Science Reviews
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Used price: $4.49
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Depends on what you like
ok
AWSOME GAME!
List price: $29.99 (that's 75% off!)
Used price: $12.99
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You can alternate playing as the strategic-minded Elliott or as E.T., whose extraordinary powers, including levitation, can help you out of the many tricky situations you'll confront. This single-player game features three levels of difficulty and three modes of gameplay: exploration, quest, and encounter. Six large maps with 10 environments in each extend playability, as do 45 challenging miniquests that unlock hidden items you can trade later.

ET
Rather fun.....


List price: $14.99 (that's 13% off!)




List price: $29.99 (that's 50% off!)
Used price: $5.09
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E.T.: Interplanetary Adventure offers three levels of increasingly difficult nonviolent action-adventure fun for one player.

Warning!
I need stratedgy help
Best game for E.T.'s Planet
Used price: $12.25
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Oddworld Adventures 2's graphics are an enormous letdown--this looks bad even by Game Boy Color standards. The Abe series on the PlayStation is famous for its incredible visuals, and this game may achieve an equal level of infamy for its blurry backgrounds, pixelated characters, and overall lack of charm.
The Abe series is also known for the devious action-based side-scrolling puzzles that make up the bulk of its gameplay, and the same style of play is carried over into this game. You can possess enemies and control their bodies to solve puzzles, leap from platform to precarious platform, and manipulate levers, just like in the PlayStation games. Unfortunately, many of the puzzles in Oddworld Adventures 2 require precise control, which this title sadly lacks.
If you were a huge fan of Abe's antics on the PlayStation or PC, you might be able to forgive this game's bad graphics enough to enjoy the mildly challenging puzzles in this handheld version. If you have never heard of this series, Oddworld Adventures 2 isn't the best introduction. --T. Byrl Baker
Pros:
- Same basic gameplay as the grown-up Abe games
- Many tricky puzzles to solve
- Disappointing graphics and iffy control

Oddworld IS a letdown
Back in my day.....
Not for younger players
Used price: $6.99

A terrible injustice to a longstanding icon.
IT'S NOT THAT BAD
Sort Of Good
List price: $29.99 (that's 82% off!)
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It is up to you, playing as resistance fighter Riley Vaughan, to save the Earth from impending doom. Armed with an imaging unit that has been implanted to replace his left eye, as well as a powerful arsenal of weapons, Vaughan must complete tasks, collect items, and destroy the enemy in order to carry out his missions and uncover the secrets behind the alien invasion. C-12: Final Resistance allows players to explore dynamic, darkly detailed environments that include more than 35 different missions and objectives.

As for the earlier comment of "No Saves", there's plenty of them. You find "Save points" just like you find weapons, health, and ammo. C-12 is a nice mix of resident evil action, alongside - Spyhon Filter, with just enough identity to make it it's own. If you liked those games you'll like this just as well
A stale game with no continues really stinks
Not too bad, would have been great years ago
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Comprehensive Review!I'll start with what this game does right. The overal concept, built in the fashion of a 4X game, was done very well. Essentially the point is to eXplore the galaxy, eXpand your empire, eXterminate and eXploit your enemies. The galaxy size is customizable and can become fairly large. Combine this feature with up to 8 other empires in play and the game can become an epic space opera. The races have their own "living" requirements which allows for a nice diversity of colonization restrictions. Stars which are the primary "dots" you see on the map screen allow for a random number of planets that can potentially be colonizable for your race. This ability and random star placement allows for better replay value. Empire management is extremely easy and it is evident that a lot of thought went in it's design. Most colonies can have their entire build tree set with a simple click of the mouse thanks to the game's well developed "default" build button. This saves a person's sanity in that you are not constantly bothered with having to remember what colonies are building what items especially when you have 20+ colonies. Ship building allows for the setting of a waypoint which allows for ships to "cluster" at a given star. They will move to that waypoint immediately after they are built. The autosave function is a wonderful feature that is unfortunately mandatory if you want to play a full game. The game comes with a VERY comprehensive editor which at first glance looks pretty nice. It allows for complete control over ALL aspects of an empire. It even allows you to completely re-write the technology trees to your liking. Scenarios can be built and linked together to form a custom campaign.
Now what this game does wrong. Probably the most glaring example of this is in the games NUMEROUS bugs. The game crashes constantly! It has at least one major memory leak and some major graphic glitches. It is almost impossible to play a complete game without using the autosave feature. Even when using the autosave it can be difficult to continue as more often than not your game will crash again after restoring to your previous turn. The one way around this I found was to restore a couple turns back and hope that it will progress through the problematic turn. The game also cannot seem to handle it's own complexity without bombing. If you attempt to play the game with more than 3 other empires the game will crash very early and much more frequently than usual. Marine functionality is completely broken. You are supposed to be able to capture enemy colonies with your marines. However when you attempt to do this it just destroys the colony instead. Space combat is akin to playing pong back in the 70's. This is the stupidest, most boring thing I have EVER done in my life. There is absolutely NO thinking or strategy invovled here. You have the option of setting 4 formation choices and 3 range settings then you sit back and watch the computer fight for you. To make matters worse the formations do very little to influence the outcome of the fight. There is no ability to target a specific set of ships and the only thing you need to know before going into combat is to build a bunch of small ships to act as cannon fodder for enemy weapons and take some of the pressure off your big ships. Diplomacy is so oversimplified that it is useless. The one advantage of allying with the other empires is for trade which brings in extra resources for your empire. Another annoying feature is that the galaxy wraps around! What?!? I see absolutely no point in this as it adds nothing but confusion to the game when you expect to see your ship on one half of the galaxy when its really on the other. When you start a new game you're always placed at the center of the map. Some random placement would have been nice but then again maybe random placement is irrelevant since the galaxy wraps around and allows for a constant center position. The game unfortunately just does not have the depth of Master of Orion 2 and combined with the overwhelming number of bugs it very difficult to even play.
This game just doesn't have enough positive features to outweigh the negative. My advice is save the money and buy something else. Major disappointment here!
Review of the patched version of RFTSSo why is RFTS an excellent game? Firstly it automates, simplifies and rationalises all of the empire building housekeeping work. The interface is easily navigated with your mouse and there are some excellent hot keys available. This is a major plus, having to individually manage each colony/city each turn used to drive me insane when playing other games.
RTFS deals with this easily with a long easily managed build queue mated with a visual summary of colony attributes. Similarly shipbuilding and research are taken care of in this manner leaving the player to concentrate on strategy.
Unfortunately this subtle approach hides the depth of the game and it does feel strange not having to actively give orders every turn in order to keep your empire going. Depending on which of the sixteen species you play this can be dangerous - you will need to tweak various research or build queues as empires begin to collide. Each species presents a different strategic problem and because each star system has multiple planets each rated for their habitat, it is possible to have several species in one star system. This is where diplomacy comes in.
The object of the game is to build your empire to the point where you can frag the other players. Thus space-fleet combat strategy is fairly important. Here is another misunderstood aspect of the game. If you believe space combat should consist of each sides heroes colliding in a melee of individual dogfights across the battlefield you will be disappointed with RFTS. SSG have decided to treat tactical space-fleet combat from the naval combat (rather than aerial combat) point of view.
Winning fleet battles begins in the ship design screen. Each technology era brings new hulls and weapons to equip them. You must decide which weapons you load onto those hulls. Thus you can optimise your ships for long range missile/beam attack with moderate defensive capabilities or if your hulls are robust enough, you can concentrate on short-range weapons. There are for basic combat ship classes: destroyers, cruisers, dreadnoughts and super dreadnoughts. To win you must build a balanced fleet with all four classes of ships present. Dreadnoughts alone will be destroyed by a smaller balanced force - depending on the relative technologies present.
Finally during the engagement you must select the range and basic fleet formation the fleet will fight in. These decisions will depend on your fleet composition and the weapons they carry, balanced against who and what you are facing.
Yes the combat screen does look like ping-pong, but unless you put some serious thought into it you will get thrashed. I suppose SSG could have put more bells and whistles into this area, except in games lasting only 30 minutes you can end up resolving 10 minor/major engagements in a single turn, with residual clashes to follow as retreating fleets collide in following turns. The stated object of this game is to defeat the opposing empire and rule the universe. Placing emphasis on individual engagements would not only detract from the strategy aspect, but would become monotonous as single turns took longer and longer to finish. I believe SSG have got the balance right.
SSG have also included the editor they used to create the scenarios and campaign. Tech-trees, species, maps, ships, planets, and scripts can all be edited, but the artwork cannot.
However there are a couple of caveats:
Firstly a warning. The game requires the computer to track every fleet and maintain a database of every ship and its weapon load out and damage status within those fleets. As the games become bigger you will find the number crunching required may slow the game down quite a bit. A 350Mhz computer will keep things ticking along fairly well with 3-4 empires and a medium sized map. Any larger and you will find the time lag between hitting a key and getting a response will be annoying.
Secondly, the invasion problem mentioned elsewhere wasn't fixed in the first patch. It will be in the second patch out soon. SSG are a small company and are fairly quick at patching things, but it is an annoying oversight.
Thirdly, there is no espionage or alien artefact research feature in the game mechanics. This is disappointing because skulduggery is bloody good fun and would have added another twist to the game.
Lastly, I would have liked to control planetary invasions the same way you controlled space combat. Designing and equipping armies and then directing their campaign in the same way you direct tactical space combat would have been nice. Alas not in this edition of RFTS - maybe the next one.
Even with these gripes the RFTS ver 1.1 is an absorbing strategy game, the sort of game that grows on you - well worth the money.
half a reviewThe game takes much of the tedium of controlling a large empire away by pooling all resources, and allowing entire colony build profiles to be created with a single click. there appears to be a large tech list to research, and the presentation and interface a very polished.
the downsides:
the space battle look fairly simplistic, and uninvolved: you get to pick tactics - which seems to play like a more advanced paper, scissor, stones game. Its a shame they did not take the master of Orion route with combat. Also despite being able to design your own ships, it is hard to determine the affects of different configurations because you are so removed from the action
Still All said i am looking forward to seeing what it is like, and hope that some of these failing have been delt with for the release version.
James Tory