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Machines at War :: Thought Of The Week
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GameBox Sudoku


GameBox Sudoku is our fantastic, high quality Sudoku Puzzle game including Three different board layouts and Three levels of difficulty.

Superb graphics, high-quality music and sound effects, and fantastic playability make this a excellent addition to your game collection and to the GameBox series.

GameBox Sudoku is designed to be the most intuitive Sudoku, easy for anyone to be able to pickup and play. And of course, as a GameBox it strives to be the best looking, best sounding, best overall Sudoku experience on the market.

Features

  • Three board layouts: 4x4, 9x9, and 16x16 puzzle sizes

  • High quality graphics: High quality graphics that are easy on the eyes even during long Sudoku sessions

  • Hint feature: An integrated hint feature helps you along whenever you hit a Sudoku stump

  • Ambient music: High quality, relaxing background music which fits the mood of Sudoku perfectly

  • Unlimited Undos and Redos: Unlimited Undo and Redo features gives you a chance to correct any error you make

  • Auto-save: Games are automatically saved when you exit, so you can continue where you've left off




Allen Gall
Games Editor
Smartphone & Pocket PC magazine
allen@pocketpcmag.com

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The game I played most this week: Machines at War


 

Your Battle: Machines at War

Machines at War is one of the more ambitious titles I've seen in a while. We aren't really seeing too many of these higher-end titles anymore, with the remaining developers mostly sticking to simpler and easier to produce titles. With the platform quickly moving to phones (which are smaller and simpler in terms of input methods than Pocket PCs), it makes even less sense to develop games requiring longer play sessions and more complicated input from the user.

One holdout to this trend is Machines at War, a brand new title from Isotope 244. What I like about these guys is the amount of detail they cram into their games. Their titles are definitely targeted toward more serious gamers, and even their simpler titles have a surprising amount of depth and features. Their Joust clone, for example, had RPG-like level advancement, specialized missions, and upgradeable weapons.

Machines at War is their take on the Real Time Strategy genre. I've probably said before that I'm not huge on RTS games on the Pocket PC, mainly because they tend to require longer gaming sessions, and keeping tracking of tiny units on such a small screen is a little hard on the eyes. But let's face it, RTS games are definitely a Big Deal in the gaming world and exist on just about every platform (although I don't think many people play them on the consoles, but those are generally meant for a younger audience anyway).

Machines at War is definitely the most significant RTS release we've seen in quite a while, the last major one being War, Inc., which was published by Handmark. MaW doesn't have a campaign feature, which might disappoint a few people. The game's design relies solely on the create-your-own-battle concept. In MaW's case, that means selecting your number of players, difficulty, landscape, climate, map size, population, and map display options. This is really an ideal approach to have for this type of game on the Pocket PC, as you can tailor the game to how long you feel like playing a particular battle: cranking up the map size, population, and difficulty will make things more involved, while throttling them back will make for a much simpler battle.

Isotope uses a lot of sprite graphics in their games, and in the case of MaW, this makes things a little hard to see. The actual "action area" of the screen is a bit small, largely due to the interface (more about this later). The units are also a bit small, and the fact that you're viewing them top-down makes them hard to see (and they must've been hard to draw, as well). The special effects, however, are excellent (as I would expect them to be, since Isotope 244 has used these effects in most of their games).  The most innovative graphic effect, however, is the dynamic terrain mapping, which leaves the scars of destruction on the landscape and also allows you to plow through trees and obstacles. This makes the environment much more interesting and dynamic than most RTS games, where the terrain is as unyielding as a rock.

Now about that interface. It's where the game stumbles a bit. Tapping and selecting units isn't any problem, but selecting and building units is a little dicey. One of the reasons the units are a bit small is likely because the map is limited to about 2/3rds of the screen. At the bottom left is a somewhat cramped, tabbed display where you select among engineering structures (bridges and so forth), buildings, and units. The menu looks a bit cramped, since immediately to the right of the menu is a fairly sizable radar map.

The slightly irritating thing about the unit menu is that some unit types can only be built after you've clicked on certain buildings. This takes up extra time. At the top right of the screen is a vertical list of buttons allowing you to bring up the menu, cancel moves, group units together, and so forth. However, there needs to be a cancel button near the unit menu since once you click on a unit or structure, the game will assume you want to build the structure unless you click the cancel button on the top right of the screen.

This is another quirk of the interface which just makes it take longer to get your structures up and your units created so you can go after the enemy. I think it would be better to have the radar map smaller, translucent, or perhaps available as a quick pop-up options available via one of the hardware buttons. That would allow the menus to be redesigned to incorporate more options and make them easier to use. Perhaps all available structures and units could be displayed across the bottom row to make buildings things quicker and easier.
 

And how does the game play?  Not bad. It's rather difficult (I find it easy to lose even in "easy" mode). Since the graphics aren't terribly complex, the game is quite speedy and doesn't get bogged down too much. Casual gamers as well as more serious RTS and strategy-game fanatics will likely be challenged by the game's 40-some levels. While I'm not enough of an RTS junkie to push the limits of everything it can do, I would place it near the top of the list of games I've played in this category. It doesn't look as good as Argentum and doesn't have that game's graphical pizzazz, but Argentum is quite dated by today's standards. MaW is more sophisticated than War, Inc., and will likely be the RTS game to go with for a while, at least.
 
Title: Machines at War Developer: Isotope 244
Genre: Strategy Demo: Y
Platform: Pocket PC 2003+ Price: $19.95
Discuss this game Rating (of 4): 3.3

Thought Of The Week

Remember those specially made vests and coats that were really popular a while back?  You know, the ones that had about 100 pockets to put all your techno gadgety crap (PDAs, phones, pages, audio players, batteries, cables, wires, and God knows what else). It seems to me that the days of having to carry all that stuff around are coming to an end.  Phones will never quite be as good as standalone PDAs for some things (gaming, reading books, etc.), but we now have phones that do just about everything you could want from a mobile device.

Discuss...


 

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Allen Gall's The Week in Games is a free service of Smartphone & Pocket PC magazine and Smartphone & Pocket PC magazine ONLINE: in-depth articles, tips, an Encyclopedia of Software and Accessories, and links to the best Windows Mobile PDA and Smartphone Web sites. It is edited by Michelle Talley.

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