The Might and Magic series holds a well-deserved place of high regard in in the RPG world. I'll admit I came in late to the games -- I started with Heroes of Might and Magic 3 -- and I didn't know what to expect to make this series different from Bard's Tale or the Ultima worlds. In many aspects, the world of M&M7takes its inspiration from those venerable games. It makes for a classic gamer's paradise. You'll find an easy mix of high fantasy with a splash of epic sci-fi to spice things up. The game is ripe with nods to the cults built up around space operas like Star Trek and Buck Rogers. This is no cookie-cutter rehash of tropes, though. Might & Magic 7 stands firmly on its own two feet. I soon learned that differences are not at important as the quality of the execution. First, the plot is brilliantly conceived, and the writing has sparks. The in-jokes are comfortable and clever -- the developers wisely resisted over-indulgence of the inner geek that squirms between "ha ha, I get it" and "um... okay, stop." The entire games steeps you in the world, and it only subtley jabs at the fourth wall. Gameplay keeps the pace up while throwing the player elegant curve-balls to manage hit points and spell mana. The entire world is open to roam, and I remember times when I knew I had taken one step too many toward a danger I was not ready to face... but with judicious sneaking and careful tactics, I was able to explore on my own terms. It's no easy thing, escaping from a band of Ice Giants! When enemies spot you, they chase you down as far as you have speed to lead them. The AI will respond to your own clever moves, though, ducking out of sight or just getting far enough away. No guarantees, though. Occasionally I escaped alive, and that fired my resolve to improve and return. Some realms were much more exotic than I had expected. It whetted my appetite for more! Might and Magic 7 is a jewel in the crown of classic RPGs. Invest a few weeks in it, and you'll find a satisfying party-based adventure to remember.
I-War broke group in the space combat genre by bringing Newtonian physics into the fold. This is no skinned-over WWII dogfight in space -- oh, no. Mass and inertia rule the day in a dreadnought. This gives I-War a little higher learning curve than Wing Commander or Elite, but it pays off. I-War offers up some of the most satisfying space combat since TIE Fighter. Engagements are intricate dances of sweeping arcs and precise weapons fire. This game will test not only your piloting and reflexes, but also your sniper's instinct. There's nothing like the exhilarating satisfaction of navigating a complex trajectory to land a perfect shot on your enemy's soft underbelly. The game has its flaws: unforgiving mission challenges, terrible voice acting in spots, and yes, flying a dreadnought takes more practice than the game seems to want to give you at first. Once you master the physics of mass and inertia, though, you can dance through I-War's dogfights like a ballerina with a rail gun. I-War delivers a solid futuristic battle experience.
Psychonauts is to video games what Voltron was to giant robots: the fusion of like-themed elements into a single awesome gestalt capable of dealing a mighty blow. The game is a fun 3D platformer. If you enjoy games like Prince of Persia, or even old standards like Sonic the Hedgehog, you'll get a kick out of the gameplay. On the surface, it's the usual negotiation of rough terrain with developing powers and a little combat. The game shines in its conception and creativity. As Raz, you are a budding Psychonaut -- a warrior who takes the battle into the minds of the enemy. That might sound harsh, but the game plays out in a friendly yet subtley sinister summer camp. This is a great game for kids. Psychonauts draws its unique look from the surreal, literally psychedelic visions you find in each level. A drill sergeant's mind is a mess of barbed wire and trenches. A young child's mind might be a twisted bedroom of nightmare shadows and creaking closet doors. Every level is a masterpiece of Freudian inference. Tim Schafer is the mind behind Psychonauts, and that right there is a mark of quality. Schaefer drove landmark Lucasarts adventure games like Full Throttle and Grim Fandango. Story, dialog, and characterization all shine. Even between levels, Shafer presents the story as you explore the world: there are few if any force-fed cutscenes with exposition here. Psychonauts neatly dances between arcade jumper and point'n'click adventure. If that weren't enough, the game boasts some serious star power on the performance side. Cartoon voice acting megastars Richard Steven Horvitz and Charles Adler add their considerable talents to the main characters, supported by brilliant dialog. If you don't recognize the names, your ear will probably recognize the voices. Psychonauts is a must-have addition to any classic gamer's collection.
Many are the hours I've whiled away, petting my cats and laughing maniacally as I played Evil Genius. Gameplay moves between an animated view of your secret island lair and a strategic world map. In the island view, you juggle keeping everything straight: your minions must be functional and productive, your assets must be protected from international agents, and your base layout must expand efficiently. On the strategic map, you move your minions around like chess pieces, pursuing your nefarious goals across the globe. The game has style to spare. A brilliant (if a bit repetitive) musical score brings up the 60's super espionage atmosphere. Your minions have lots of personality as they go about their tasks. And there are *plenty* of ways to take care of those do-gooder spies, should they happen to penetrate your sub-volcanic lair and try to make off with your molecularly miniaturised Eiffel Tower. Oh yes... PLENTY of options for the creative mind. MUWAHAHAHAHA! Evil Genius is a high point in the God Game genre. Do I expect you to pick up a copy right now? ... No, Mister Bond! I EXPECT YOU TO DIE!
Full of atmosphere and cunning, Patrician III is a rich gaming experience --and not just rich-as-in-wealthy. You get a lot of game for a little money. If you have a head for details, a little math, and a lot of opportunity, you will have a great time sailing across the northern seas of Europe. The kinds of deals you make grow from simple trade to much more involved politics and even warfare. It's a fun study in early capitalism and social responsibility, since your aim is not only to acquire riches and power, but also to bring prosperity and security to the people of your home town. And here's a plug: You can watch my more detailed review at my web site, <a href="http://longtailgamer.com/node/62">Long Tail Gamer</a>.