Review – Dawn of War II: Chaos Rising

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Burn the heretic. Kill the mutant. Purge the unclean.

With these words on their lips, the Blood Ravens chapter of the Immortal Emperor’s Space Marines crash once again into battle against the enemies of man. And what bloody good fun it is.

Dawn of War II: Chaos Rising is the first full expansion to 2009’s strategy title. As a standalone title, it can be played without the original game, but to access all races and resources in multiplayer you’ll need both games.

I had three main problems with Dawn of War II: it focused mostly on small tactical combat instead of the massive, screen filling carnage that defined the original Dawn of War games; it shipped with four races, which in reality is a good number, but a bit of a letdown after being accustomed to the original’s nine (including expansion packs); and most of all, the story was just weak.

With Chaos Rising, developer Relic has address the latter two of those complaints. The forces of Chaos in all their demonic fury serve bump up the race count to five and serve as the primary antagonists of the single player campaign.

The story is also much more involving, mostly due to the fact that your opponents have names and motivations more interesting than that of locusts. You’ll find yourself connecting with the heroes on a much more personal level than the original (“original” will henceforth refer to DoWII) campaign ever allowed.

The campaign opens not long after the completion of the original’s. The Tyranids have been beaten back and something like peace has settled over the sector. Of course, this is a game set in the Warhammer 40,000 universe – a snowflake in hell has a longer life expectancy than peace does here.

The planet Aurelia has been locked in the Warp — an alternate reality of sorts where nasty chaos demons live — for much longer than is healthy. Through the mystical power of plot devicing, it has reappeared, sprinkled liberally with the forces of Chaos who are hell-bent on killing anything that moves.

It’s up to you, of course, to put an end to conundrums of that variety.

If you played Dawn of War II, you know basically what you’re getting here: tight, focused real-time strategy game play that shares more traits with action RPGs than it does with more traditional RTS games. Base building, army management, and large scale battles are all spaced in favor of squad-based battles that require the micromanagement of a small number of troops.

So if you enjoyed the gameplay mechanics of the first game, you’ll get more of the same here; if you hated it, you can go back to your dark cynical little corner and stop bothering the rest of us.

Level design in the single player campaign has been vastly improved. That’s not necessarily saying much since 90 percent of the first game’s missions could be accurately compared to the state of North Dakota in that they both have roughly the same number of interesting things to see and do.

Chaos Rising makes use of set pieces and varied objectives to rise above that level of repetitiveness. Most missions are challenging, interesting, and fun to play through.

Things are lovely on the multiplayer side of things as well. The Last Stand game mode still shares many attributes with undiluted heroin, and is even tastier with the addition of two new heroes – the Chaos Sorcerer and Tyranid Hive Tyrant. Standard multiplayer has been fleshed out with new maps, units, and of course Chaos as a new playable race.

On the content side of the coin, it must be understood that Warhammer 40,000 is very dark fantasy. The game’s backstory is unbelievably dark, and its tagline “in the grim darkness of the future, there is only war” is no exaggeration. Sentient races, mankind included, are violent, paranoid, and deeply flawed. There are very few paragons in this universe — antiheroes are the name of the game.

That’s not to say that evil is celebrated — the story of the game is one of redemption and sacrifice for the greater good — but much of the context is quite dark indeed.

For my part, I find it a fascinating gameworld. It’s a setting so far removed from reality that there’s little temptation to carry any of the subtly twisted philosophies over into the real world, and it’s difficult not to get a chill of dark excitement when the psychic Librarian mutters that “an open mind is like a fortress with its gates unbarred and unguarded.”

Issues of sexuality and language are noticeably absent, which is refreshing. In their place is the Dawn of War series’ signature over-the-top violence. Blood flows freely in this game, often as the result of brutal finishing moves your characters carry out. The brutality is mitigated somewhat by the birds-eye, third-person nature of the game, but it’s still a visceral experience.

This is not a piece of entertainment that should be confused with anything family friendly. It’s dark, violent, and the spirituality and philosophy some of the factions espouse is quite twisted.

That said, it is extremely well put-together and entertaining if you are able to process the content. Picking up a Dawn of War game shouldn’t be a flippant decision – but if you’ve got a mature head on your shoulders, fire it up and get down to the business of defending the honor of the Immortal Emperor.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

April’s Foolishness

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April Fool’s is a time-honored tradition in the gaming world. Huge corporations drop their professional veneers for a day and let out all that pent up creativity by unleashing devilishly clever pranks on an unsuspecting world. It’s good times, for sure.

Here’s some links to the best ones I’ve found so far. Leave a comment if I’ve missed a particularly good one. And act fast, there’s no telling how long these will stay up on the interwebz.

Blizzard: Battle.net matchmaking system

Find your true love on Battle.net.

WoW.com: Branching out

Find insider tips on Farmville, Twilight, and so much more.

Gamespot: New playable class in Star Wars: The Old Republic

Nobody messes with the Sarlacc Enforcer.

IGN: Finish the Movie

Master Chief finally makes his way to the silver screen.

Gamesradar: I’m gonna knock that dumb look right off your face…

The Red Engineer replaces Gerard Butler in starring role.

Rock Paper Shotgun: Flashback

Sam & Max’s new game is rumored to require VGA graphics.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

April Fool’s Day

I don’t celebrate April Fool’s Day.

Losing your mother on national pranking day has a way of taking the fun out of it.

It was cancer that took her. They told us the odds of her getting cancer were long. The odds of getting gall bladder cancer were even longer. But there it was.

Those were long days. Days of doctors and hospitals and my mother slowly withering over the course of two years.

I don’t remember much about the months before she died, those weeks of chemo and radiation. But I do remember it took months for reality to set in. It wasn’t until the first round of treatments failed that I realized my mother might die.

I was 18. I didn’t know how to handle that. To be honest, I still don’t.

A few months before she died, I became angry with God. Furious. I knew God was there; I was in no danger of fading into atheism. But that only made it worse, in a way. If God was there, why didn’t he do something?

The Bible says that God works all things together for the good of those who love him; the Bible says that God allows suffering into our lives to force us to grow.

I wanted to throw my Bible across the room. God had no right to use my mother to teach anyone anything.

She was my mother. Mine. How could a I serve a God who would use people like that? Who would allow such pain? What kind of loving God would take away someone I loved so much?

Yes, I knew God existed. I just wasn’t sure I wanted anything to do with him.

I came close to walking away from my faith. Not many people know that. It wasn’t something I shared. It wasn’t even something I spent much time thinking about. It just bobbed up now and again when things got bad.

##

There isn’t a person in the world that doesn’t have a hidden side.

People don’t know how to handle the fact that the smiling person in front of them is curled up in a shivering lump inside. Deep, lacerating pain isn’t a popular subject of small talk. Weeping openly doesn’t win you many friends.

Most of the time, I couldn’t even handle that side of me. I pushed it down, put it off, postponed processing it. I didn’t want to feel it. Didn’t want the leaden ache to become white-hot agony.

But one morning a few months before the end, after dropping my brother off at school, I broke down. I pulled into the Yoke’s Fresh Market parking lot, turned off the car, and wept. I raged and I prayed and I slowly began to realize that I was not alone.

God was working. Not healing, per se. But working. I could feel my anger flowing out with my tears.

Something that I didn’t expect replaced it: Joy. Not happiness; I didn’t smile, I didn’t laugh. My mother was still dying. The ache remained. But joy in the form of a bedrock sense that things were under control crept into my being.

Not my control. God’s control.

As I sat in that car, I realized that being angry at the God of the universe was a rather silly concept, even a shameful one when I remembered that the God I serve has nothing but the good of his children at heart.

And if I can believe that God created the universe in a week, that he set time in motion, that he stitched together every fiber of my being. Was it such a stretch to believe that he could control this, too?

And if he was in control, then he had a plan. And if he had a plan, I could trust him.

Not long after, my mother died.

Memory is a brutal beast. It seems that our minds are determined to store the details of things that we’d much rather leave in the past. How is it that I have difficulty remembering correct answers on exam days, but I can remember every vivid detail of the night she left, April 1, 2007?

It was one in the morning. I wasn’t with her when she left. I may never forgive myself for that.

##

It is difficult to accept that “hard” does not equal “bad,” that “pain” does not equal “wrong.” It’s difficult to grasp anything when you’re numb from weeks of dread, dread that hangs over you like a lead cloud, clogging your lungs and deadening your senses.

But the truth is, God remains present through suffering. Our fallen world is a fact; suffering will come. Yet we serve a God who remains faithful through it all. We serve a God who heals all wounds.

And God did heal her. I know that my mother is alive today. Free from the disease that wracked her body for two years. Totally free, and completely alive, waiting for her family to join her in a place called Home.

I still don’t know why God took my mama. I don’t think I’ll ever know, this side of Heaven.

But I know he had a purpose. And I know that he was there with me in that car. Weeping with me. Replacing my agony with peace, bit by gentle bit.

I still don’t celebrate April Fool’s Day. But even on that day, I have a peace that surpasses all understanding, because I’m trusting in a God who exceeds all expectations.

Review – Battlefield: Bad Company 2

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Take a deep breath, and let it out. It’s a beautiful day. Birds are singing. The jungle is lush. The water is warm. Not a gator for miles. Why did you even bring that USAS-12 fully automatic shotgun, anyway?

The answer comes suddenly as the foliage around you explodes into the air – Tank shell? Mortar round? Just a really freaking big machine gun? No time to find out. You dive behind cover, scoping in your weapon, searching desperately for a target. Enemy soldiers begin to appear through holes in the jungle undergrowth, all of them heavily armed, all of them gunning for you. Smoke billows into the air obscuring your vision, the sound of screaming and weapons fire filling your ears. Getting a precise shot is all but impossible. Panic-laced adrenaline is scorching through your veins.

Good thing you brought that shotgun, after all.

Intense, adrenaline packed, and drop dead gorgeous – that’s Battlefield: Bad Company 2. A modern military shooter in a vein similar to the Modern Warfare games, BC2 sports an enjoyable single-player campaign, expansive and progressive multiplayer, and some of the best visuals and terrain deformation I’ve seen in a game.

First, the single player. The game picks up where the previous Bad Company episode left off. Or so I gather, anyway – the first game wasn’t released for PC, and therefore I spurned it.

You play as Preston Marlowe, Bad Company’s all purpose man. Joining you are Sarge, Haggard, and Sweetwater (i.e., Fearless but Weary Leader, Trigger Happy Redneck, and … Geeky Tech with a Huge Machine Gun. Way to buck cliche, EA).

Bad Company is a special operations unit assigned the grandiose mission of preventing World War III. They aren’t really told this, of course. Video game military intelligences never reveal that kind of information until after the nukes are in the air. But it’s clear that the baddies are up to something unfortunate, so it’s headshot time.

The campaign is thoroughly enjoyable, taking you through a variety of environments and keeping the pace going strong with a good mix of boots on the ground and vehicular menslaughter (most of the vehicle sections are on rails, but on a couple of occasions you’re given the controls. Both variations are well done and fun to play.)

The story isn’t anything particularly groundbreaking – an experimental WWII weapon is being sought after by the Russians who want to use it against the U.S., and no points for guessing who gets to put a stop to that bag o’ shenanigans. It does serve to keep the experience moving, however, and it’s well done for what it is.

Your teammates are, by and large, useless. They’ll take cover and spray their weapons in the general direction of the enemy, but you’ll find yourself taking 90 percent of the kill shots. Luckily, they make up for this by being extremely entertaining. Haggard and Sweetwater in particular have dialogue sequences which forced me to pause the game in order to avoid getting blown to bits while ROFLing.

And yes, I did just say ROFLing. Pray I don’t say it any further.

The game also takes a few direct jabs at Modern Warfare 2, which I found particularly amusing, in my dark sadistic and biased way.

You’ll gain access to new weapons, work through varied environments with unique challenges, and ultimately wrap things up with a satisfying, if open-ended, conclusion. The whole thing takes about eight hours – just about right.

Normally, being a story focused, single-player sort of a fellow, I wouldn’t bother much about multiplayer. But as it’s one of the main selling points of Bad Company 2, I put it through a few of its paces.

It’s quite entertaining. There are a few different game modes to choose from – I spent the most time with ‘Rush.’ It’s an attack/defend game mode with multiple checkpoints – defenders try to keep attackers from capturing two M-COM stations (no idea what M-COM stands for, but I found it entertaining to believe that both M’s stood for Mastodon). If the defenders fail, they’ll fall back to the next checkpoint, and so on and so forth until the attacking team captures all the checkpoints, or until…they don’t.

There’s also Conquest (territory control with lots of room for improvisation) and deathmatch modes to choose from.

All this is complicated by the destructible environment. A low wall or doorway that might protect you in other games is just a rookie mistake waiting to happen. I quickly learned that hiding in buildings is no way to evade tanks, or even a well placed grenade. Walls distintegrate, vehicles explode, bodies fly – all in glorious plumes of smoke, flame and shrapnel. It’s immersive, to say the least, and downright terrifying if you aren’t expecting it.

It’s fast-paced and progressive. Each accomplishment (kills, mostly) nets you points toward unlocking new weapons and gadgets. It’s also immensely more satisfying to master than the single-player campaign. Where the campaign was a wild ride, the multiplayer is a much more challenging and cerebral experience that takes time to master, but pays off when you do.

Technically, the game is fantastic. A few glitches, mostly involving clipping issues, don’t do much to mar the beauty of the graphics engine. The character modeling and animations, in particular, are among the best I’ve seen in a game. Weapons are solid and loud, the destructible environments are believable and add a level of unpredictability to both the single and multiplayer sides of the game.

Also appreciated are the multiple enhancements the PC version of the game received over its console counterparts. Unlocked frame rates, enhanced graphics options, optimized menus, and sharpened controls are just a few of the tweaks the PC release received. It’s a beautiful thing to see a developer giving appropriate attention to gaming’s strongest platform instead of just slapping a Games for Windows sticker on the box and hoping people won’t notice (hint: people notice).

Team and enemy AI is probably the game’s weakest point – I’ve already discussed your teammates, but the enemies suffer from a lack of functioning gray matter as well. This is mitigated somewhat by the fact that most encounters are scripted, but computer controlled opponents will never trick you into believing they’re human. Perhaps not an altogether bad thing, given that you’ll be mowing them down by the truckload.

On the content side, language is the game’s worst offense. The f-bomb drops almost as fast as your ammo counter, along with a slew of other unfortunate words. The argument can be made that men in combat situations would probably be really using those words; while that’s probably true, Bad Company 2 isn’t trying to be a combat simulator any more than Tom Clancy’s HAWX is trying to be a flight simulator (i.e. meh, kinda … yeah, not really).

Violence is the no-brainer issue. While the game never slips into gore-land, M-rated violence is still central to the experience. Bodies are filled with lead, murderfied corpses litter battlefields, and at least one execution occurs up close during a cut scene. The game doesn’t exactly revel in the violence, but it doesn’t treat it with a lot of respect, either.

There isn’t any sexual or spiritual content to speak of, other than the repeated abuse of God and Jesus’ name in dialogue.

Battlefield: Bad Company 2 is an extremely entertaining experience. It falls quite solidly in the M-rated category, and shouldn’t be approached as just popcorn entertainment – but with discernment and maturity, it’s an enjoyable ride that catches you in the chest and doesn’t let up the pressure until you pry yourself away from the keyboard in a desperate attempt to get some sleep before the sun comes up.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Zombies invade Australia, seek political reform

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As if sensing that the world needed another reason to see gamers as social misfits, a band of Australians with an apparently staggering amount of free time are dressing up (down?) as zombies in an effort to convince their government to create an R18+ rating (roughly equivalent to an M-rated game in the U.S.) for video games.

Australia is somewhat famous in gaming culture for its particularly stringent policies regarding what games may be made available to its public. Games featuring an excessive amount of violence, drug use, or sexual content are banned outright. Fallout 3 was banned initially; Left 4 Dead 2 was as well. While some of the banned games are appealed or modified to lower the rating down to R15+, a few games never see the light of the outback day.

The Australian Federal government is concerned about the affect these games will have on children; opponents of an R18+ rating say that allowing the games to be marketed and sold will cause violence.

While I’m certainly not arguing for the wholesomeness of games like Manhunt and GTA IV, federal bans don’t seem to be the way to handle the problem. First of all, the idea of a federal government legislating morality and parenting gives me shivers. Second, bans like that do little to solve problems; historically, censorship has done more to increase publicity for a given work than keep it out of people’s hands.

On the other hand, dunking yourself in stage makeup and chasing senior citizens through Hyde Park might not be the best way to handle the problem, either.

Oh well. At least it’s more constructive than this woman:

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Review – Star Wolves 3: Civil War

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I went into Star Wolves 3: Civil War about as blind as I could be. I’d never heard of the series nor had I any real idea as to what type of game it was.

Turns out, I’m still not sure. It’s a tough game to define. Part real-time strategy, part role-playing game, part economy-driven space sim, and part campy sci-fi, it’s a game that draws elements from a lot of places. And while it doesn’t excel in any of those areas, it pulls them together well enough to make the game playable, and even enjoyable once you get past its quirks.

The game’s story is an absolute non-entity. The backstory could be sucked straight off the pages of any number of sci-fi paperbacks: humanity has outgrown earth, moved into the stars, become an Empire, then there was a rebellion, and then some aliens showed up, and … none of it really matters, anyway. The story is a poorly stitched together excuse to get out in space and kill stuff.

There are several different factions, but basically, no matter where you go in the galaxy, almost everyone wants to send you rocketing down a black hole. Occasionally one faction or another will content themselves with throwing space-insults at you instead of automatically opening fire. But nine times out of ten, if your space radar picks up ships other than your own, it’s time for a fight.

It’s hard to blame them for being so aggressive, however, seeing as your character is a complete tool to everyone he meets. Dialogue is not voice acted, which is actually a positive thing, because the writing in this game is so poor that even imagining people saying the lines hurt my ears. In rare instances, you’ll have a choice of which horrifically written bit of toolery you want to spout, but usually the game forces the choice on you.

But again, not much of this actually matters. You’ll find yourself skipping past most dialogues anyway in order to get on to the next bit of space killing.

You start out in an unarmed cargo ship, quickly upgrading to a slightly less unarmed cargo ship, and shortly thereafter upgrading again. And then, a while later, again. So don’t get too attached to your ship.

Each ship has multiple slots for equipment – shield boosters, weapon emplacements, repair facilities and the like. Your character, and any characters who happen to join you along the way, can either pilot the mothership, or can more usefully pilot one of the fighter ships you’ll purchase and launch from the mothership. Tricking out your ship and fighters provides enough loot lust to keep you playing.

And properly equipping yourself is critical. As I mentioned above, most star systems are stuffed to the gills with people itching for all out space war. Combat is the game’s strongest feature, and where most of the fun is to be had. It works like a real time strategy game – if you’ve played Homeworld, you know basically what you’re getting here, albeit not as complicated as that. You grab your ships, select an enemy, wait for him to be reduced to space dust, and move on to the next.

During all this time, you’ll acquire gear from destroyed ships, pick up escape pods and turn them in at patrol stations for a reward, upgrade your ship’s firmware for increased performance, level up your character with new abilities, and a variety of other activities. You can learn rumors at space stations and explore random star systems if you really want to, but there’s rarely any reason for doing so other than to kill pirates. Which you get to do plenty of on missions anyway.

The game is beautiful. Ships are well designed, planets and systems are quite often breathtaking. Visually it evokes feelings of EVE Online.

There aren’t any content issues to speak of – some mild language pops up occasionally, and you’ll engage in activities that are technically against the law. But there’s nothing that should concern most gamers.

What will concern most gamers is the game’s frighteningly slow pace and difficulty spikes so infuriating they’ll pull swore words out of mute puritans.

Star Wolves 3 is a conglomeration of elements from many games. Simplified RTS, simplified RPG, simplified EVE economy, and simplified space opera. It doesn’t really excel in any area, and it has a lot of rough edges. There is fun to be had here, but it takes patience and perseverance to get to it.

If you liked the previous entries in the series, are a huge fan of RPGs or are just looking to take a spaceship out and kill things with it, give this game a whirl. Casual gamers or those looking for a more rounded experience will want to look elsewhere.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

New NVIDIA drivers might murderfy your PC

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Apparently, nobody at NVIDIA is playing the Starcraft II beta.

NVIDIA’s newest batch of certified drivers (196.75) are wreaking havoc the PCs of those testing Blizzard’s upcoming game. Fans stop working (or at least stop working the way they’re supposed to) which results in heat buildup which results in puddles of liquid silicon quivering in the bottom of your computer case.

For my part, I suspect that the NVIDIA drivers are actually an unannounced fourth race. Think about it. PC melting. That’s a tactic that can’t be beat, even by the swarmiest of Zerg hoards.

The bug apparently affects other Blizzard games, as well, so if you’re a WoWhead beware of this issue.

I’m sure Blizzard is all up in NVIDIA’s business, and a fix is apparently in the works. For now, don’t update your drivers, or roll back to a previous set if you’ve already installed the bugged ones.

UPDATE: NVIDIA has removed the problematic drivers from their site. No word on whether they’ll be removing melted video cards from your PC.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Review – S.T.A.L.K.E.R.: Call of Pripyat

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The S.T.A.L.K.E.R. games have always held a particularly special place in my heart. I discovered the original some time after it was released and was instantly swept up in its apocalyptic world. The atmosphere was complete: after a few minutes trekking around the ruined Chernobyl landscape, I began to feel as though I was really there. The sense of being part of something bigger than myself was intoxicating.

The second game, a prequel to the first, was a major disappointment. It made me weep bitter tears of anguish. I shall speak of it no further.

Call of Pripyat is the final chapter of the S.T.A.L.K.E.R. series (this seems as good a place as any to make the obligatory joke about excessive punctuation … I shall type Stalker from now on), and I wasn’t sure what to expect. The first was genius; the second was tragedy. The third could have gone either way.

Well, gather a herd of small goats and slaughter them on the altar of thankfulness, because this game is freaking awesome.

For the uninitiated, the Stalker games are set in the Zone around the Chernobyl nuclear power plant. As we all know, exploding nuclear power plants create radiation; radiation, of course, is a lot like pixie dust. Sprinkle a little on an otherwise normal person and — BAM! — there’s Johnny Storm.

The world of Stalker was fortunate enough to receive more than a sprinkle; mutated beasties whose diet primarily consists of unprepared explorers roam the darkness.

In Call of Pripyat, you play as an undercover Russian agent trying to determine what happened to a squadron of helicopters the military sent into the Zone. The choppers all met with horrible fates at the hands of gravity, and you were just lucky enough to get the job of wading through hostile radiated territory to find each crash site and piece together what happened to their crews.

The story is more cohesive and sensical than either of the two previous offerings, though some knowledge of them is helpful in understanding the overall tale. It is also a lot more fun to play through. One set piece in particular has you making your way through a massive underground passageway with a team of allies while fending off mutants and mysterious Monolith soldiers. It’s intense, challenging, and memorably immersive.

Conclusively, Stalker is back in glorious fashion. Wide open world to explore with rewarding results? Check. Creative leveling system that gives a sense of progression without actual levels? Check. Freakish enemies that want to devour your soul? Triple check.

The intensely freaky survival/horror sections are back; the king-of-the-wasteland feeling you get as you master challenges is back; and most importantly, the sense of being in a complete world with its own politics and unwritten rules is very much back.

That’s not to say that the third game is a complete repeat of the first, although it may look that way at first glance. The game has been tightened down and improved across the board, most notably in the side quest department. Gone are the generic MMO-ish “pick 16 daffodils and I’ll give you a lolly” quests. Almost without exception, each side quest has a well-written plot, and will often lead to more quests.

Combat is an absolute joy. While your weapons are curiously quiet (enemy gunshots from across the room will sound louder than the gun you hold in your own hands; mods are available to fix this), they are balanced, realistic and upgradable. Defeating enemies, often in groups that attack with intelligent tactics, requires real skill and is quite rewarding.

Of course, it’s not perfect. Probably the biggest complaint is the mass recycling in the graphics department. It wouldn’t surprise me to find out the developers just fired the art team after the first game; almost everything is recognizable from earlier games, albeit in higher resolution. The game is poorly optimized in this respect, as well. I had to tone some settings down to get an acceptable frame rate — something I shouldn’t have had to do with my rig’s specs. Some elements look fantastic; others, namely trees and fauna, look terrible.

There are a few other quirks that are mostly due to the series’ historical disdain for polish: weather behaves oddly at times; some character animations are stiff and unnatural; and dialogue often suffers from unintentionally funny translation issues. But these are easily forgiven in light of the incredibly way the game sucks you into its experience.

Content issues are pretty typical for an M-rated game. Language pops up with some frequency. I don’t remember any f-bombs being dropped, but s-words and their ilk pepper dialogue. Violence is central to the experience, but it’s never gory or over the top. The biggest warning is that this game is just scary — it gets in your head, and when an electrical anomaly detonates right next to you without warning, or a Chimera soars out of the darkness to munch on your arteries, it’s straight up, fall-out-of-your-chair terrifying.

Personally, I love this. It means the game is effectively drawing the player in. But it’s not suitable for younger audiences or those without an extra pair of pants handy.

Huge props to GSC Game World for this incredible comeback performance. Stalker: Call of Pripyat is the best Stalker game by far, and is not an experience to be missed by any fan of open world games, first person shooters, or awesome games in general.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Civilization V announced, explored

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Explicit Gamer has an article taking a look at the newly announced Civilization V. Sid Meier’s long-running turn-based strategy series will undergo a number of upgrades, all of which look promising at this stage.

The maps will now be tiled with hexagons instead of squares. Those not familiar with the series might not understand the import of such a geometrical change, but series veterans are already formulating new strategies the extra sides will allow.

The graphics engine is getting an overhaul, and the combat system is being improved and expanded.

The Civilization series is known for allowing you to take a people from their first shanty town and lead them to world domination. You can do this by spending dozens of hours building up each of your cities and encouraging cultural growth, expanding into nearby civilizations and sending world leaders nice gifts to convince them that your just the best ever; alternatively, you can knock everybody about with pointy objects until they roll over and give you mountains of tribute while praising your immortal dominance. No points for guessing which method I traditionally employ.

The fifth game in the series (not counting numerous spin-offs) looks to offer up all of this in higher resolutions with more options and a deeper level of strategy.

It’s hard to ask more from a sequel. There’s little doubt that we’ll all be pulling accidental all-nighters when it’s released this Fall.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

Dirty Rotten Monsters: The Ubisoft DRM tragedy

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Rock Paper Shotgun has a couple of posts describing a new DRM scheme being put in place by Ubisoft. Apparently, new Ubisoft games (such as the upcoming PC version of Assassin’s Creed II) will require PC gamers to be connected to the internet at all times while playing. If anything should happen to said connection, the Ubisoft ball and chain will drop with Big Brother force – you will be kicked out of your (single-player) game, lose any unsaved progress, and be kindly asked to twiddle your thumbs while the Internet Shamans sacrifice a small goat to the broadband gods.

There are some trumped up justifications for the horrors being thrust upon us. The FAQ says that in exchange for our dignity we’ll be able to install the game on multiple computers as many times as we want.

I don’t know about you fine folks, but I barely have enough resources to keep one gaming computer going. The idea of having the need to install a game like Assassin’s Creed II on more than one computer is something I dream about. So that benefit is negligible at best.

We’ll also be able to play the game without the disk in the drive, but again, not really that big of a deal. We’ve been playing with disks in drives for quite some time now, after all.

The truth is, DRM like this does nothing but drive loyal customers away. I believe the publishers are geniunely trying to protect their investments from pirating, but they have to realize that this is not the way to go about it.

All it takes is one keyboard commando pirate to break the DRM and distribute the game online, and every dishonest person in the world will have unfettered access to the game, free from having to worry about the shackles Ubisoft is placing on its honest, paying customers.

Finally, Rock Paper Shotgun is awesome. Go check out their site, it’s pretty legit.

UPDATE: Ubisoft tries to defend itself. Check out this post from Terminal Gamer for the report.

Jerod Jarvis is an independent gaming journalist and founder of Duality Games. He maintains gaming columns for The Washington Times Communities and for The Outpost. When not blogging madly about games, he freelances for the Spokesman-Review in his hometown of Spokane, Washington and attends school at Whitworth University. Check out his presence on Facebook and Twitter to stay up on Duality Games updates and the inside scoop on the gaming news you care about.

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