DimensionZ

Tag: Game Review

  • Imperialism Mac Review (1998)

    Imperialism Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher SSI
    Tested on PowerMac 7500/120Mhz
    Gameplay 5 / 5 apples
    Graphics & Sound 4 / 5 apples
    Interface 5 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 5 / 5 apples
    Overall 5 / 5 apples
    Reviewed by Ian Russell

    Imperialism is a game of development and conquest like Civilization, but in Imperialism you conquer the world in style. The game, set in the 19th century, focuses not so much on brute force military domination as expansion through economic development, trade, diplomacy and finesse. Of course, for you hard core war gamers out there, you can crush your enemies under the treads of your tanks and take every battle down to the tactical level, fighting out your individual battles unit to unit, saber to bayonet, if you want. This game features a sophisticated AI, some of the most advanced computer diplomacy for the genre and a wonderfully crafted economic model, each of which compliments the other beautifully into a tightly woven strategy game not to be missed.

    Gameplay & Interface

    Gameplay in Imperialism is its finest asset. Your empire operates in a complicated web of material and monetary interdependencies. It is usually not until late in the game that your country becomes completely self sufficient. In this respect, it is very unlike Civilization or Colonization. You simply cannot afford to run your country like an island with your foreign relations limited to the end of a gun. This web of economic interdependency is nicely complimented with a sophisticated diplomatic AI that will boycott you economically if you appear too aggressive or attack you militarily if you become too weak. In every case, the player must balance his desire for military conquest against the likely response by the international community upon whom he depends for raw materials and monetary income, without which he cannot build reinforcements for his armies, upgrade his factories or train new workers. All the while, the player must woo smaller countries into his protection so that he can develop more dependable economic ties to them to secure his future production in the war torn days to come.

    The game typically goes through several phases. There is an initial exponential growth phase (usually typified by the flat part of the exponential growth curve) in which the player tries to build domestic infrastructure, trading relationships and industrial capacity as quickly as possible. Once local supplies of materials become inadequate to your needs, the game progress to its second phase, which is intensely political. All of the major countries compete for advantageous trade agreements with the lesser countries, with an eye towards making them colonial protectorates. How well you succeeded in early phases of the game can influence how well you can take advantage of the added resources made available from your colonies. When all of the lesser countries have chosen sides, the game enters a late stage zerosum end game in which the battle lines have been drawn and every gain is another major power’s loss. If you have not already won by this point (every ten years, the countries vote for the most dominant player in the game) then the Napoleonic conquests begin. Great armies mobilize, major power alliances can shift and bend, and you might find yourself warring with another country far longer than you wish to in order to protect hard won alliances which keep your shores safe from aggression.

    Almost every aspect of Imperialism is rich with diversity. In contrast to Civ’s single settler unit, Imperialism has a prospector, a miner, a farmer, a rancher, a lumberjack, an enginner, a wildcatter and a developer who’s sole job it is to buy land in other countries for development, with the ultimate hope that these countries will then sell those resources to you of course, they might not! Likewise there are eight land military units plus two technological upgrades for each unit type which can significantly alter tactics during battle, and up to eight different naval unit types at any given time. Finally, you develop eight different factories to produce different types of goods for export to pay for your expenditures. There are approximately twenty commodities in all, to be bought, sold, traded, shipped and refined. I never felt short changed or oversimplified in any area, except perhaps for naval units. There is no tactical engine for naval units. Battles just happen and you find out about it later. You won’t be capping any T’s in this game.

    The Imperialism interface is very clean and uncomplicated, allowing you to focus on the game’s best features: strategy, diplomacy and empire building. The programmers worked hard to eliminate the rampant micromanagement present in most strategic games. They did so by reducing the number of micromanageable economic centers to one, your capital. All the rest manage their own affairs and simply add their economic output to your transportation network for transport to your capital city for processing and refinement. Your military units move in groups as armies, which may be divided and combined as necessary, greatly simplifying the task of piece movement. All diplomacy is handled in a diplomacy window, which is accessible from a single click just about anywhere. Likewise, trade and production each have their own easily accessible windows which allow for quick adjustment of production and trade to feed your growing empire. You do not have to wait for the computer opponents to move at all. All moves are handled simultaneously, much like in diplomacy. Battle reports are concise and informative and you have the option of micromanaging the land battles yourself if you like. Technological development seems slower than in civilization, but considering the historical time period the game covers (mid 19th century to early 20th century), and that turn lengths are measured in months and not decades, that is to be expected. The technology advances are real, for example square frame timbering for mines or rifling for guns, not like the contrived advances in Colonization.

    Graphics & Sound

    The graphics and sound in Imperialism are unexceptional. They are not bad, nor do they detract from the gameplay, but they lack any special eye candy that modern gaming afficionados might find interesting, such as rippling water, a detailed 3D interface, or impressive special effects. Views are usually either 2D or 3D with a rather flat appearance. The maps are obviously hex based, with no attempt to hide the grid like in Warcraft, Conquest of the New World or Command and Conquer. Perhaps simply to address criticisms such as these (small though they may be), there are several video clips which break into the game from time to time which can certainly be classified eye and ear candy. The sounds is not smashing. In a quality pair of headphones, it is clear that the sound sampling rate in these video clips is not 22 kHz, or possibly the soundtrack went through a hiss laden cassette tape at one point! Unfortunately, these video clips don’t really add much to the game, and after the initial viewing, just serve to delay your progress. Fortunately, they don’t appear very often and can be dismissed with a single mouse click to get back to the real business at hand, which is quite interesting indeed! Let it be clear that for all its unexceptional aesthetic qualities, the graphics are very functional, and do not detract from the game in any way. In some ways, their simplicity is a boon to the game, an extension of a simple and well thought out interface.

    Difficulty & Replayability

    Imperialism is a challenging game, with an array of difficulty levels to challenge conquerors of all levels — from the Napoleans of the world to timid knights easily defeated by shrubbery. Challenges come from all sides. You will be faced with an initially severely constrained economic system and raw materials shortages. Diplomacy is expensive and you will need money. For that you need goods to sell. You will have to locate and transport raw materials to the capital, build factories to process them and ships to sell the processed goods. Mines will need to be dug, fields plowed, trees chopped, oil drilled for, and railroads and ships built. Lastly, you will need to provide for your defense and ultimately develop a military industrial complex which can satisfy the needs of a great military power. In each case, having the right allies is key to your success. They supply raw materials, buy your products, sometimes protect your shores, boycott and blockade your enemy and help you conquer enemy lands.

    Imperialism has a fairly high replay value, but it could be better. Chiefly detracting from the replay value is the lack of computer opponent diversity — all the computer opponents play identically. Fortunately, Imperialism can be played over the net against human opponents which should resolve this problem, or would if you could find other macintosh players. Currently, Imperialism does not allow you to play against people on Wintel machines — despite the fact that both versions come in the same box. Fortunately, if you do have access to an x86 clone, then you can use your CD to play Imperialism on it. No need to buy an extra copy.

    Caveats

    The CD must be in the drive to play the game. Users without a CD-ROM drive, such as most powerbook users, can use the CD, Disk Copy and a borrowed CD-ROM drive to make a 115 MB disk image to replace the CD. The mac version of the game will not play networked games against the PC version of the game. Networked games may be played by TCP/IP or Appletalk. The CD comes with both x86 and PowerMac versions on it. This means that whatever computer you buy next, the game will run. It also means that you may have to look in the PC games area to find it in your favorite computer superstore. I encountered no bugs to speak of.

    Conclusion

    Imperialism is a must play. Its intricacies are complex and nuances subtle and its economic and diplomatic components cannot be ignored, so it may not be for players who live for brute force combat alone. For these people, there are other SSI products like Panzer General. Imperialism is perhaps the most interesting game from the Civilization genre I have ever played, and comes highly recommended. It’s interface is clean and micro-managment is kept to a minimum. Even late in the game, turns continue to move quickly. The computer AI is sophisticated and well integrated into the game. However, I expect that where the game truly shines brightest is in multiplayer play. Better start searching for macintosh players though, since SSI did not see fit to make net games with PC players a possibility.

    For a list of mac and PC Imperialism net players and forming net games, check http://www.concentric.net/~tfumia/Imperialism.shtml

    Find a copy

    Imperialism has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Imperialism on Amazon.

  • Hexen Mac Review (1998)

    Hexen Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher id Software (Raven/Lion)
    Tested on Macintosh Quadra 605 (25MHz 68LC040)
    Gameplay 4 / 5 apples
    Graphics & Sound 5 / 5 apples
    Interface 4 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 5 / 5 apples
    Overall 5 / 5 apples
    Reviewed by Jon Ostenson

    Hexen is the sequel to the popular PC game Heretic (never released for the Mac). Hexen builds on the DOOM gaming engine, but instead of placing you in the role of space marine, you are launched into a fantasy realm populated with evil creatures after your blood. There’s a nice background story to go along the game in the manual, but it all boils down to you against the vile forces of evil. You’ve got to hack and slash your way to a triumphant end. Before your quest begins, though, you’ll need to decide what character to assume: Fighter, Cleric, or Mage. Each class, naturally, has advantages; the fighter is exceptional at heavy-hitting hand-to-hand combat; the mage does much better at long range attacks, but does less damage than the fighter; the cleric is somewhere in between the other two. Choose your class well, as you may not change during the game and it will influence new weapons that you’ll receive along the way. Once you’ve set up your character, you’re ready to enter the fantastical world of Hexen.

    Gameplay & Interface

    Hexen does build on the DOOM engine, offering 3D graphics and textures, and interesting weapons and creatures. But Hexen does a lot more than DOOM ever could. Forget the linear, level-by-level progression of DOOM; in Hexen you will travel the same realms time and time again, searching for the solutions to the game’s puzzles. Switches you pull in one area (or “level”) will influence things in another level, possibly helping to solve a puzzle. And the puzzles feature a special programmable scripting system that allowed Raven level designers to introduce more complex puzzles. Because of its non-linear storyline, challenging puzzles, and excellent implementation of textures and superb level design, Hexen has an undeniable feel. As you play, you really feel that you’re in a castle, or a cathedral, or wherever you’re supposed to be. Little effects, like dead blowing leaves, lightning flashes, fog, and other atmospheric effects add a lot to the game’s overall feel.
    There is nothing difficult about Hexen’s interface; in fact, if you’ve played DOOM or any other similar first-person games, you’ll have no problem. If you don’t like the default keyboard layout, it’s easily changed; a mouse is also supported for movement. Hexen also has a simple and effective way of dealing with the inventory objects that you’ll gather as you move towards the game’s end.

    Graphics & Sound
    I’ve already mentioned Hexen’s nice ambient effects. The game’s textures, too, are realistic and well-designed; even at low graphic detail they are superb. One of the best things about Hexen’s graphics is that they don’t seem to slow down gameplay, even on a 68040 processor. I found gameplay to be quite smooth, in spite of the realistic level of detail.
    Hexen has a nice accompanying soundtrack with haunting music that adds a lot to the play. Again, as with the graphics, playing the background music doesn’t seem to slow the game’s speed much at all. Every blow dealt by your weapon elicits some nice sound effects, and the ambient sounds (mostly from evil beasts) now and then are very effective, too.

    Difficulty & Replayability
    Even on the easiest level, Hexen is a challenging game, but there are plenty of healing potions along the way to ensure that you can make it through the levels. As you increase the difficulty, you’ll face more monsters in each area and find fewer healing potions and spell mana. The level design for Hexen is excellent, though, and things are well-balanced in accordance with the difficulty level setting.
    Since Hexen allows you to choose one of the character classes, you could play Hexen three times over, trying to master the nuances of each fighting class. That would most likely get tiring, though, pretty quickly. Fortunately, like many first-person games out there, Hexen supports custom maps (WADs). Many of these WAD files are available over the internet. Hexen also supports a pretty reliable (although not bulletproof) system for network play against other human opponents–definitely something to check out.

    Conclusion
    Hexen, in short, is a great game. I’m very impressed with it’s flexible gameplay and challenging, non-linear puzzles. And its speed (even on the ‘040) is an added bonus. You’ll not see many first-person shoot-em-up games that are so thoughtfully and excellently planned out and executed.

    Find a copy

    Hexen has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Hexen on Amazon.

  • Heroes of Might and Magic Mac Review (1998)

    Heroes of Might and Magic Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher New World Computing
    Tested on LC475 (25MHz 68LC040)
    Gameplay 5 / 5 apples
    Graphics & Sound 3 / 5 apples
    Interface 5 / 5 apples
    Bugs 5 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jon Ostenson

    Heroes of Might and Magic is a fantasy strategy game that pits you against three other warlords, vying for control of the realm. Your abilities and armies are based on the character class you choose (Warlock, Sorceress, Barbarian, or Knight). With spells and armies you will march across the land, encountering strange artifacts and places, as well as engaging the other warlords in a battle for complete domination.

    Gameplay & Interface
    Heroes is remarkably simple to learn; there is a tutorial included in the manual, but the game’s installer didn’t put the tutorial game on my drive and I couldn’t find it on the CD anywhere. But, in all truth, it’s probably best just to jump into this game, consulting the manual now and then to find out what you’re supposed to be doing. The game’s main screen organizes vital information well, and allows easy access to most of commands and functions you’ll use while playing. Combat and recruiting armies might take a little perusing of the manual, but it doesn’t take long to figure those out. The packaging includes a nice laminated reference sheet with all the recruitable creature types and building paths which really aids gameplay.
    Your main tasks in this game are to recruit heroes and armies in order to gather enough strength to crush your opponents. Recruiting is tricky, since you’re limited by the kind of castle and character class you are, along with the fact that new recruits become available only once a week. You can spend a lot of time exploring, though, and gathering resources as well as improving your skills and abilities as a hero (which, in turn, effect the fighting ability of your armies). Combat is handled well, is simple to learn, and entertaining to watch. There are quite a few creature types and spells in the game that provide for lots of variety and challenge during combat.
    Heroes offers single scenarios that you can play, or campaign games that test your abilities in a number of situations. You can also connect to a network and play against other long-distance human opponents. I did not test this feature of Heroes, so I can’t say how easy it is to setup (although the documentation makes it seem fairly simple), or how well Heroes deals with this type of gameplay.

    Difficulty & Replayability
    Becoming familiar with the game and its interface isn’t the tricky part of Heroes–conquering the game is. Be prepared once you start a game to spend hours in front of your computer (enjoyable hours, that is) before you finish it, even at the easy level. Campaign games are guaranteed to last for quite a while, but the scenario games can be quite challenging as well. You’ll usually have one or two weak opponents, but the longer it takes you to conquer others, the more time they have to gather resources and recruit heroes and armies.
    Since Heroes is a strategy game, the potential for playing it over and over is nearly limitless. Gaining an idea of which creatures do best against which enemies, and which spells are most powerful will take you some time. In addition, each scenario will provide numerous challenges as far as gaining resources goes; resources are most important in the game, for they are what allows you to gather heroes and armies to your side.

    Graphics & Sound
    Heroes has some nice graphics, including even some creature animations during combat. The creatures, buildings, and heroes are all cartoonish in nature, something which I think could be improved upon with today’s technology. There are quite a few sound effects, both during combat and while you’re searching the land for armies and resources (although some of these, too, seem “cartoonish”). Neither the graphics or the sound detract from the game, but I don’t think they add as much as they possibly could.

    Conclusion
    All in all, Heroes is a very good game that, if you let it, can keep you glued to your mouse and monitor four hours on end. It strikes a nice balance between role-playing games of the AD&D nature that encourage individual character development, and other strategy games that focus on things like troop movement and resource development. I would like the game to offer more choice in the character classes of the heroes you recruit, and to offer more control over what class can be recruited. I felt a bit limited, too, in my choices when it came to recruiting armies.

    Find a copy

    Heroes of Might and Magic has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Heroes of Might and Magic on Amazon.

  • The Dark Eye Mac Review (1998)

    The Dark Eye Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher Inscape
    Tested on LC475 (25MHz 68LC040)
    Gameplay 4 / 5 apples
    Graphics & Sound 5 / 5 apples
    Interface 5 / 5 apples
    Difficulty 2 / 5 apples
    Bugs 5 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jon Ostenson

    Ever wanted to be a character in an Edgar Allen Poe horror story? Well, here’s your chance. In The Dark Eye you are cast into the roles of a variety of characters in any one of four of Poe’s chilling stories (The Tale-Tell Heart, Berenice, The Cask of Amontillado, and The Masque of the Red Death). You will have the opportunity to be both victim to and perpetrator of malicious and atrocious acts. Along the way you will come to know the characters you play quite well, almost too well.

    Gameplay & Interface
    The Dark Eye is an interesting game with an interesting approach. You take on the persona of two characters in each of the four stories, and things don’t really happen in a linear format. Throughout the “playing” of one story, you might switch between characters (by “soul jumping”) two or three times. This characteristic of the game offers a unique perspective to the challenges you’ll have to fulfill. And moving from story to story is also very non-linear: simply find the right “portal” in the old house that serves as a backdrop to your nightmare adventures.
    The Dark Eye’s interface is commendable. You control a hand cursor that changes to reflect the actions you can perform in a certain spot. For example, if you move the hand to the left or right of your screen, it will change into a pointing finger (if you can move in that direction, of course). The hand also changes to signal special interactions with objects. One interesting and effective interaction allowed in the game is to”caress” objects, evoking memories in your mind that often serve as clues or hints. The hand is about all there is to the interface–there is no inventory of items or anything like that here.

    Difficulty & Replayability
    The game’s free and non-linear gameplay is admirable and enjoyable, but if you’re familiar at all with these works by Poe, you won’t find a lot challenge in this game. In fact, the most challenging part of the game won’t be figuring out what you need to do, but how to get your on-screen persona to do it. And even if you aren’t all that familiar with Poe’s work, if you finish a segment as one character, you’ve already seen what the other character needs to do (you need to go through each story as both characters before you can call it finished), thus destroying the challenge.
    It is interesting, though, to see the same incident through another character’s eyes. And the game’s creators have added interesting touches to the stories that allow you to come to know the characters (Especially the victims) more intimately. For example, when you play the role of the old man in The Tale-Tell Heart, you are allowed to explore his room and handle his belongings, something which gives insight into who the old man is. Little touches like this add to the game’s overall effect on the player.

    Graphics & Sound
    What The Dark Eye lacks in difficulty, it makes up in graphics and sound. This game is about the closest any game I’ve played has come to that elusive “interactive movie” term. The graphics are very effective, well-drawn and emitting a really spooky feeling.The characters you interact with are also convincing, even though they all tend to look a lot alike and none of their mouths move while they talk (which I’ve always found ineffective anyway). The Dark Eye’s music track is also quite appealing–it is never intrusive and always comes in at just the right moment with just the right mood. Although there is a bit of sitting and waiting in this game, it’s made more enjoyable because of the graphics and music.

    Find a copy

    The Dark Eye has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for The Dark Eye on Amazon.

  • Damage Incorporated Mac Review (1998)

    Damage Incorporated Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher MacSoft
    Tested on PowerMac 6500 and Performa 575
    Gameplay 4 / 5 apples
    Graphics & Sound 4 / 5 apples
    Interface 4 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 4 / 5 apples
    Overall 4.5 / 5 apples
    Reviewed by J. Driver

    Damage Incorporated is a three-dimensional Macintosh game in which you are a Marine sergeant who commands up to four other Marines in six different scenarios. Your goal is ultimately to track down a powerful militia leader and terminate him.

    Gameplay

    Damage Incorporated is based on the Marathon 2 engine, with some improvements. You can run, jump, duck, and swim through thirty levels. You have ten weapons to choose from. You can also open doors, either mechanical or swinging, some requiring key cards to open. In addition to killing enemies, you may also have to rescue hostages, which talk (assuming you have v. 1.1.) You can also have a game on a LocalTalk network or equivalent. There is, however, no TCP/IP or modem play. Choose your squadmates carefully! If you bring the wrong ones, you could really be asking for trouble, unless you do not mind if they occasionally go TRAITOR or BERSERK. Overall, gameplay is very intense and easy to play, even on a slow machine. One word of advice: get the updated version, v.1.1. It allows hostages to talk, text to appear, and fixes many bugs.

    Graphics and Sound

    All the textures in Damage Incorporated were either hand-painted or created on Macintosh computers, resulting in a beautiful environment. In addition, levels contain sounds related to the level?s location. And when enemies die, you know when they do. There were a few problems related to sounds not appearing (specifically mission briefings when starting certain levels.) Also, when you are looking at a wall or column, and it is slanted, the texture may look strange.

    Interface

    Damage Incorporated allows you to use a keyboard or mouse, primarily. It also allows you to change settings very easily. When you bring your map on screen, you can even use your mouse to command your teammates to go to a specific location on the map! This is probably the best feature of the game! Unfortunately, there is no crosshair, something every Build engine-based game has today.

    Difficulty

    Like the interface, Damage Incorporated also allows you to change the difficulty level, ranging from ?Grenada Landing? to ?War in Vietnam.? This allows both beginners and well-seasoned players to have a great time. And, again, choose your squadmates carefully, because if one of them goes TRAITOR or BERSERK, watch out! This is also on of the game?s best features!

    Conclusion

    Unlike most games, Damage Incorporated gives what they really want: mass carnage in a great environment. Like in real life, you men can become mentally wounded in combat. Unfortunately, I think it very slightly gives the public an untrue image of the Marine Corps. They are not ?mindless killers? and are the best military unit in the world (in my opinion.)

    Find a copy

    Damage Incorporated has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Damage Incorporated on Amazon.

  • Castles: Siege & Conquest Mac Review (1998)

    Castles: Siege & Conquest Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher MacPlay
    Tested on LC475 (25MHz 68LC040)
    Gameplay 4 / 5 apples
    Graphics & Sound 3 / 5 apples
    Interface 5 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 5 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jon Ostenson

    Castles: Siege & Conquest is set in the middle of chaotic 14th-century France, a time of great bloodshed and contention for the throne of France. During the course of the game you will conquer territories, build castles on them to ensure their allegiance to you, and maintain a delicate balance between the political, economic, and military aspects of your realm. You also have to keep your people happy and maintain a good relationship with the Pope. Your ultimate goal is to become king; to do so, you’ll need to gather enough might and resources and petition the Pope to declare you king. If he grants your request, you’ll win the game. If another player successfully petitions the Pope first, you lose.

    Gameplay & Interface
    An attractive graphical interface also serves to easily give you access to all of the game’s commands. Events take place in real-time, so it would be easy for the game to get out of hand, but MacPlay has done a good job of making the interface work to your benefit. There are numerous tutorials included with the CD-ROM version that introduce you nicely to the game’s features and what it will take to be successful. These tutorials function much like Apple’s AppleGuide, taking you step-by-step through the game’s interface and commands.
    Quicktime movies and sound clips of old black and white movies add some realism and, at times, humor to the game. These clips often introduce numerous side plot lines that will demand your attention at the same time as you seek to conquer the realm. Successfully navigating through these plots may influence your relations with the Pope (an all-important figure in this game), alleviate your people’s sufferings, or increase your stockpiles of resources.
    As you move along conquering territories and subjugating enemies, you’ll need to build castles on your lands to ensure their allegiance to you. The castle design stage allows you to either design your own or choose from historically-based designs. If you do choose to design your own castle, the process is simple and intuitive (and kinda fun!). Once you lose your first territory to rebellion, you’ll understand the importance of these castles.

    Difficulty & Replayability
    Castles provides four different levels of difficulty (ranging from Easy to Impossible) that should provide many hours of challenge. You may also play as any of five different lords, each situated in different geographical areas of the map. As you try to conquer the other lords in the land, you can take a number of approaches (I.e., military domination, economic domination, etc.). These different factors make for a practically unlimited number of scenarios.
    This is not an easy game, even at the simplest level. It will be long months before you’re in a position to petition the Pope, and then after you petition him you must keep you total points above a certain level to keep his attention.

    Graphics & Sound
    Castles’ graphics are nice, but nothing to write home about.Likewise, there’s some nice sound effects, music, and speech, but this game won’t make you run out and buy some Bose for your Mac. This isn’t a game, though, that relies heavily on multimedia, but instead on strategy and skill. In those areas it is very successful.

    Find a copy

    Castles: Siege & Conquest has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Castles: Siege & Conquest on Amazon.

  • A-10 Cuba! Mac Review (1998)

    A-10 Cuba! Mac Review (1998)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published around 1998 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher Parsoft
    Tested on Performa 5260/100 Mhz
    Gameplay 4 / 5 apples
    Graphics & Sound 3 / 5 apples
    Interface 4 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 4 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jonathan Dreyer

    Guerrilla forces have taken control of the beautiful island of Cuba! Once again the A-10 Wathogs must suppress the enemies of freedom. A-10 Cuba adds more action packed missions and new features to the award winning A-10 Attack! Defend the run down Naval Air Station at Guantanamo Bay, escort damaged aircraft over heavily defended occupied territory, and then destroy the precious resources which fuel the enemy war machine. Transform aircraft and tanks into piles of smokin’ garbage with the largest airborne arsenal available to mankind.

    Gameplay

    First off I’ll tell you what I didn’t like about A-10 Cuba. First of all, A-10 Cuba isn’t really a game, you don’t earn points or awards it’s a REAL simulation, at the end of the mission you land if you want to and select end game unlike F/A-18 Hornet where after you land it gives you a screen showing that you successfully completed the mission and show what you destroyed. Now what I liked, I really like it’s realistic flight engine, I believe this is the most realistic flight simulator I have EVER played now mind you I’ve never actually flown a plane but, of all the books I’ve read and simulators I’ve flown, this is still the most realistic.

    Interface, Difficulty, and Reliability

    Since this is a mac first game not a port the interface is very Macish, it has all the options, dialogue boxes, and buttons you aspect in a mac game. It has all sorts of difficulty options, graphic options, sound options, and more of the usual.

    I found A-10 Cuba very difficult to master, it has I very steep learning curve and lots of buttons. As for the missions, I found those very interesting although not much new to a flight sim veteran.

    A-10 Cuba is very replayible in the Network mode, if your not connect to a network you can use a program like NetLink Remote or ARA to play a modem game.

    Conclusion

    In conclusion A-10 Cuba is a excellent simulator but a bad game, if you want a simulator this is what to get, if you want a game then I suggest F/A-18 Hornet.

    Find a copy

    A-10 Cuba! has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for A-10 Cuba! on Amazon.

  • Quake Mac Review (1997)

    Quake Mac Review (1997)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published December 1997 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher Macsoft
    Tested on StarMax 4000/200 with Techworks Power3Dfx card
    Gameplay 2 / 5 apples
    Graphics & Sound 4 / 5 apples
    Interface 3 / 5 apples
    Difficulty 3 / 5 apples
    Bugs 3 / 5 apples
    Overall 3 / 5 apples
    Reviewed by Marty Dodge

    MacQuake is the much antiucipated conversion of the 2+ year old PC game. Was it worth the wait? Well, sort of. It has many annoying features, like the fact that you cannot play Death-match on Ethernet (Appletalk) LAN, and the fact that there is little variation in the in the gameplay. Kill everything…that’s about it.

    Quake was and always will be primarily a multiplayer game, Deathmatches are what made its name. Anyone with half a brain in his head will admit that the solo levels are nothing special. The graphics are impressive but they get boring after a while. The baddies are very linear and it seems more time was spent on the walls than on the creatures. It is true however that there are thousands of solo/net levels kicking around the net that can provide with hours and hours of pleasure after you complete the game for the first and last time. Also cheats abound all over the net.

    I would have liked to be able to wax poetic about the multiplayer aspects of MacQuake, alas I cannot because it will not function on an Appletalk LAN There is talk that there will be a patch to fix this problem but we shall have to wait and see. Why MacSoft decided to release MacQuake without giving the game the ability to play over Appletalk is beyond me. MacQuake dedicated web sites and newsgroups are reeling with complaints about the multiplayer MacQuake.

    There is a recent update that has corrected several game faults and has gone some way to allow to much trumpted multiplayer function via the internet. By the time the multiplayer function of MacQuake is released, there will probably be quite a few MacQuake clans and ladders set up on the web. There are several very good sites already dedicated to MacQuake, most of which allow players to hook up over the internet. With any luck QuakeWorld will be ported to the Mac sometime soon, until then Mac owners will remain second-class cititzens in the Quake world.

    The weapons in MacQuake are standard and are nothing special. The monsters suppose to be the stuff of nightmares are not that worrying. It will be interesting to see how they appear on my newly acquired Power3D card. There are some useful features like the ability to save on the fly, anywhere you want and (~) key which allows you to type all kind of cheats and skips in. In the game there are also Quad damage, protection & extra health power-ups to find and pick in addtion to all the weapons, ammo, armour, and health kicking around which is standard in all games of this type.

    Hopefully Quake II will come out for the Mac sooner or later. Until then you will have to be happy with some of the excellent ID approved scenarios like Malice, a few Mac freindly expansion packs and the forthcoming scenario based on the X-Men comic world. You will have to pay extra for them thought.

    Is MacQuake worth the hype? No. Although, Quake for all its bad points is a damn good engine, just check out Malice. Like Duke3D, Quake would have been impressive a year ago, for me it is a case of too little too late. What really annoys me, is that if I had MacQuake by itself I would not rate it at all, since Malice arrived I look at it in a whole new light.

    Find a copy

    Quake has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Quake on Amazon.

  • Civilization 2 Mac Review (1997)

    Civilization 2 Mac Review (1997)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published November 1997 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher MacSoft
    Tested on PowerMac 6500/250
    Gameplay 5 / 5 apples
    Graphics & Sound 5 / 5 apples
    Interface 5 / 5 apples
    Difficulty 5 / 5 apples
    Bugs 5 / 5 apples
    Overall 5 / 5 apples
    Reviewed by J. Driver

    Civilization II is the sequel to its predecessor, Civilization. Civilization II is very different from the original game in terms of units, rules, terrain, etc. While the original Civilization was a success, Civilization II is expected to be even more popular. In general terms, Civilization II puts you in command of an entire empire, you get to choose from over twenty. You also have to keep your people happy, keep other empires under control (including wars and espionage), make sure the environment is not harmed, and make sure your empire grows (either by building new cities or capturing other empires’ cities.)

    Gameplay

    Civilization II is very easy to play, once you get used to its concept. You basically control cities’ production and move units, both civilian and military. The game also comes with an appropriate soundtrack, with titles like “Ode to Joy” and other unique titles. An extensive map editor also comes with the game.

    Graphics and Sound

    Civilization II has much better graphics than its predecessor. They look like they were created on a Macintosh rather than a PC. Civilization II also comes with many sounds to accompany events that occur, most of them for battles and wars.

    Interface

    The interface for Civilization II is done mostly through the menu bar. This makes things very convenient. For those who like to use keys instead, you can control some operations through the keyboard. If you need help, there is a High Council which utilizes video so you can find out what you need to do. Also, there is a program called the Civilopedia which contains documentation on anything you will need in the game. There is also a massive cheat menu, but you will be penalized if you turn them on.

    Difficulty

    Civilization II has many difficulty levels. Be warned, however, that the easiest difficulty level itself is not as easy as you may think. While you can turn off barbarians, who cause various chaos, you will be penalized if you do. Also, you are penalized if you cheat.

    Conclusion

    Civilization II is an excellent game. It provides hours of exciting gameplay without severe problems. I highly recommend this game!

    Find a copy

    Civilization 2 has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Civilization 2 on Amazon.

  • Riven Mac Review (1997)

    Riven Mac Review (1997)

    This post has affiliate links. If you buy through them, we may earn a small commission at no extra cost to you. Learn more.

    From the archive: this review first ran on the Mac Gaming Alliance (MGA), the Mac games site that lived here on DimensionZ in the late 1990s. It was published October 1997 and is reproduced as originally written. More in the Mac Gaming Alliance archive.

    Publisher Red Orb
    Tested on Performa 5260
    Gameplay 3 / 5 apples
    Graphics & Sound 5 / 5 apples
    Interface 4 / 5 apples
    Difficulty 4 / 5 apples
    Bugs 5 / 5 apples
    Overall 4 / 5 apples
    Reviewed by Jonathan Dreyer

    Riven in case you haven’t heard, is the sequel to the best-seller Myst. Myst is a game that created a genre, a hard thing to do. But, the question on everyone’s mind is Does Riven stand up to Myst? That’s a very hard question for me to answer. Technologically Riven is far superior but, what about the other elements that make up a great game you ask, read on.

    Gameplay

    Technologically speaking, not much has changed in the gameplay since Myst, it’s still the simple point and click interface. You point where you want to go and, click you’re there. This time around I found a few problems with this sort of interface, because you aren’t always sure of where to click to, say look a a certain piece of wall, where you click could send you packing way past what you where interested in, this could be a cause for a lot of the back tracking you will have to do in this game. But I supposed if it worked once, why mess with it.

    Gameplay in terms of plot and storyline is a different story. I found the plot/storyline of Riven rather weak or almost non-existent, in Myst I felt I knew what I had to do to move on in the game, in Riven I found the gameplay was almost non-linear. With no real plot or storyline to follow, Riven becomes a non-linear puzzle game, albeit a good one.

    Graphics & Sound

    The graphics and sound in Riven have far surpassed my expectations. I had expected graphics better than Myst but not this great, Riven is without a doubt the most visually appealing game I have EVER played. The graphics in Riven will be hard to surpass in any other game this year. I have one complaint though, when a moving door or some other moving object stopped the whole scene seemed to have a slight color change…

    After the somewhat mediocre sound in Myst, Riven’s sounds were quite literally music to my ears. Riven’s ambient sound is wonderful, changing with every change of scenery almost. The sound effects in Riven very well done and very professonal, the sounds of moving doors, gears, levers, etc…

    Interface

    Riven being made on a Mac means that you won’t find any of interface problems you might find in a PC port. Riven has all the Mac menus and command key shortcuts for save and open. One complaint, I thought that the Setup options screen was a bit confusing to be useful.

    Difficulty

    The puzzles in Riven are very difficult, I found them more difficult than Myst’s puzzles. I thought that there were fewer hints for the puzzles than in Myst.

    Conclusion

    I had trouble reviewing this game, I mean it was the most anticipated game of 1997. I felt that the expectations for it were way too high, no game in the world could live up to expectations that high. I believe that Riven did not live up to the expectations set by the months of anticapation, it is a great game still.

    Find a copy

    Riven has been out of print for years, but used copies of the original Mac release still turn up, and some classics have been re-released for modern systems. Search for Riven on Amazon.