Monday, September 29, 2008

Mario Party 7

Mario Party 7 brings back the party fun, as you kickstart the party with Mario and his friends! Set up your controllers and prepare for fun, as you run, jump, swim and fly through more than 80 new minigames. The party's a lot bigger now, too -- up to 8 players can battle each other!
Customer Review: A great family or friend fun game.
This game if played alone is absolutly no fun. Like the title says "Party" so have a bunch of friends over and play the game. Either play for fun or compete with them, either way its fun. Gameplay: its as simple as hitting A to hit the dice block and the controls for the mini games are explained. I have no run into problems with controls. Graphics: Great just that simple. Overall: Great game but if you play alone you will get bored. If in a party you will be occupied for awhile. All and all the game is a good buy.
Customer Review: The finale in Gamecube
This is cool since it has the 8-player mode, it does not go day-night like Mario Party 6, it had Birdo, and Dry Bones as new characters and it has a fantastic 8 Player mini-game mode and 8 player mini-games awsome. There is a deluxe solo mode, it takes place on a ship, this is the first Mario Party to have Toadworth. This was the mini-game mid level and it does not have mini-games that are that hard. This is the second M. Party and it is the last to have the microphone which is being Mario Party 8 is for the new Wii. The characters are sent on a cruise ship around the world and Koopa Kid is not available as a character anymore. The blue, red, and green Koopa Kids are out of this and has a less great solo mode. This mini-game mode doesn't have as many great ioptions that 6 had, the courses were cool including a Bowser course you unlock in solo mode. In order to do so, you need to do a really hard mini-game in the solo mode finale. Grade: B+


So you've been playing through your Real-Time Strategy games and are starting to get bored with the same thing over and over. You want something bigger, better, more complex. Well, Gas Powered Games has given us Supreme Commander, an RTS of unprecedented scale. And I mean enormous; you don't make a base of a few buildings, you use dozens, and hundreds more in resources farms. You don't build a couple tanks and send them to wipe out the enemy. You build strategic missiles and long-range artillery to soften up the enemy, then move your army of 200 units into their base. Supreme Commander (popularly called SupCom) is unbelievably large, and sets a new standard for RTS.

The story takes place in 3844 A.D., after humans have colonized much of the galaxy. After several events, three factions emerge: the United Earth Federation, trying to restore order to the galaxy; the Cybran nation, a group of human-AI cyborgs trying to liberate their brethren; and the Aeon Illuminate, humans taught "The Way" by an alien race and trying to spread their beliefs throughout the rest of mankind. You start in any battle with an Armored Command Unit or ACU. This is the base unit, and allows you to begin construction of all other units and buildings.

The ACU is supported by engineers, who can build more buildings but at a slower pace. Air, land, and naval factories produce units, while mass extractors and power generators produce resources. Mass is used in the building process, and energy is used to run buildings and units. Resources are stockpiled in storage, but if you run out, you don't stop building. The more resources you use that you don't actually have, the slower you produce units and buildings. Factories can be upgraded from Tech 1 to Techs 2 and 3, allowing production of better units and better engineers, who can build higher level buildings.

Overall, each faction can produce around 30-40 different unit types and around the same number of different buildings. At a low level, each faction's units perform about the same, but at the higher levels they diversify. Each faction also gets three unique experimental units which can easily turn the tide of battle, but are very expensive to produce.

SupCom's single-player campaign gives each of the three factions six missions. While it doesn't seem like much, each mission expands several times, and can last several hours. In the first few, the player is confined to low level units, which can prove quite boring. The only way to defeat your enemy is to build large numbers of units and continually throw them at the enemy. In the last two missions, you gain access to Tech 3 units and buildings, allowing you to come up with your own strategies. The skirmish and multiplayer modes make up for this, with many maps and options to play with. The maps range in size from 5km x 5km to 81km x 81km. The largest maps are perhaps the biggest even seen in RTS, and can take many hours to complete. SupCom also has in all probability the most nuclear explosions per round in any game. To win, you must destroy the enemy's ACU, which explodes in a nuclear fashion. Nuclear missiles are also the best way to destroy the enemy's base. However, every attack has a defense, and nuclear missiles can be stopped.

So, if you are experienced with RTS's and are looking for something more, check out Supreme Commander. It does have a steep learning curve, so I would only recommend it for experienced players. The scale is enormous, and allows players to come up with multiple strategies so that no game ever plays the same way. For those tired of traditional RTS's, SupCom brings a whole new definition and level of play.

Scott is a student and avid strategy gamer. Please support him by visiting his blog http://greatstrategygames.blogspot.com for more reviews, info, and screenshots.

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