Showing posts with label simulation. Show all posts
Showing posts with label simulation. Show all posts

4/23/2012

Miss Popularity: Your Style, Your Friends, Your Choices Review

Miss Popularity: Your Style, Your Friends, Your Choices
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I just got this game recently and totally love it!! I've played a game with each different guy!! Sometimes you don't exactly know where to go, but you can figure it out!! I recommend this to any girl who wants to have a cool adventure in this game!!! And I figured something out, for who doesn't know what to do or is stuck in the game! You just have to press Ctrl+Alt+Insert (at the same time) and then you should be able to see a pink mouse. Click on the cell phone and your best friend should give you a clue what to do next!!

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4/07/2012

Train Simulator Review

Train Simulator
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By Robert and Patrick Scoble
Founders of The MSN Microsoft Train Simulator Fan Site ...
We first got a chance to get up close and personal with Microsoft's Train Simulator at the NMRA (the National Model Railroad Association's National Convention and Train Show in San Jose on August 4-6, 2000) and recently we received a press beta of Microsoft's Train Simulator since we run the MSN Train Simulator Fan Site at ... This was the first time that Microsoft had publicly shown Train Simulator (they say it'll ship in "Spring 2001"). "I want a copy," six-year-old train buff Patrick Scoble says, "they need to finish it."
That about sums up both of our responses. We couldn't wait. We're not usually into games or simulators, but we +are+ train nuts. The Train Simulator has us hooked and we suspect it'll have you hooked too. We're finding as we spend time with the simulator that even folks who don't appreciate trains as much as Patrick and I really are having a great time playing with Train Simulator as well.
First off, driving trains around with a simulator might sound boring, but I guarantee you it is not. This is from the same team that brought us Microsoft Flight Simulator.
Train Simulator will include six trains and tracks based on REAL LIVE RAILROADS. The simulation includes entire tracks over the Marias pass in Montana, for instance -- the other tracks are explained on Microsoft's "Features Page."
One of the activities in the simulator lets you drive a BNSF train going through Marias Pass in Montana. (There are nine engines and six different tracks -- all modeled on real world engines and tracks). The Microsoft Train Simulator will let you drive a simulation of the same train on the same tracks. Microsoft has tried to keep everything as accurate as possible. (Obviously simulation technology isn't as good as the "real" thing, but with Train Simulator it is darn close). This means that you could play with Train Simulator for six hours (on just one of the six tracks) and not see the same scenery. Switch to a different track and you get more hours of not-seen-before fun. Not to mention that it makes a great screen saver (you can leave it running on your desktop and the computer will take you on a tour of any one of the six rail lines that the programmers have built). The Simulator also doesn't force you to drive. You can stand at the side of the track. You can fly overhead in a "helicopter" mode. You can sit inside a passenger train and enjoy the view. Or you can sit in the cab and drive with realistic controls. This is a blast! If you were working on the Whitefish line, you'd start your six-hour trip over Marias pass in a Dash-9 in the Whitefish, Montana train yard. In Whitefish's train yard, the simulator would let you move your engine around on any of the 10 tracks, pick up other engines and cars, and hopefully refuel (many of these features were not demonstrated yet). Everything is realistic. Hey, think the simulator would let my wife visit her favorite antique store which is right near the track? I don't think so, but maybe that's something that we can build on later since Microsoft will give us the ability to add on new buildings and things to Train Simulator. The tools to build new things are quite nice, and already you can trade things with other Train Simulator users. This thing feels and sounds real. Particularly if you have a good 3D video card and a speaker system with a subwoofer. Here's a rundown of some of the features.
VIEWING: You can view the train from outside at any angle. You can "fly" around the train -- at any time (you have complete control of the camera angle and can zoom closer or back off for a wider angle view).
You can sit inside the cab and "drive." All the controls are authentic and you'll have full displays -- the same ones the real trains have.
You can stick your head outside the window and see the view (and you have complete control of the view. Forward, back, tilt, all just like if you were on a real train). This alone is unbelievable technology.
If you are carrying passenger coaches you can sit in back like a passenger. There will be other passengers to watch, supposedly (the "pre-Alpha" was empty). You can just sit there and watch the scenery go by, just like a real passenger.
You can switch to a mode that represents someone standing on the track and watching the train go by. I wonder, can you take a picture of your train?
Oh, did we mention the sound? The sound is VERY good and accurate. The product manager tells us that they actually went on location and did extensive recordings of the sound of each train. The sound changes depending on your perspective, too. If you are inside the cab, it sounds like that. If you are standing by on the side of the track, it sounds just like that too (although we didn't get hit by any flying stones like we did one time when we were trackside). The track noise is realistic and will change based on sections that have concrete ties with welded rails -- trains running on older track will have the familiar clickety clack.
You can switch trains and run them on any of the six tracks (I don't know that I'd want to take the 100+MPH Acela over Marias Pass, but I'm sure I'll try it just for fun).
In helicopter mode you can view each car one-by-one. You can tilt, pan, and elevate the camera position. You can fly over the train. Around the train. Through the train (almost).
The sound is awesome -- it better be, they digitally recorded real trains on location. Blow that whistle. (it's the space bar).
This simulator has one of the best uses of 3D technology I've seen so far. It's well worth the money and if you're into trains it'll blow your mind.

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Take the controls from the engineer's cab with thousands of tons of freight behind you and exciting challenges ahead. From steam engines to diesel to electric, immerse yourself in the sights, sounds and adventures of trains.

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3/26/2012

Rail Simulator Review

Rail Simulator
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The other review on here was written by someone who isn't a big fan of simulators, so here's one from someone who is. I bought this game after seeing that Train Simulator 2 will be coming out next year, and in all honesty, I'm tired of waiting. I had been following this game months before it came out, and was surprised to see that they had already released it a few days ago. I have played it for a few days now, and here are its aspects:
Graphics: Now, the graphics of this game are much better than they are in MSTS. In all honesty, they should be; MSTS was released seven years ago when video cards weren't that powerful. Of course today, we have nice Nvidia 8800's and ATI 2900's (and so on). However, the graphics aren't as good as they could be. In fact, I hate to say it, but some of the photograps of renders in the game look better than they actually do in-game. Also, the resolution cannot be changed in the in-game menu itself; this must be done before you begin playing. But, surprisingly, this game supports HD resolutions, so maybe that's why the photos look good. I am using a monitor that only goes up to 1280x1024, so I couldn't tell you how that looks. I also do not like the fact that there are no anti-aliasing controls. I'm using an Nvidia 8800GT to power this game, and I want these games to take advantage of the hardware I own. But, in the end, the graphics are good; I have seen much worse. I do like the fact that people can be seen and that there is an engineer in the cab.
Sound: The sound in this game is again an improvement over MSTS. The natural sound effects are much more realistic (IE; the birds chirping, cars going by, etc.), but I don't understand why you can still hear these sounds clearly even when your train is going at a high speed. When was the last time you heard a bird whistling while your car was going 65? Exactly. Lol, but the locomotive sounds are nice, but I didn't like the fact that the two North American locomotive's horns were both the same; I like variety when it comes to the horns and whistles. The British horns on the diesels make me laugh; they sound like the horns those really old cars used to have (In my opinion, North American diesels have the nicest, prettiest sounding horns around)
Gameplay: The controls for this game are very similar to those of MSTS, so making a transition to this game should you buy it won't be hard. The only thing I had to get used to was the fact that the A key increased the throttle and the D key decreases it (vice-versa to the layout of MSTS; It was funny when I first played this game as I kept trying to slow down my train, only to realize I was speeding it up!) The display Menu's and HUD's are much more helpful, although it doesn't show you the speed limit of the tracks ahead (at least I don't think it does). The scenarios are nice, but I didn't think there were enough of them.
Game Options: This is the part that aggravates me: In MSTS, you could choose the locomotive you wanted for a route, and play from there. There was also a seperate place to make your own consists. In this game, you have to do all of this in a scenario editor, something I don't yet understand. I may be good with computers, but I'm not this good. I have downloaded content for it, but I haven't been able to use most of it. I'll have to learn more about this process.
Overall: I am glad I bought this game. I am enjoying it, but all the while I feel as though there could have been more potential to it. Perhaps the company will release patches for it that fiz up minor areas and add more options. They already give away official content for it for free (you just have to make an account with the site, which is also free) I will continue to play this game until MSTS 2 comes out, which will probably be one of the best Train-Sims out there. It will be using DirectX10, so it will definitely be using my hardware to is potential. Lol, by the time this game is out, Nvidia will most likely have there 9000 series out, so this card won't be one of the greatest anymore. Oh well. Overall, I give this game three stars. I hope this review has helped some of you.

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3/24/2012

Trainz Simulator 2010: Engineers Edition Review

Trainz Simulator 2010: Engineers Edition
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I purchased Trainz 2010 in August. I have enjoyed the game very much, but I'll leave it to someone else to review the actual game. My purpose for this review is to warn purchasers that this is not the N3V/Auran version of the game as suggested by Amazon above. It is actually third-party software distributed by "Steam/Valve". This is significant, because I have learned that it is not possible to update this version of the game with the latest patches put out by the original game developer (Auran).
The version I downloaded from Amazon was Build #43361. Auran has recently issued patches to update the game to Build 43434 and now Build 44088, to address various problems and bugs that have been identified within the game. Build 43361 was left out of these update patches, and I have learned from the Trainz community that Auran and Steam don't seem to cooperate together when it comes to authorizing updates, so this version of the game may never be able to be updated beyond it's current build.
Although I enjoy the game, I'm disappointed that I will miss out on future improvements and fixes made to the game. Therefore, I recommend purchasing the game directly from Auran instead.

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3/14/2012

Agricultural Simulator 2011 Extended Edition Review

Agricultural Simulator 2011 Extended Edition
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Agricultural Simulator 2011 Extended Edition [Game Download]I found this game to be a very good game. You have to stay on top of things and do all the work until you can afford to hire help. i havent been playing the game very long but i really do enjoy it.

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3/13/2012

Viva Piñata Review

Viva Piñata
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The most oft-repeated phrase in any review for "Viva Pinata" is that it's "not just for kids." This is not without good reason. While the packaging and overall feel of the game is as bright and shiny as a candied marble and is specifically designed to draw kids in, the gameply is consistently entertaining and is challenging enough to daunt any experienced adult gamer...
I'd even go so far as to say that this is one of the most original and interesting games to come along in years. It's rare that I become so engrossed in what's going on in a given game that hours pass, seemingly, with speed of a blink of an eye- but such has been the case, since I installed Viva Pinata.
Now- a word of caution: I'm running the game on a dual 3.1 GHZ system with a Radeon 512 MB 3d accellerator, and the game automatically put my graphic preferences at the lowest level, when I started it up. I manually changed things to medium, which resulted in a very pleasing improvement in graphics. However, my system now routinely ratchets up to overdrive, during play. One can only assume that you need a pretty hot system to view the game in its full glory. That having been said, the game plays smoothly as silk, and lacks the lags during autosave that have been a bane to Xbox gamers.
In closing, I heartily reccommend VP. To those gamers who reject this game because of the "cute factor," I can only say:
It must suck to be you...

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3/06/2012

Transport Giant Review

Transport Giant
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Transport Giant really has a good idea behind it. It is certainly more realistic than that of Chris Sawyer's Locomotion. but it isn't necessarily more fun. The game seriously lacks in terrain. The towns are excellent and grow realistically, but the terrain is lacking. As in: there is none. The only "variations" in terrain are images of cliffs that make track and road building impossible, but you can go around them. Anyone who has played a game like this knows that path and route finding is often severely limited by terrain, which makes the absence thereof in this game very noticeable.
Also, routing is very difficult. The trackbuilding elements all but require you to master routing of trains, and then they won't pick different platforms, which makes mainline services almost impossible, and the simplest of routes are complicated by the incompatibility of tracks to be manipulated like they can in Locomotion.
A huge plus is that passengers actually have destinations! What a novel idea! Just hope your new bus doesn't get stuck behind one of your old horse teams, because vehicles *will not* pass each other on a road.
It is a good game, but you'll probably get so aggravated trying to play it that it will probably sit on your shelf for some time before you attempt it again. At least, that's what happened to me. Solid game, poorly implemented.

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2/29/2012

DCS: Black Shark Review

DCS: Black Shark
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There are Survey Sims and there are Study Sims. For example, Microsoft FSX albeit very detailed and allows you to learn aviation in a profound way, it is a "Survey" simulator. DCS Black Shark is a "Study" simulator. This means unless you already know the Black Shark, it is highly doubtful you will be able to jump in and start flying in real simulation mode like you can in FSX. However, Eagle Dynamics provides an accommodating game mode, which will allow anyone to take off with the Black Shark and enjoy a military chopper. Nevertheless, you can easily keep adding real features to the game mode step by step to make it more real as you strengthen your skills. That's the big picture. Now for the review...I have played this Sim for hundreds of hours and every single time I get into the Ka-50 Black Shark I just absolutley love it. I broke up my learning process into fully understanding the startup procedures, then basic flight procedures, then targeting and using the weapons, then shutdown...and on to advanced. I recommend a similar method. The graphics and modeling of the Ka-50 are stellar. The cockpit is stellar just for the fact that EVERYTHING works unlike FSX aircraft. The terrain and other outside eye candy are not really the focus but they are very nice as well. This Sim is foucsed on a real Ka-50 experience and is extremely credible for that point. It is an awesome means to learn to fly a military helicopter. It is absolutely worth every dime in regards to a well crafted simulator. And if you get frustrated, Eagle Dynamics has an excellent forum to help you along the way. This is an absolutely incredible simulator, and I recommend it.

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It also includes a new mission editor including a powerful electronic mapping system that allows user to easily create missions and campaigns, and a campaign system that allows the front line of the battlefield to move back and forth according to your mission success or failure. the Black Shark World DCS: Black Shark operations are based in the western Caucus region and include portions of Russia, Georgia and a small part of Turkey. With Russia, special attention is paid to the Krasnodarskiy, Karachayrvo-Cherkesiya, Kabardino-Balkariya and Stavropol'skey regions. Some of this area will be recognizable from Flaming Cliffs, but DCS: Black Shark has added a considerable new amount of terrain, particularly much of Georgia. the DCS: Black Shark map is approximately 330,000 sq. km of ground and sea area. Comprehensive Access to Kamov-50 Avionics Systems DCS: Black Shark comes packed with a wide range of piloting, navigation,targeting and defensive systems avionics for the Ka-50. Game copies includea detailed flight manual covering these, which include, but are not limitedto: traditional electromechanical cockpit instruments, multifunction advancedmoving map system AMMS (ABRIS), the "Rubicon" targeting-navigation system,the I-251 "Shkval" antitank targeting system, countermeasure dispensers,a head-up display (HUD) and helmet-mounted sighting (HMS). Artificial Intelligence (AI) Aircraft the primary innovation regarding AI aircraft in Black Shark isthe inclusion of a new and improved flight model (FM) system. In previousEagle Dynamics products such as Lock On, the AI-aircraft FM didnot reach a high-level of realism, relying sometimes instead on animationsto supplement flight dynamics equations. This absence of detailed angleof attack modeling and the influence of cross wind led to problems during advancedmaneuvers. To remedy this Black Shark features the same standardflight model (SFM) that was used for player-controlled aircraft in LockOn. With this advancement in AI aircraft flight dynamics it is nowpossible for the AI to conduct more advanced flight maneuvers and combattactics. Ground Vehicles, Ships and Weapons Ground vehicles, ships and weapons such as bombs, rockets, missiles andcannons have been significantly improved in Black Shark. Improvementsinclude: an expanded roster of available active ground vehicles, the abilityof each ground vehicle to use multiple types of weapons simultaneously,an overall increase in the level of detail and the inclusion of infantryunits. Key Game Features:
Advanced helicopter and ground force AI that creates a realistic combat environment.
Twice the ground detail of previous TFC simulations, featuring detailedmodeling of 330,000 sq. km of the western Caucasus region.
Head-to-head and cooperative multiplayer.
Powerful mission editor with advanced scripting capability.
Campaign system with a moving front line that depends on mission results.
Highly-detailed six degrees of freedom cockpit featuring Mouse-clickable instruments.
Unrivaled flight physics system featuring realistic damage model,system cascade effect and more.
Detailed modeling and control of engine, fuel, hydraulics, electrical,navigation, radio, fire suppression, sensor, and weapon systems.
Two gameplay modes: "Simulation" or "Game Console."
Advanced weapon physics for missiles, rockets and cannon rounds including ricochets.
Supports TrackIR, Matrox TripleHead2Go for multiple screens, D-Box motion platform.

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2/25/2012

Trainz: Railroad Simulator 2006 Review

Trainz: Railroad Simulator 2006
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Reading some of the other reviews, I can see that we have a very mixed opinion on TRS2006.
I have owned the original Trainz, then TRS2004, and finally TRS2006.
I have never had the 'issues' that some people are complaining about. The S/N may be in one of several places, including the box or the manual.
All that aside, this is simply the most enjoyable, mesmerizing game I have ever played. I have spent most of my time in Surveyor, creating the terrain for my 'dream' layout. I don't know if I will ever be finished with it.
While the locomotive controls and physics may not be as realistic as those in MS Train Simulator, it is creating my layout that gives me the most enjoyment from Trainz. I find it very relaxing 'playing God' in creating my world.
I have to admit that there are some aspects of the game that could use improvement. For example, you cannot zoom out far enough in Surveyor to get a good picture of what you are working on. The Mini Map helps, but it is not enough.
I would also like a better paint feature. It is difficult to get realistic looking landscaping with some of the textures.
Considering that all computer games have some flaws, I still rate TRS2006 five stars because it has provided so much entertainment for a program that cost me only about $50 (for the special edition DVD)
I would advise to download and install Service Pack 1 for TRS2006. It fixes some of the bugs, mainly with the Content Manager.


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Trainz Railroad Simulator 2006 sets new standards of realism and immersion in operating a virtual railroad. Run long haul freight services, high-speed passenger runs or challenging yard operations as you service a huge variety of interactive stations and industries. You'll manage every aspect of a train line and discover the joys of riding the rails. In-game tutorial shows players how to be a real railroad engineer -Drive diesel and steam trains, assign commodities to wagons, transfer drivers between trains, issue orders to drivers, couple and decouple wagons and much more New rules for session makers, for tighter control over player interactions Support for TrackIR Pro 3 - move your head and your view responds independently of the mouse Give your trains schedules with set tasks -- realistic operations like coupling and de-coupling

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2/21/2012

Tropico 3 Review

Tropico 3
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Every regime turns old and stale. Every banana-republic runs out of national resources to sell-out for kickbacks. And every dictator can hide only so many populist aces up his sleeve. So in the end he calls for ...degenerate capitalist image-makers to reinvent his persona and make the beard hip again. It's the same old story.
Power corrupts - and absolute power corrupts absolutely. True - but aren't you tempted? Not even a little?
The original Tropico and its expansions were of those rare RTS games that manage to blend absurd stereotypes with classic gaming genres and reinvent them with humor. From the old Dungeon Keeper to the unsurpassed Evil Genius most of these games are hard to fail. And how could they - what is there not to like?
The economy must be tended to: from agriculture, fisheries and tourism, to oil and mining, you must decide on how to keep your regime solvent and well into the black. On the other hand, neglect the well-being of your citizens at your own risk. Both superpowers as well as brewing guerrillas are always at your heels, ready to dispose of you and install their puppet in your boots.
So make sure to strut around and let your subjects take a good hard look at their leader. If that is not enough to discourage dissidents, making a long-winded populist speech surely will. Push come to shove, you can always rig the elections of course...
This installment's sin is that it offers little new besides improved graphics and minor gameplay touch-ups. However, this is not necessarily a bad thing.
If new to the series, buy all means buy it! Not only will you greatly enjoy the gameplay but you will also experience it in its best incarnation. If you already have experienced the previous installments of TROPICO, I know you have to see what the original game looks and feel like in 3D and Shader Model 3 graphics.
The game comes free for any intrusive DRM nonsense. Neither online activation nor any limit on installations, just a serial key. What you know, even ruthless tyrants have more sense than game publishing executives...
Thwart those insolent revolutionaries before they gain traction!
Send them for cultural re-education to the banana fields.
RECOMMENDED!

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Story and Gameplay In Tropico 3 players take on the role of "El Presidente," the leader of a millitary coup that has recently taken power over the Banana Republic island nation of Tropico. Simulation aspects of the game play out in a heavy emphasis on civic, residential, millitary and institution building across the island, as well as resource management, with the player given the choice as to how to economically facilitate this growth. Regardless whether you turn Tropico into a vacation paradise, a police state or a modern industrial nation - you will always have to defend your actions before your people. Players wander through Tropico as El Presidente in order to intimidate political opponents, hold populist speeches or just to enjoy your country's own Caribbean flair. The strategy angle of the game requires players to keep a sharp eye on the dangers and side-effects of your absolute power. Built on the precedant of your own coup, danger lurks on every corner, be it militant revolutionaries plotting to supplant you, or the machinations of the superpowers USA and the Soviet Union, both of whom would like to see a more amenable ruler in strategically important Tropico. Within the game's 15 missions history takes its course with events such as the Cuba crisis, papal visits and other actual decisive historical events. The choice of the means of governing, and persuasion is entirely yours, and the only question is whether or not your vision of Tropico will survive to play a role in history. Key Game Features
Comprehensive campaign with 15 different missions.
A variety of business sectors: Tourism, petroleum, mining, agriculture, etc.
A timeline editor allows you to create your own fictive historical events or enter real ones.
Avatar functionality allowing players to wander the island as El Presidente and change the course of play.
Political speeches, edicts and "other" means of influence.
A wide range of editing and modification functions.
Mission generator for random map creation.
The cinematic, highly detailed graphics perfectly reflect.
A variety of online-functions such as high scores or visiting islands belonging to other players.
Latin music soundtrack.

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2/20/2012

2/16/2012

Railroad Tycoon II: Platinum Edition Review

Railroad Tycoon II: Platinum Edition
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The Platinum Edition lumps the original game with several add-on packages.
Let's start off with a few things:
Yes, this is an old game. And, yes, you can probably pick it up for $20 (or less). And, yes, there is a newer version of RailRoad Tycoon out.
But I personally don't find the newer version to be as much fun as this one.
The graphics aren't striking. There's no whiz-bang 3-D animation. There's only strategy.
The scenarios seem easy enough:
"Create a railroad company, and lay track from Baltimore to Washington DC. Make 10 journeys with a train full of people in 10 years and win this scenario."
Or
"Connect New York to Chicago, carry 10 trainloads of passengers between these cities and have a company book value of $10 million. You have 20 years."
Okay, these may not be the exact scenarios, but they're close.
This game isn't just laying track and putting trains on them. You've got to create trains to do specific tasks. Start at a Iron mine with 2 cars full or iron, run to a Coal mine and pick up 2 additional cars, run to a steel mill and wait for the steel to be made, then off to a Tool and Die company for goods, now deliver those goods to a city and start it over again.
The scenarios are challenging, and fun. Sometimes it's not about running trains, but how well you run a company--or how well you play the stock market.
In RRT2 you get:
===North America===
The Iron Seed: Mid-Atlantic states
Handle on The Breadbasket: Eastern USA
Bridging a Nation: Western USA
Silver Booms and the Market Busts: Southwestern USA
Whistle Stop and Promises: Northwestern USA
Crossing the Great Divide: Canada
===Europe===
Birth of the Iron Horse: Britain
Excess on the Orient Express: Europe
Knitting with Iron: Germany
Next Stop the 20th Century: France
Through The Brenner Pass: Alps
When Walls Come Down: Eastern Europe
===World===
Croissants vs Crumpets: India
Which Way to the Coast?: Australia
The Samurai Rides an Iron Horse: Japan
The People's Train: China
Dilemma Down Under: Australia
Cape to Cairo: Africa
as well as the Second Century Expansion pack which takes you into the 20th century with new challenges and newer trains.
Including getting supplies to ports in America to be delivered to Europe for World War 2, running trains in the Eastern Block and Moscow during the Cold War, running commuter trains in the Northwest and a few science-fiction 'future' scenarios centering around a geo-thermal plant in Spain. I found this game very addictive, fun and still enjoyable years after my initial purchase.
Well worth the money. And you can find online guides to help you if you get stuck.


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2/12/2012

Cities XL 2011 Review

Cities XL 2011
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*This is from my review of the downloadable version*
* I haven't encountered any crashing bugs so far. I went through the forums and looked at what some are having trouble with. So I'm reviewing and informing at the same time.
*** Just a Reminder*** If you have the original Cities XL ('09) you can get CXL '11 for half the price. All you need is your serial number. Go to Citiesxl.com. ***
**Update** There is a patch now available**So after a year since CXL was released by Monte Cristo, Focus Interactive releases Cities XL 2011. They promised some changes and a transit system complete with buses and trains (subway and elevated). The next generation city simulator gets a makeover with these much needed features. I liked CXL and was annoyed that Monte Cristo went bankrupt before it could implement its new ideas ie. G.E.M.'s Transit expansion, and a host of others. When Focus Interactive took over CXL, it seemed like a breath of fresh air and a new chapter for the city building genre.
Unfortunately, some (and for others, many) bugs from the original CXL and some new ones have marred it to the point where the forums are lit up by frustrated people. Focus has been quiet although they did fix a bug for steam users. I recently saw a post that Focus has no patches in place because they are working on releasing CXL '11 for other languages. It could be a while before we get any type of patch. They are also very quiet concerning CXL '11 and it's future. From my point of view, it seems like they are going to crunch numbers and see if it's viable to continue. Hopefully, they will. There has been no attempt at creating a city-building game after Simcity Societies (not including CXL). Simcity Societies was dreadful.
If you are familiar with Cities XL, buying the game online has your serial number emailed to you; and online activation. The download was pretty fast but bare in mind, I am using FIOS. Previously, Monte Cristo told me that I can load CXL on as many computers as I like, no limits. Focus doesn't mention it. I heard that Starforce DRM is on it but I didn't see it while going through installation. I've had Starforce before and it usually says, "loading Starforce." If anyone who has this, had seen, it, I'll change this sentence, but like I said, I didn't see it. I went through the files as well. For people who had CXL, you have the opportunity to buy CXL 2011 for half the price if you have your serial number for CXL. If you forgot it or lost it, emailing Focus Interactive Tech support is the way to go..You have to provide your username, password and email you used to sign up CXL.
There is no online aspect of the game. Previously in CXL, you had the planet mode. online mode is completely left out in CXL 2011. You can trade with each of YOUR cities or Don Madoff of Omnicorp, but no one else. It's fairly simple. Like a point and click. You have a "earth" screen that will show where the trades are going but it doesn't show your road network like Simcity 4. In the earth screen, you can also see the available areas to build a city. It doesn't truly represent what you will see when you pick that spot unlike in Simcity 4, you see what land you are getting; including all the physical features. A wishlist here would be when you are searching for an area to create your city, it would be nice to get a feel of what you are getting. You cannot change the land. You can terraform AFTER you pick your spot and name your city. Terraforming is very expensive and a little frustrating. Simcity 4 was much easier when it came to terraforming.
The same premise is back. You can build a city on the CXL "planet," picking a spot with different physical features ie. peninsula, volcano, lakes on a plain, fertile plains, tropical island, and more. Also, keep in mind what type of resources that each "plot" has ie. oil, water, holiday, water, farm. You give your city a name and go through a quick tutorial of where to place your first road, city hall, and early power/garbage zone. The tutorials at the very beginning (before you pick where you want your city) are good enough to give you the know-how of the basics. Again, you cannot terraform the land after you pick it and name it. I found one bug. I chose a peninsula and I was creating my city when I saved and closed it. When I came back to it, all of a sudden, my city became a island with peninsula qualities.
Many people are having problems installing the game, starting it, and playing it. Steam was the worst but I think a patch, fixed that. I haven't had this trouble at all. Also, people have been reporting slow frame rates early in the game. Usually the frame rates decrease when you have a sizable city. This is true. I loaded my city that I exported from CXL and yes, it was slow. Not too terrible though. It was like your large city in Simcity 4. You would think in 2010, almost 2011, the multi-core support and increased framerates for a city-building genre would be there.
The graphics are gorgeous. The people in CXL '11 are just like the original; not very realistic but better than others. There is no comparison concerning graphics between Simcity 4, CXL '11, and Simcity Societies. This one is by far better!
One thing new, you can tax different types of zones. In Industry, you can tax separately; heavy industry, office buildings, high tech etc. In CXL '11 you have industry, commercial, and residential zones. Building have been added as well as packs ie: coastal homes on stilts, Asian style homes, European....
One of the best things done in CXL is the idea of allowing us to create our own bus lines; up to 20 lines. The maps show your worst traffic and how your lines are being utilized. You can;t go crazy or else you will go bankrupt quickly. The best thing is that the bus stops are placed along your roads; they don't take up a tile as in Simcity 4. Perfect, since every bit of real estate is needed. The Metro (train) works the same way as the buses except, the station needs to be placed near a road. you can create many lines depending on the size of your depot (just like the buses; small or large). What is great, concerning the Metro, you can run your lines along side or under your lines placed already. The belief in the CXL universe is that the tracks go under the track already placed. A roundabout was added in the roads section however, it really has no use at this time. Expressways are now highways. One bug that had carried over from the earlier CXL is the way traffic moves. On a multiple lane road, cars in the left lane turn right and cars in the right lane turn left (besides going straight). The traffic lights, again are not animated. These 2 things too me are glowing issues especially since we are in 2010 and this game pushes city building realism. I'm also a realism nut :) The way cars and trucks turn is unnatural. People waiting at the bus stop looks nice, however, when the bus arrives, they mysteriously get out of the bus and get on. The windows on the bus look like the windows on the buildings. I wish we were able to change the physical features of the land we choose to put our city, otherwise, it's very expensive to terraform.
For those looking to buy Cities XL 2011, just be on the lookout concerning the bugs; there seems to be more in this one that the previous one. In the previous Cities Xl, Ive only experienced one lockup but in this one, none. Like I said, I haven't come across the crashing and error messages that others have gotten. Most people reporting the issues have decent systems. Check the forum. You need a decent video card because this one will wake up your video card. But again, the bigger the city, the game lags. Not terrible, but it's noticeable as in Simcity 4. The game was rumored to have multi-core support but it doesn't.
Besides all the bugs being reported, what makes me nervous is the way the developer is very quiet. Contacting them gets a very slow response. Sometimes, it seems like you get a generic response also. For those who remember, Cities XL '09, Monte Cristo was quick to respond and always had their news updated. Even when nothing new was reported, they seem to update their website. When emailing tech support, they responded quickly and seemed more personable. They even took the time to let you know that they've logged your issue and will send it to the development team. In other words, at least they responded. When I couldn't find my serial number from CXL '09, it took more than a few days for Focus Interactive to email me back and even their response was kind of cryptic. You had to read it a few times to realize what they were asking. Don't get me wrong, I'm not blasting Focus Interactive. I'm happy that they've added some things to CXL 2011 and cleaned up the resource trade screen. It just would be nice if they kept us, those who bought the game in the loop ie a patch will be coming, updates will be coming soon. It's like pulling teeth! Not good customer service. I feel bad for those who are looking to buy this game or have it on their wish lists but are afraid to take a chance because they might feel, "what if I get those bugs and/or crashes."
All and all, what is surprising is the amount of bugs being reported. If you don't experience the bugs, you will enjoy this game. It really requires you to thin what type of city you want to build, where, and how big. You have to keep an eye on your finances. In Simcity 4, it was easy to zone and expand quickly without any problems. In CXL '11, you can't expand quickly. When things become available, sometimes it's best not to immediately place them because it will put you in the red quickly. The passage of time in CXL '11 is by cycle, not month/day/year like in Simcity. I happen to like CXL way of passage of time. By default, the...Read more›

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2/04/2012

Eve Online: Commisioned Officer Edition Review

Eve Online: Commisioned Officer Edition
Average Reviews:

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Warning: long and detailed =>
While I have not purchased this particular version of the product, I had played Eve nearly continuously from Open Beta until about a year and half or so ago (when I stopped due to a lack of time), however when time permits I have activated my account for a month here and there a couple of times since then. To be honest it has an extremely steep learning curve as it is unlike any other game out there, however they have done amazing things with making it easier to learn and once you catch on to the basics it is pretty intuitive as to the user interface. Unlike other MMO's they also offer their regular expansions (typically about two per year) free to their player base (thus you don't have to spend an extra $50 to buy the new shiny bits every so often in addtion to your monthly subscription).
However this game is not for everyone. If you want to play a brain-dead game that takes very little thought you are better off with something like WoW (which in my opinion is about as challenging and engaging as opening a box of cereal). Having played more than 20 different MMORPG's over the last 10+ years, Eve Online is by far the most flexible and engaging that there is. Characters are not cookie cutter as they are in games such as WoW, in fact you are unlikely to find any two characters that are exactly the same in Eve, even with the hundreds of thousands of active accounts that exist within the single game universe (yes, everyone in the world plays together, as they don't have hundreds of different servers, but one single server farm that handles the single game universe). There are no "classes" or "professions" that limit what you can do or what you can be good at or what you can learn. In Eve Online you can train and do just about anything you set your mind to, and training is handled off-line such that you don't have to play 20+ hours a day to become powerful.
It allows for both hard-core gamers as well as casual gamers (and both can be very successful), there are no experience points and no levels. Likewise you need to be cautious as if you come across another character you have no idea if they are simply a newbie or are a skilled and dangerous player. It is also possible for a character that has been around for years to be "taken out" by a new player or character, as no one way of doing things always conquers. There are things that only small ships are capable of doing and accomplishing, likewise there are things that can only be accomplished if flying a capital ship that takes a year to work up to being able to fly and build. Likewise there are things for combat twitch gamers to do and keep their adrenaline going, while there are plenty of things for casual "care-bear" gamers to do as well (and can make damned good game money doing so with such things as mining, industrial manufacturing, hauling and transporting, or even simply buying low and selling high a wide variety of equipment and commodities in the game). There are also thousands of NPC "missions" that can be run with a variety of themes (combat, trade, hauling, mining, manufacturing, as well as combinations of these) and difficulties (can be done with a light frigate to those where you need to have an organized group of skilled pilots flying high-end battleships).
Then there are player operated and run "alliances" (essentially groups of "corporations or player run governments) that claim and rule over their own sections of space (in some cases very large sections of space). However even with more than 5,000 solar systems (all with numerous planets and resources) prime real estate is still a very hot commodity, so these alliances are constantly battling between one another (sometimes involving huge battles with hundreds of players involved on each side, and with make WoW and other similar games "arena" type battles look like a friendly game of tic-tac-toe by comparison). Not to mention that there is probably no other game or virtual world where political, military, economic, and industrial espionage all occur and one needs to be on their guard if you participate in any of these aspects of the game on a large scale. And from an economic standpoint, this game environment is a prime example of what a truly capitalistic economy is capable of being. The business end of things can be very cut-throat in some areas and commodities, but can be very rewarding and profitable if one knows what they are doing. As an example, one of my characters in the early days of the game manufactured and sold nearly 1-billion isk ("Inter-Stellar Kredits" I think is the intent of their in-game monetary system) in ammo before selling my entire collection of ammo blueprints (for every type of ammo that was available in the game at that time, all of which were heavily researched to maximize efficiency) for a sizeable amount to an organization that was one of the early fore-runners of the alliance system (before the mechanism for creating alliances even existed).
And unlike other games were resource recovery was added in as an afterthought, in Eve Online, it plays a major role in everything (if you control access to valuable resources, you control those resources, thus a major portion of the reason for claiming various solar systems or regions of space). As most items you purchase is made by a player and requires appropriately large quantities of resources to manufacture. Although even the rarest of resources are still available in many different locations, so it is probably next to impossible to truly control the economy. Although I have seen it done with an item for which there were only two blueprints available early on in the game and the owner, who purchased both of these BP's from the people who "found" them) thus became the sole supplier of them and was able to effectively set up their own monopoly and made billions of isk from the venture (at least until more BP's eventually became available).
Or if you have a darker side, there is always piracy (and if not, you will want to learn quickly what areas of the game to avoid to keep from being jumped by player pirates, as there are a fair number of them) along the fringes of the "safe" zones (security ratings 1.0 to 0.5) and the lawless zones (where the alliances tend to control large tracts of space, security ratings of 0.4 to 0.0), as the pirates tend to sit and wait along the borders of these areas and often work in small but organized groups. But beware of doing this as there are definitely repercussions, as by being a pirate you usually end up becoming "wanted" with a "bounty" being placed on your head (yes this is an active mechanism in the game), where other players will try to hunt you down for the reward and you may not be able to even enter "civilized" space without even the NPC "cops" ("CONCORD" as well as NPC law enforcement ships) attacking you.
Thus if you are interested in a game that is truly engaging and where you don't have to sit at the computer for hours on end and let it take over your life to be successful (as there are hundreds of ways to be successful, with each person being free to pursue any aspects of the game that they enjoy), then this game is well worth considering. As far as the other persons comments about not being able to transfer your free 14 day trial over to this version where you can train your character more quickly, trust me, you will make lots of mistakes and I highly recommend that you use the free trial first and then go ahead and create a new character if you purchase this product, as you will not be out that much time anyways (as the first couple of months you will still be learning what you can and want to do to enjoy it anyways and will likely change the direction of your training plans more than once). I also strongly recommend that you either find someone you know who plays to help guide and/or tutor you or that once you are in the game that you try to find someone there who is willing to help by giving advice and answering questions for new players as it does have a steep learning curve and there are so many different options and things you can do that it will likely blow your mind and you may feel overwhelmed initially.


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1/28/2012

Cities XL 2011 Review

Cities XL 2011
Average Reviews:

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* I haven't encountered any bugs so far. I went through the forums and looked at what some are having trouble with. So I'm reviewing and informing at the same time.
So after a year since CXL was released by Monte Cristo, Focus Interactive releases Cities XL 2011. They promised some changes and a transit system complete with buses and trains (subway and elevated). The next generation city simulator gets a makeover with these much needed features. I liked CXL and was annoyed that Monte Cristo went bankrupt before it could implement its new ideas ie. G.E.M.'s Transit expansion, and a host of others. When Focus Interactive took over CXL, it seemed like a breath of fresh air and a new chapter for the city building genre.
Unfortunately, some (and for others, many) bugs from the original CXL and some new ones have marred it to the point where the forums are lit up by frustrated people. Focus has been quiet although they did fix a bug for steam users. I recently saw a post that Focus has no patches in place because they are working on releasing CXL '11 for other languages. It could be a while before we get any type of patch. They are also very quiet concerning CXL '11 and it's future. From my point of view, it seems like they are going to crunch numbers and see if it's viable to continue. Hopefully, they will. There has been no attempt at creating a city-building game after Simcity Societies (not including CXL). Simcity Societies was dreadful.
If you are familiar with Cities XL, buying the game online has your serial number emailed to you; and online activation. The download was pretty fast but bare in mind, I am using FIOS. Previously, Monte Cristo told me that I can load CXL on as many computers as I like, no limits. Focus doesn't mention it. I heard that Starforce DRM is on it but I didn't see it while going through installation. I've had Starforce before and it usually says, "loading Starforce." If anyone who has this, had seen, it, I'll change this sentence, but like I said, I didn't see it. I went through the files as well. For people who had CXL, you have the opportunity to buy CXL 2011 for half the price if you have your serial number for CXL. If you forgot it or lost it, emailing Focus Interactive Tech support is the way to go..You have to provide your username, password and email you used to sign up CXL.
There is no online aspect of the game. Previously in CXL, you had the planet mode. online mode is completely left out in CXL 2011. You can trade with each of YOUR cities or Don Madoff of Omnicorp, but no one else. It's fairly simple. Like a point and click. You have a "earth" screen that will show where the trades are going but it doesn't show your road network like Simcity 4. In the earth screen, you can also see the available areas to build a city. It doesn't truly represent what you will see when you pick that spot unlike in Simcity 4, you see what land you are getting; including all the physical features. A wishlist here would be when you are searching for an area to create your city, it would be nice to get a feel of what you are getting. You cannot change the land. You can terraform AFTER you pick your spot and name your city. Terraforming is very expensive and a little frustrating. Simcity 4 was much easier when it came to terraforming.
The same premise is back. You can build a city on the CXL "planet," picking a spot with different physical features ie. peninsula, volcano, lakes on a plain, fertile plains, tropical island, and more. Also, keep in mind what type of resources that each "plot" has ie. oil, water, holiday, water, farm. You give your city a name and go through a quick tutorial of where to place your first road, city hall, and early power/garbage zone. The tutorials at the very beginning (before you pick where you want your city) are good enough to give you the know-how of the basics. Again, you cannot terraform the land after you pick it and name it. I found one bug. I chose a peninsula and I was creating my city when I saved and closed it. When I came back to it, all of a sudden, my city became a island with peninsula qualities.
Many people are having problems installing the game, starting it, and playing it. Steam was the worst but I think a patch, fixed that. I haven't had this trouble at all. Also, people have been reporting slow frame rates early in the game. Usually the frame rates decrease when you have a sizable city. This is true. I loaded my city that I exported from CXL and yes, it was slow. Not too terrible though. It was like your large city in Simcity 4. You would think in 2010, almost 2011, the multi-core support and increased framerates for a city-building genre would be there.
The graphics are gorgeous. The people in CXL '11 are just like the original; not very realistic but better than others. There is no comparison concerning graphics between Simcity 4, CXL '11, and Simcity Societies. This one is by far better!
One thing new, you can tax different types of zones. In Industry, you can tax separately; heavy industry, office buildings, high tech etc. In CXL '11 you have industry, commercial, and residential zones. Building have been added as well as packs ie: coastal homes on stilts, Asian style homes, European....
One of the best things done in CXL is the idea of allowing us to create our own bus lines; up to 20 lines. The maps show your worst traffic and how your lines are being utilized. You can;t go crazy or else you will go bankrupt quickly. The best thing is that the bus stops are placed along your roads; they don't take up a tile as in Simcity 4. Perfect, since every bit of real estate is needed. The Metro (train) works the same way as the buses except, the station needs to be placed near a road. you can create many lines depending on the size of your depot (just like the buses; small or large). What is great, concerning the Metro, you can run your lines along side or under your lines placed already. The belief in the CXL universe is that the tracks go under the track already placed. A roundabout was added in the roads section however, it really has no use at this time. Expressways are now highways. One bug that had carried over from the earlier CXL is the way traffic moves. On a multiple lane road, cars in the left lane turn right and cars in the right lane turn left (besides going straight). The traffic lights, again are not animated. These 2 things too me are glowing issues especially since we are in 2010 and this game pushes city building realism. I'm also a realism nut :) The way cars and trucks turn is unnatural. People waiting at the bus stop looks nice, however, when the bus arrives, they mysteriously get out of the bus and get on. The windows on the bus look like the windows on the buildings.
For those looking to buy Cities XL 2011, just be on the lookout concerning the bugs; there seems to be more in this one that the previous one. In the previous Cities Xl, Ive only experienced one lockup but in this one, none. Like I said, I haven't come across the crashing and error messages that others have gotten. Most people reporting the issues have decent systems. Check the forum. You need a decent video card because this one will wake up your video card. The game was rumored to have multi-core support but it doesn't.
Besides all the bugs being reported, what makes me nervous is the way the developer is very quiet. Contacting them gets a very slow response. Sometimes, it seems like you get a generic response also. For those who remember, Cities XL '09, Monte Cristo was quick to respond and always had their news updated. Even when nothing new was reported, they seem to update their website. When emailing tech support, they responded quickly and seemed more personable. They even took the time to let you know that they've logged your issue and will send it to the development team. In other words, at least they responded. When I couldn't find my serial number from CXL '09, it took more than a few days for Focus Interactive to email me back and even their response was kind of cryptic. You had to read it a few times to realize what they were asking. Don't get me wrong, I'm not blasting Focus Interactive. I'm happy that they've added some things to CXL 2011 and cleaned up the resource trade screen. It just would be nice if they kept us, those who bought the game in the loop ie a patch will be coming, updates will be coming soon. It's like pulling teeth! Not good customer service. I feel bad for those who are looking to buy this game or have it on their wish lists but are afraid to take a chance because they might feel, "what if I get those bugs and/or crashes."
All and all, what is surprising is the amount of bugs being reported. If you don't experience the bugs, you will enjoy this game. It really requires you to thin what type of city you want to build, where, and how big. You have to keep an eye on your finances. In Simcity 4, it was easy to zone and expand quickly without any problems. In CXL '11, you can't expand quickly. When things become available, sometimes it's best not to immediately place them because it will put you in the red quickly. The passage of time in CXL '11 is by cycle, not month/day/year like in Simcity. I happen to like CXL way of passage of time. By default, the day/night cycle is turned off, but you can change it. The city looks nice as night as well as the moon and sun during the day. The water graphic is spectacular. I will be adding to this review the more I play it. I've been playing it since it was released last week. You can read this review and my CXL (original) review to get a sense of this game. There is only one edition of this game unlike the previous one which had the original and limited editions. I have this game a score of just under 4, I would give this one about 3.9...Read more›

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1/21/2012

Trainz Railroad Simulator (Jewel Case) Review

Trainz Railroad Simulator (Jewel Case)
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This simulator has great graphics, detail, and options. However, ensure you have upgraded graphics becuase the product will drag and freeze up regularly if you don't. Also, the taskings are some what difficult to figure out at first so ensure you go thru the tutorial. This game is very time consuming with little to do.

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1/06/2012

Football Manager 2011 Review

Football Manager 2011
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As a longtime FIFA player and avid Premier League follower, I felt I knew the game as well as anybody. I had heard about this game, enormously popular in Europe, called Football Manager 11. A friend told me it was the "ultimate football sim", in his words. I didn't believe the hype. "I can't control the players?" I asked, and he nodded his head. He promised I would be more satisfied, with this game than almost every other.
So, after a few nudges, I downloaded the trial from Steam. Then I bought the game. And now, like millions of others across the world, I am hopelessly addicted to a football simulator. So much so that I had to write this review simply to clue in more people about the best way to destroy hours of your life.
Introductory points on Football Manager 11:
* You play the role of a football manager in a day to day, turn based system. Pick your team and hit continue and watch the options unfold.
* "Playing" the game primarily consists of several key actions: Buying / selling players, setting training schedules, setting formations, and interacting with the players and press.
* After you pick your Starting 11 + subs and motivate them to play their little hearts out, a match simulator begins with a 3d engine. Each of your players 40 "traits" or "stats" come into play as the match unfolds. From the sideline you can bark orders and at halftime you can encourage, praise, or insult your players, based on performance.
* This "hands off" nature of the game provides great satisfaction. When your 19 year old defender scores 4 goals, all headers from set pieces, you can sit there praising your own foresight in training his heading skill up to 16.
* Almost every league in the world is available to play. This includes La Liga, MLS, Premier League, Ligue 1, Serie A, Bundesliga, K-League, Mexican Premiera Division, etc. All divisions have their fun and playing in the lower leagues might be more enjoyable than the top ones!
* This game is endlessly replayable. You will love it, your girlfriend will hate it.
Now I don't just believe the hype, I promote it. Pick up this game if you want to see if you can be a better manager than any of the greats or better than that current deadbeat in your favorite team. When the game starts throwing snarky comments about how addicted you are, take them with a grain of salt: They are probably right. So don't forget about that pizza in the oven or your laundry, play this game.


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