comes in the sequel to 2007’s Darksiders as players take control of the second
of the Four Horsemen on a quest to redeem his fallen brother. Find out how
Darksiders II compares in our full review…
Whether you loved it or hated it, Will Wright’s 2008 title Spore was an astoundingly beautiful game backed by incredible technology and some truly ambitious, pants-tighteningly awesome ideas. It’s been three years since those wonderfully over-marketed days and developer Maxis Software has finally released its second installment in the series with Darkspore. We like to think that they’re a series because both games have the word “spore” in the title, not because they are alike in any way, shape or form… because they aren’t...
What is it with space pirates? They don't fly the Jolly Roger, they don't wear flowing garments and they don't abuse the word "arrrr". These guys aren't pirates; they're just losers. So there really isn't any moral dilemma when you blow them out of the sky in DarkStar One, a game that tries too hard to be a cinematic drama when it should just concentrate on what it does well: blowin' stuff up.
You play Kayron Jarvis, novice fighter pilot, on a mission to find the assassin who killed his
Darkwind: War on Wheels is the best quasi-real-time, partially browser-based, online, post-apocalyptic turn-based vehicular fighting game we’ve played.
You have a gang in a persistent online world. You manage their training, vehicles and travelling orders from the Darkwind website, one in-game month passing for each real-world week.
Darwinia sounds like the sort of game that ought to involve tweaking squirmy single-celled organisms all the way up to pensive, brooding bipeds. In fact, Introversion's quirky Darwinia has nothing to do with its "Charlie Darwin" namesake. Instead, it "evolves" (if thats the word) a few coin-op principles into a psychedelic real-time strategy romp with rudimentary arcade tendencies. If retro-funky were real estate, Darwinia would own it coast to coast.
This is gaming at its weirdest, where
Imagine a straight-faced The Settlers and you’re getting there. The core play is that of nurturing a medieval settlement into a city, adding and upgrading buildings with various functions and attempting to keep your resources balanced and your inhabitants happy.
Oct 17, 2007
Dawn of Magic is perhaps one of the least offensive games ever made, but it's also one of the most toothless. The game successfully copies moves from the Diablo book of success, but in the end it simply does not have enough soul to rest anywhere near that classic franchise.
As its title suggests, Dawn focuses heavily on magic for combat, with a series of strange classes - the Baker's Wife, the Fat Friar, etc. - able to specialize in twelve schools of magic. Spells can be mixed
Attempting to strip an MMO down to pure PvP is a nice plan, but one that requires a lot more depth than Dawnspire possesses. You choose one of five character classes, build their skills from a pool and then its straight into frenetic battle. With only one game mode (others promised), the battles feel perfunctory, with no leveling, PvE or pickups. Limited skills and frequent deaths mean you spend more time waiting to resurrect than fighting. Perhaps in a few months time, when more modes and
The residents of Gudauta must hate our guts. We’ve spent the last few evenings flying about their lovely town, landing on the tops of tower blocks, kicking up dust storms in back gardens, and pulverising harmless buses with rockets and anti-tank missiles. There’s nothing malevolent in our low jinks, we’re just trying to get comfortable with a virtual Ka-50 attack helicopter so thoroughly modelled it’s a wonder the KGB (or whatever they now call themselves) haven’t popped ‘round to the Eagle Dynamics studio with a box of Polonium 210.
Is the Dead Island sequel a zombie worth killing? Find out in our review...