ).

You know a game doesn't take itself too seriously when one of the actors remarks that the enemy's armies are "thrusting deeply into motherland's nether regions" or casts David Hasselhoff as the Vice President. And for some reason, every female on screen is wearing a mini-skirt as part of her military uniform.

This level of camp extends to the units as well. The series phases out standard units like tanks in favor of helicopters that transform into walkers, amphibious naval destroyers, and armored trained attack bears. Old favorites return, like spies (voiced with a Roger Moore-like Bond impersonation), Kirov airships, and Tesla troopers. A new feature to the series is the ability to build almost all of your structures on the water. Sea bases can be protected from most land-based attack units and provide a new dimension to strategic base building.

The special-forces units are always an iconic part of the series, and this time around are a mix of new and old with Tanya, Yuriko Omega (a Japanese school girl with devastating psychic abilities) and Natasha, your typical busty sniper assassin.

Each side has its strengths. The Allies have superior intelligence (like spies and cloaking abilities), powerful prism technology (Mirage Tanks, prism towers), and the time-altering affects of the Chronosphere. The Soviets prefer brute force (the Apocalypse tank and Kirov airship), electrical weapons (Tesla Troopers, Stingray boats) and the invulnerability granted by the Iron Curtain.

But the new Empire of the Rising Sun faction provides a different sort of advantage to its players. The Empire uses a lot of mech units that can transform from land to air, land to sea, or sea to air to provide a versatile attack force. Heavily influenced by anime and Japanese lore, the Empire commander has katana-wielding shinobi stealth units and Tengu Mechs that can become jet fighters or land based anti-infantry units. Their Yoriko Omega special-forces unit can toss tanks in the air or obliterate infantry with her mind--making her the single most potent unit in the game.

Unit micromanagement has never become more essential. Some units will turn to scrap metal against certain enemies unless you manually order them to utilize their secondary weapons. The enemy artificial intelligence (AI) is challenging, but hasn't improved much over the years. Fully supported cooperative single player is a welcome addition to the game, and on the whole your co-commanders are competent. You can order your AI ally around a bit, and since each commander you're paired with has a unique backstory, actor, and persona, the experience becomes that much richer. Or, if you'd prefer, you can complete the single player missions with a friend or challenge them to a traditional multiplayer match.

There are some drawbacks to the cooperative single player. The AI is decent, but not impressive, and pathfinding issues plague the gameplay-- often at key moments in combat. The micromanaging needs some better tools to wrestle with your different units and their abilities, and frankly, they went too far in creating outrageous units. Sometimes I just want my tank to be a tank. Is that so hard?

Finally, though the Blizzard series of real time strategy games made "turtling" impossible by ensuring you had to keep expanding your base to acquire new resources, the elimination of this strategy in the Red Alert series is a design choice that I don't agree with. Building an impenetrable base was always a favored strategy of Red Alert players, and throwing away what makes this series unique is a shame.

On my 2.66GHz Quad-Core Mac Pro, I unfortunately experienced some major slow down once the combat turned up. On the default settings for the game, the frame rate nosedived whenever intense conflict happened on the map and the screen would simply freeze if I tried to max out the graphical settings. I ended up settling for a lower graphics setting and didn't notice a real visual difference, save for a reduction in the quality of the water effects.

Macworld's buying advice

If you're looking for a serious real time strategy experience, then you'll find Command & Conquer: Red Alert 3 handicapped by limited strategies, clumsy and too narrowly focused units, and an art style more reminiscent of Rollercoaster Tycoon than a war simulator. But if you're looking for an enriching, far-out and often humorous strategy game, anything in the Command & Conquer series is worth checking out. When many developers are foregoing storytelling, originality, and creativity in designing their games, the well-cast cut scenes, bizarre unit types, and the weird storyline of the Red Alert series offers the strategy world a refreshing change. Recommended for capitalist dogs and communist swine alike.

Gaming Review - Assassin's Creed: Altair's Chronicles

I was actively rooting for Assassin's Creed: Altair's Chronicles to succeed and prove Hideo Kojima wrong. Kojima, the celebrity developer of the Metal Gear series, professed that he was skeptical of the ability to adapt stealth gameplay to the iPhone. Assassin's Creed, like the Metal Gear series, relies heavily on sneaking around enemies and disposing of guards quietly. The Assassin Creed universe is set in part during the crusades in a number of Middle Eastern cities.

But the clipping, pathfinding issues, and finicky movement controls of Assassin's Creed: Altair's Chronicles distract from what could have been a great game. Kojima seems to be getting the last laugh (though Metal Gear Solid Touch has its own flaws) because Assassin's Creed is a half realized mess of an adventure game that seems to have unlearned everything great that Hero of Sparta taught Gameloft.

Combining stealth, swordfighting and platforming components, the iPhone version of Assassin's Creed is a graphically superior port of a Nintendo DS title with the same name. Unlike Assassin's Creed's for the Playstation 3 and Xbox 360, Altair's Chronicles focuses exclusively on Altair's linear story from his perspective. As a member of a brotherhood of assassins, Altair seeks to track down a mysterious "chalice" for his order and must seek revenge on a troop of Templars that have slaughtered some of his comrades.

The opening full motion video for the game displays the iconic Altair character in a bustling middle-eastern cityscape. If the game is anything like this, then Gameloft will have magically produced a game with graphics comparable to the Playstation 3 on the iPhone. The truth is that the actual graphics for the game are more pedestrian, but by no means poor for the iPhone.

And there are nice little details in the game. You can pickpocket enemies via a clever mini game. The environments are varied and you get a sense of the enormity of the city you are part of. Much of the spirit of Assassin's Creed has been kept for the iPhone version, save perhaps the open-ended gameplay. Altair learns a variety of cool moves as the game progresses, but most of these are event specific and you'll get to use them a few times. For example, you'll only stealth kill certain targets when the stealth button appears. Using your grappling hook is limited to when there is a specific nook to launch the hook into.

The most frustrating aspect of the game is the checkpoint system. Rolling in gravel and then throwing yourself into a salt mine would be more pleasant than the crap platforming areas Assassin's Creed puts you through. The game saves whenever you touch a checkpoint icon. This is great except they don't disappear after you've hit them once. If you hit a checkpoint and climb a ladder and then jump and hit another checkpoint, if you then fall to the ground you'll have to hit the first checkpoint again and thereby lose all of the progress you gained. The arrows will guide you to go and hit previous checkpoints you have skipped, thereby ensuring you complete the game in a specific order. This also ensures that if you keep missing that one jump, you'll be stuck doing that same area forever.

Of course, this wouldn't be a problem if the controls were more forgiving. Jumping off a beam and falling to your death is common, but even more common is falling off a beam and landing alive in an area you've already explored. You'll then have to start all over again or reload the previous checkpoint. A manual save system would do wonders here, but a control system that isn't so finicky would be even better. It shouldn't take me twenty tries to jump from one beam to the other. I do this for a living. I'm not that bad at gaming.

The combat controls aren't much better. You unlock new skills and combos as you play, but initially you can launch two kinds of sword attacks or block. From the block position you can counter, which is a nice little nuance for a mobile game. Of course, as an assassin, it's preferable to flee, but it's nice that when you do have to fight you're not useless. On the whole, I enjoyed the combat system against enemy guards. The problem is that the poisonous asps that populate the rooftops are much deadlier. Your attacks almost always swing above their little heads, and manipulating Altair into a better position is impossible with such sensitive controls. Aside from falling, asps are the most deadly obstacles in the game.

Sound on an iPhone has rarely been more than background noise to me, but Assassin's Creed is a rare exception in that I've noticed not only the voice-acting but also the sound effects. While the voice acting isn't anything special (Altair doesn't sound particularly intimidating or killer-like) the sound effects cut in and out during the missions to become an annoying distraction.

Assassin's Creed: Altair's Chronicles is one of the most ambitious titles for the iPhone yet. The game takes several hours to complete (think 6-10+) and is therefore one of the most lengthy (and challenging) iPhone games I've played. While Hero of Sparta was a simple hack-and-slash adventure game, Assassin's Creed walks a tightrope of stealth, combat, platforming, and puzzles. Unfortunately, right now the rope has been dipped in gasoline and lit on fire by the frustrating save system, hair-trigger controls, and atrocious pathfinding problems. Future updates will hopefully solve some of the many adaptation problems that have sprung up during the port process, but right now Altair's Chronicles isn't living up to the Assassin's Creed or Gameloft name.

Gaming Review - Zombieville USA for IPhone

Zombieville USA is a bloody, fun game from Mika Mobile. You control a lone scowling hunter in a town overrun with the lumbering (and, occasionally, scampering) undead. Luckily for you, you're armed.

There's not a tremendous amount of depth to Zombieville, but that's not necessarily a criticism. The game looks great, with well-drawn art that suits the cheeky mood. (The game's first screen upon fully loading instructs you to "Touch... If You Dare!") You start with a gun and a finite number of bullets, and within seconds, you'll need to start shooting at zombies--or risk becoming literal brain food.

The controls are pretty intuitive; tap and hold on one side of the (landscape) iPhone or the other to move in that direction, and tap smack dab in the center to fire your weapon. When the zombies approach, it's really a "kill or be killed" situation: When they make direct contact with you, you'll lose health, and if you can't shake them off and gun them down, you'll die.

As you walk through town, picking off zombies, you can duck into the many houses that dot the path. They're all abandoned (presumably, the zombies got there first), and they've all been left unlocked. Inside some, you'll find additional ammo, and inside others, you'll find cash.

Cash? Yep, it's important to every good zombie hunter. In fact, to add insult to zombie injury, each time you blow one away, you take any money the zombie was carrying. (Side note: Why do zombies need money anyway? Unfuneral expenses?) In between levels, you can use that cash to purchase ever-more-powerful weapons and ammo. For a while, the guns just get a little shinier, and maybe a tad more powerful (meaning you'll need fewer bullets to take down an undead attacker). But save up enough scratch, and you can buy some pretty serious tools. Some might say you haven't lived till you've torched a few zombie with a flamethrower or torn them down with a chainsaw.

Besides their obvious amusement factor, these weapons form the $2 game's sole strategic component. You need to save and spend your money wisely, because on later levels the zombies come so fast and furious that you'll need the higher-powered stuff to survive.

The only other temptation that you'll occasionally need to spend money on is the first-aid kit that restores your health. That's because Zombieville--in what I hope is its sole connection to reality--affords you but one life to live. When you die, the game ends. Frankly, that's a bummer sometimes--like when you've powered through nine levels, merrily (but anxiously) gunning down zombies the entire time and finally get trapped and decapitated by a few of them. If you want to keep playing, you've got to start back at level one again.

Ultimately, though, since the core of Zombieville's fun is killing zombies deader, that's not so terrible. Starting over just means you have a fresh start on creating zombie carnage.

Zombieville offers three levels of difficult (Easy, Normal, and Insane), each of which lives (ha!) up to its name. The sound effects and soundtrack, though a bit repetitive, suit the game well. A free lite version lets you get your feet wet with just one level of zombie slaughter.

By this point, you already know if you'll enjoy the game. If Zombieville USA sounds like a hilarious shoot-em-up game to you, I'm sure you'll love it.

Zombieville USA is compatible with any iPhone or iPod touch running the iPhone 2.2 software update.

Gaming Review - HeavyMach for IPhone

Back in high school on the weekends, I could often be found playing side-scrolling action games that were fun and didn't need to be taken too seriously. This idea has returned with HeavyMach, a side-scrolling tank game by developer IndieAn in which your tank must wipe out opposing forces to reach the next level. Grab power-ups, additional armor and weapons such as missiles, lasers and bombing runs to even the odds and you're good to go.

HeavyMach provides a jump ability and leveling up. Incoming missiles and bullets can be nimbly jumped over via your tank's propulsion system while experience points can go towards leveling your tank up. Once a new level has been reached, you can upgrade your maneuverability, defense or attack powers as needed.

There isn't much of a plot or even an attempt to create much of a story, but the classic arcade feel of the title is there and strongly presented with bright, crisp graphics and some of the best sound I've ever heard from my iPhone.

Beyond the arcade elements, there's a nice attention to detail that makes the game fun to play. Well-designed touch controls allow you to feel as if your movements are natural and realistic without having to over or under-compensate. A nice incorporation of strategic elements adds to the title and players can roll in and out of an opposing tank's range, jump over incoming fire or use buildings and overhangs as cover to avoid an incoming missile barrage.

A selection of game modes keeps things interesting and you can choose between the classic level-based Scenario mode or take out waves of enemies in Survival mode. A reliable passive save system rounds things out and players can pick up from the level they left off.

There are some kinks to work out, such as crashes in which the application froze, made stuttering noises and returned to the iPhone's home screen. While this only happened twice, it's enough to pay attention to and hopefully a bug fix will resolve the issue.

This aside, HeavyMach is a great side-scroller for both the action fan and the user longing for the arcade days. With a little polish, the title could be that much better.

HeavyMach requires iPhone OS 2.1 or later to install and run.

Site Review - You Tube


The biggest video sharing site has some video-quality limitations, but it has the largest audience.

Our number-one favorite place to waste time on the Web, YouTube is the only service in our group that could possibly lay claim both to uncovering scandals and to posing quirky questions to Democratic presidential candidates.

But the biggest of all video sharing sites limits your videos to just 10 minutes, and its Flash 7 video quality wasn't quite up to par with its rivals: Color gradients were more noticeable, and colors were muted. Here's hoping that the higher quality H.264-format videos that YouTube creates for AppleTV and Apple iPhone playback will eventually be accessible by everyone.

YouTube remains incredibly easy to use. Its beefy servers swallowed our upload in no time at all (under a minute), and our video was live not long after. The recently upgraded embedded player has a clean design, though it puts a bottom-right watermark on your video, and it can be customized with different color and video thumbnail options.

You're also able to keep your video private (viewable by you and 25 selected friends), and choose whether or not people can embed your video on their Web site.

YouTube has a booming community; there are detailed user channel creation tools, and the site's popularity and ability to turn up in Google searches will likely deliver the biggest audience to your video. Unfortunately, YouTube's revenue-sharing Partner Program is currently limited to big-name content creators and selected individual, prolific, and popular content creators.

But YouTube does have some neat tricks up its sleeve. An area called TestTube lets you try out possible future features like Remixer, an online, flash-based video-editing tool. First deployed by rival Photobucket and powered by Adobe Premiere Express, it lets you remix or add transitions and titles to videos, without impacting the original uploaded file.

Bottom line: Its video quality isn't the greatest, but YouTube can't be beat for drawing the widest possible audience.

Resources: See our Top 10 Video Sharing Sites chart, find out how we tested, and visit our video-quality comparison page (requires QuickTime).

Software Review - Microsoft Windows Live Sky Drive


Online storage service, currently in beta, may be too simple for some users.

Microsoft has taken the wraps off a beta version of the Windows Live SkyDrive online storage service. While it has a lot to like, it is clearly still a beta offering.

Windows Live SkyDrive is part of Microsoft's Windows Live family of Web 2.0-style online offerings, but it lacks connections to other Microsoft services such as Hotmail, MSN Messenger, and the Live Spaces blogging service.

You receive 500MB of free online storage (though files can be no bigger than 50MB each), and you can store any type of file to a Private, Public, or Shared folder. No one except you, with your log-in name and password, can access Private folders; anyone on the Internet can view your Public folders, but only people you invite can see Shared folders. You can restrict invitees' access to certain Shared folders or grant them Contributor status for viewing, adding, modifying, and deleting items in a folder.

For now, invitees must already have a Microsoft user name and password before they can access a Shared folder--no problem if they use Hotmail or Windows Messenger, or otherwise have an MSN or Windows Live ID, but an inconvenience if they don't. Microsoft says that a future release of the service will support sharing folders with folks who lack a Microsoft account.

I found Windows Live SkyDrive much easier to use than rival services such as XDrive and Streamload, but the service does lack some features that its competitors offer. XDrive allows you to stream stored audio files, for example, and Streamload performs automated backups and lets you synchronize data between two computers.

The Windows Live SkyDrive beta shows early signs of being a great component of Microsoft's vast empire of online services. Nevertheless, we'd like to see more features, such as the ability to save Hotmail e-mail attachments to SkyDrive folders or to create a slide show of images stored in Public folders. We'd also appreciate better service integration, along the lines of Google's Gmail and Docs & Spreadsheets. But Microsoft beats Google to the punch with this online backup tool--even though it still needs work.

Cell Review - BlackBerry 8320


Voice-over-Wi-Fi feature makes an excellent phone even better.

First came the trim, consumer-friendly BlackBerry Curve 8300. Then came the Wi-Fi-enabled BlackBerry 8820. Now there's the BlackBerry Curve 8320, an impressive PDA phone that combines the best of the previous two models and has an added bonus: While the 8820 supports Wi-Fi for data only, the 8320 lets you make voice calls over wireless 802.11b/g networks too.

Physically, the 8320 is the same as the original BlackBerry Curve, though it comes in two different colors, titanium gray or gold. (Unlike the original Curve, which is available from AT&T, the 8320 is available from T-Mobile for $300 with a two-year contract.) It features the same thin and light design, a small but very usable QWERTY keyboard, a 2-megapixel camera, and a gorgeous 320-by-240 display.

The biggest news is under the hood: In addition to support for GSM voice and EDGE data networks, the 8320 adds Wi-Fi with UMA--a technology that allows you to make voice calls over Wi-Fi. The phone works with T-Mobile's $20-per-month (on top of your voice and data plan) HotSpot@Home service, which permits unlimited calls over Wi-Fi networks. While the service is a bit pricey, it could potentially lower your costs by saving your cellular voice minutes.

I tested the phone and the service using one of T-Mobile's HotSpot@Home wireless routers, manufactured by Linksys. Using the 8320's on-screen wizard to connect to a wireless network is a breeze; within just a few minutes, I was surfing the Web and downloading files with ease. The 8320 will connect to any 802.11b/g wireless network, so you can use your existing router--or even a public hotspot--to make calls and surf the Web.

T-Mobile says its router (priced at $50, but free after a rebate) is designed to conserve your phone's battery life and to prioritize voice traffic, which should--in theory--result in better call quality. However, I noticed no significant improvement when using the T-Mobile router instead of my own Linksys wireless router. Call quality over both wireless networks was the same: decent. Voices were garbled sometimes, and I noticed an echo, just as I often did when using the phone over a regular cellular connection. Being able to make calls over Wi-Fi is a great option in areas (like my house) where cellular service is spotty, though. (We could not lab-test the phone's talk-time battery life in time for this article's initial posting, but we will update this review when we have the results--and the PCW Rating for this phone.)

For both voice calls and data usage, the 8320 will default to your Wi-Fi network when it is available. Should you leave the network's range, the phone is supposed to switch your call seamlessly to the GSM network (and vice versa)--but in my tests, the experience wasn't as smooth. When I went out of range of my Wi-Fi network, my calls occasionally dropped, even though cellular service was available.

Those glitches aside, the 8320 is an excellent phone. Like all BlackBerry units, it is a stellar e-mail device, with support for ten accounts. The included camera (which sports a flash and a 3X digital zoom) took adequate but--like many camera phones--occasionally blurry snapshots. Among other multimedia features is an audio and video player that supports most formats (including MP3, AAC, WMA, WMV, and MP4). The player's interface is basic, but audio quality is good and video looks great. The device also has a 3.5mm headphone jack and a microSD card slot (which is inconveniently located under the phone's battery, unfortunately).

While voice quality over Wi-Fi was only passable, the capability itself is still impressive. And combined with the 8320's sleek design and awesome e-mail handling, it makes for a winning package.

Software Review - Acdsee Pro 2


Updated photo management app offers more organizing features and added flexibility with RAW files, but you'll need a powerful PC.

What should you expect from photo management software like ACDSee Pro? If you're dealing with thousands of photos and other multimedia files, the application has to be fast and incredibly efficient--capable of organizing, finding, and processing photos in as few steps as possible. The latest update of ACDSee Pro--version 2--adds new features to handle such tasks well, provided that your PC has enough horsepower.

The first time I launched the program, it cataloged all the photos, videos, and other multimedia files on my hard drive. (As with most photo management apps, this process can take a while if you have a sizable library.) Using the metadata from your photos, ACDSee automatically categorizes them into folders that you can browse chronologically. You can also browse them by event, year, month, day, or photo calendar.

Pro 2 features a look that has been modernized by adding a gray and black skin to the workspace. The improved Windows Explorer-like user interface shows your folders on the top left, a photo preview at the bottom left, thumbnails in the middle, and properties on the right. As in past versions, the workspace in Pro 2 is customizable. You can add, move, or remove certain elements to suit your specific workflow. For example, I removed the Preview window, as I found it unnecessary because version 2 shows a slick new pop-up preview when you mouse over an image.

ACDSee gives you plenty of options for organizing your images or narrowing a search, and it supplies multiple points of entry in achieving those tasks. For example, you can use the new Group By drop-down menu to view pictures by author, camera, one or more keywords (version 2 adds multiword support), and other settings. Or, you can use the new "Filter By" option to sort pictures by user-applied rating, tagged/untagged, or user-applied categories such as people or places. The Organize window's Auto Categories list has yet another new way to sort photos--by metadata. In addition, you can rate your photos and filter them based on those ratings.

Also improved in version 2 is the handling of RAW images. The application now allows you to rotate and crop in one step, edit shadows and highlights, and export to multiple formats and resolutions.

ACDSee was relatively speedy when I browsed through my image library, but performance slowed to a crawl when I edited 2-megapixel-size or higher-resolution photos. The app choked when I tried to edit RAW images that ranged in file size from 12MB to 15MB each. My 3-GHz Pentium 4 CPU should have been fast enough, but apparently my system didn't have enough RAM for ACDSee's liking (though any good imaging application will need lots of RAM); ACDSee Pro 2's system requirements do list 1GB of RAM as recommended.

With the ideal hardware, the app's wide range of photo editing tools becomes more tolerable to use. For example, you can adjust exposure or enhance the shadows and highlights of backlit photos, and see the effects almost instantaneously. (The app doesn't show before-and-after comparisons, though--and such a feature would have been useful.) You can then apply your edits (up to 13 operations) to multiple photos using the batch processor. ACDSee Pro writes your edits to a database rather than the original files, so they're nondestructive. You also get a rudimentary Select tool, though it doesn't go beyond a rectangular shape.

ACDSee Pro 2 is a good application for photographers and graphic designers who use the Windows platform, and the improvements in the app's core features and interface have made this product even better than the original ACDSee Pro. At $130, it's also much cheaper than Adobe Photoshop Lightroom, which costs $299. If you don't have the latest and greatest PC, however, you'll have to live with sluggish performance, especially in editing.

Software Review - Checkpoint Zonealarm Internet Security Suite 7.1


Checkpoint offers a full-featured firewall, but the rest of the suite is flawed.

Unlike the other seven security suites we tested for "All-in-One Security Suites: Tried and Tested," CheckPoint's ZoneAlarm Internet SecuritySuite 7.1 began with a firewall and then expanded to add other features. It shows. ZoneAlarm 7.1 has a feature-rich firewall, to which it has added the impressive Kaspersky antivirus engine for malware detection and removal. Unfortunately, ZoneAlarm lacks the extensive scan options and the smooth interface of Kaspersky's Internet Security 7.0 suite. Plus, the antivirus and antispyware interface has only bare-bones configuration options.

One major reason for ZoneAlarm'sunimpressive showing is that we tested the suites on a Vista Premium PC, and ZoneAlarm's Vista compatibility is incomplete. Working under Microsoft's latest OS, the ZoneAlarm antivirus scanner does not scan e-mail traffic or instant messaging communications for malware. (A separate antispam engine is licensed from SonicWall's MailFrontier.) Checkpoint says that this is by design, but we can't see the benefit of refraining from scanning e-mail traffic. The Vista suite also loses the parental controls available in the XP version, as well as protection for sensitive data and blocking of known spyware Web sites. The suite lacks a Web antiphishing feature in both its XP and its Vista versions.

For the firewall, ZoneAlarm offers the most features and options of any suite in our roundup, hands-down. It comes with an excellent installation wizard, and a training mode automatically bumps up to maximum protection after learning about your programs. Even at its "maximum protect" setting, the firewall will check against a central database of known programs before bugging you to decide whether a new program can connect to the Internet.

On the other hand, ZoneAlarm was one of only two suites that didn't entirely protect a test PC from an outside scan (Avira Premium Security Suite was the other). The firewall left a communications channel (port 135) open, and it didn't entirely hide (or stealth) the closed channels, unlike most firewalls. Checkpoint says that our results are anomalous. We suspect that the underlying reason is an incompatibility between our test PC's network adapter and the Vista version of ZoneAlarm, as AV-Test.org says that the XP version did not exhibit this problem.

As we expected, ZoneAlarm's scores in our malware detection tests were very similar to those of the Kaspersky suite. It finished third among our eight suites by catching 96 percent of dormant samples in AV-Test.org's huge 674,589-strong collection;. and it found 14 percent of unknown (to the program) malware in tests using one-month-old virus signature files. Despite using its own antispyware engine rather than Kaspersky's, ZoneAlarm's suite caught exactly the same number of spyware and adware samples as Kaspersky's suite: an above-average 90 percent.

ZoneAlarm lagged significantly behind Kaspersky on scan speed, however--at just 3.62 megabytes per second, it turned in the slowest time of any suite we tested. It also popped up the most false alerts, producing warnings about 12 harmless files. And like many suites we tested, it did a lackluster job of cleanup. The program removed only half of all files and Registry entries introduced by malware infections.

ZoneAlarm's options and interface for antivirus scanning are anemic. You can't decide whether to scan within archives for a user-started scan or for an automatic, on-access scan. You can't decide much of anything else, either. It's strange that you have many more choices for setting up the antispam engine, which ties in to Outlook and Outlook Express and is licensed from MailFrontier, than you do for the more-important antivirus scans.

In the end, ZoneAlarm's suite is good example of why you might still want to purchase a stand-alone security program instead of a hybrid suite. If you're interested in the suite's firewall, which is much more extensive than those in other suites we tested, you're probably better off buying the firewall on its own and pairing it with your choice of antivirus program

Software Review - Trend Micro Security Suite 2008


The Trend Micro security suite combines a good feature set and solid malware disinfection, but those benefits are offset by below-average detection as well as interface and installation bugs.

We got off to a rocky start while installing Trend Micro's Internet Security Suite 2008 ($50 for three PCs) and weren't impressed with its malware-fighting performance, but thanks to solid features and a fairly inexpensive price, it managed to capture fifth place (out of eight security suites) in our "All-in-One Security Suites: Tried and Tested" roundup.

The problems began immediately, when a show-stopping bug prevented us from updating the program on two different Vista PCs. What's worse, when we called Trend Micro's tech support number we were unceremoniously disconnected following an automated "all operators are busy" message. A company rep discovered the source of the problem in a firewall component and fixed it in a subsequent update, so we were able to use the program--but then we ran into other bugs and annoyances.

When we tried to kick off a manual scan, the button grayed out, but the scan never started. We had to log off and back on to start the scan, and the problem recurred later. When we switched to another user account and also when we uninstalled the program, the suite thought the program window was open elsewhere (it wasn't), and as a result it either would reopen or wouldn't allow the uninstall to continue until we logged off and back on yet again.

These interface problems arose against a backdrop of mediocre malware detection. Trend Micro's suite finished in fifth place in the critical detection tests against AV-Test.org's giant zoo of dormant malware samples, finding 90 percent of the samples. Its spyware and adware detection rate (84 percent) was also subpar, as were its heuristic detection results. These tests use one-month-old virus definitions to simulate how well each suite would detect unknown malware. The Trend Micro suite managed to produce a 13 percent catch rate.

The suite did do well with malware cleanup, removing 70 percent of all files and Registry changes introduced by malicious infections. Only Symantec Norton Internet Security 2008 did a better job at disinfection, at 80 percent. The Trend Micro package allowed us to copy 732MB of files the fastest of the eight suites while its real-time detection was enabled--an indicator of the drag you can expect a security suite to have on your PC.

In general, Trend Micro has assembled the features you'd expect from a security suite, with antispam, parental controls, and antiphishing to complement the standard antivirus, anti-spyware, and firewall components. Its firewall successfully hid the protected PC from outside attempts to scan it, and it avoided unnecessary warnings when known programs attempted to access the Internet.

But its parental controls fared poorly. If you enable the feature, the filters you can create will apply to everyone who uses the computer. Also, the program doesn't prompt you to set a program password--and if you don't, any other user can open the program and turn the parental controls off.

The suite's antispam tool adds buttons to Outlook, Outlook Express, and Windows Mail that let you label e-mail as spam and approve or block specific senders. Its antiphishing feature blocks known or suspected malicious pages entirely in Internet Explorer and Firefox, but it missed one phishing site that used an IP address as a domain name and should have been an easy catch. In fairness, Firefox's built-in antiphishing tool missed the site, too.

If you can get past the bugs, you'll like the Trend Micro suite's clear interface. The settings for the various features are easy to find, and a nice weekly summary report lists all the threats blocked and other program statistics.

You may need to refer to that report: By default, the suite displays alerts only if it can't automatically handle a threat it discovers in real time or during a scheduled or manual scan. A better approach would be to let users know they may have just opened an unsafe e-mail message, for instance, to give them a better idea of what to avoid in the future.

Until Trend Micro improves its back-end malware detection and forward-facing user interface, it won't be among the best suite options available.