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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Nintendo DS Game Contest Winners Announced</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced</link>
<guid>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced</guid>
<comments>http://www.gamebump.com/go/nintendo_ds_game_contest_winners_announced#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/ja71bcy4lpso145wdet16bio.jpg" alt="" alignment="" border="0"></p>The winners are in everybody! We finally got contact back from both people and the winners are:<br><ol><li><span style="font-weight: bold;">Iliana Blair </span>- Glory Days 2 DS<br></li><li><span style="font-weight: bold;">Coby Schluter </span>- Tony Hawk's Proving Ground DS<br></li></ol>We have a bunch of future contests planned. All you have to do is sign up and be a member of the GameBump community! <a href="http://www.gamebump.com/index.php?content=register">Click here to register</a> today!<br><br>]]></description>
<pubDate>Thu, 29 Nov 2007 10:30:26 -0600</pubDate>
</item><item>
<title>GH Review: Glory of the Roman Empire (PC)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_glory_of_the_roman_empire_pc</link>
<guid>http://www.gamebump.com/go/gh_review_glory_of_the_roman_empire_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_glory_of_the_roman_empire_pc#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">In the realm of city-builders and strategy titles, CDV
Software has always aimed to take the standard mold and twist it just enough to
create an affordable seller thats a little (though not much) different from
what PC gamers are used to. Glory of the Roman Empire,
the companys latest city-building simulation, appears very typical on the
surface: its got an ancient civilization that built stuff, 3D graphics, and
casts the player as God/Governor. The twist here is that CDV sought to create a
sim that focused on the building and managing of a city, and not on combat and
complexities; to this end the game encourages you to zoom in and observe the
building and maintenance of your grand creations while retaining simplistic
gameplay. The problem, however, is that not only is the feature a novelty, but
Glory of the Roman Empire fails to become a stepping stone on to more intense
city-builders; instead, players will be switching sims in the hopes of more
functional, rewarding, and less frustrating gameplay. 



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">As with all city-builders, theres not much of a plot
running events in Glory. Players are cast as a Roman governor in the service of
a Caesar, and are tasked with completing building objectives for the glory of Rome. The majority of
these objectives involve the creation of cities that will further extend Romes boundaries (and
treasury); to enhance the games reputation of being an introductory sim, CDV
sliced the primary objective (get your city up) into several secondary ones,
which makes the gameplay slightly easier to handle. Now, instead of worrying
about building an entire city, your immediate concern is planting a wheat farm
and employing some bakers  sounds easy enough, but exchange wheat farm with
philosopher academy and bakers with philosophers and weve got one hell
of an increase in difficulty.&nbsp;



<p class="MsoNormal">The creation of a city in Glory involves four basic steps:
spotting resources, building homes to obtain those resources, getting your
crafters (i.e., bakers) up to refine those resources (i.e., bake bread), and
then setting up distribution centers to filter these new goods throughout the
economy. On the side, youll launch the production of impressive architectural
feats, including archs of triumph, pristine golden statues, temples dedicated
to specific gods, tiny yet immaculate marble heads on pedestals, and lots and
lots of gardens. It seems that youll be building the perfect Roman oasis, if
you can get past the details. 



<p class="MsoNormal">At the start of each initial mission (remember that each
city you head will have several), youre given a town center, 10 slaves, a
small patch of road, a few houses, a well, and an aqueduct on the outskirts of
town. Town centers keep track of your citys status (which ranges from small
town to megapolis ), house your pool of
slaves, and control your supply depots, where goods periodically received from Rome or produced in
excess are stored. The aqueducts can be extended and enable you to plot wells
further inland, which keeps the population healthy (or at least healthier) and
happy. To maintain the homes youre given and to build a plethora of new
things, your first objective is to set up a woodcutters lodge, where the
woodcutters will stash the trees they cut down. Now the real gameplay begins,
as you cant hire woodcutters without houses (workers have to live somewhere),
and you cant build homes without the timber produced by woodcutters. This is
the quintessential catch of Glory of the Roman Empire:
practically everything you build requires a labor force, which requires that
you raise more homes, which requires additional building of everything else, which
again requires more homes, and so on. <p class="MsoNormal">After youve got timber production
secured, the next concern is food, and Glory offers a decent variety: gamers
can plant wheat farms, vineyards, and... pig farms, in addition to oil farms (a
nice export) and flax farms (which produce the linen used by tailors to create
cloth). Not far from the farms youll probably find a nice patch of land for
basic industry, where you can build butcher shops (to create sausage), bakers
(bread), and tailors (again... cloth); to increase the supply of meat, fishing
huts can also be erected on pre-designated spots. For a tad bit more variety,
CDV also included taverns (which distribute wheat porridge, wine, etc.,) to
meet your poorer citizenrys needs.



<p class="MsoNormal">Beyond basic food production comes the management of larger
industry. Mostly this involves the gathering of more resources; players can
build mines for marble, iron, stone, and gold, the latter of which goes
straight to the town center and is primarily used to purchase more slaves while
the other items help raise buildings and statues. As mines (and for that
matter, farms and crafters) are usually far from the town center and its supply
depots, CDV wisely utilized the warehouse feature to speed up the production
and transportation of goods. Warehouses serve as town centers for the immediate
market and include 10 slaves a piece; if the work load becomes too much,
players can also add slave shelters (again, 10 slaves each), which add slaves
to the local warehouses jobs. The most important aspect of a warehouse is that
it enables gamers to quickly get food from a farm to a warehouse and then to
the town center and all other warehouses, where slaves can then take that food
and deliver it to crafters so that the process can repeat itself. For more
distribution concerns, Glory uses markets (which I like because they provide an
instant tab of what resources are going in and out of the economy, and how
fast) and taverns (which also give you the town gossip, i.e. whos complaining
about what).&nbsp;



<p class="MsoNormal">Despite the heavy focus on industry, redistribution, and
keeping those slave shelters full, Glory works to keep you constantly concerned
about your citizens needs, because the last thing a governor wants is an angry
Roman mob setting fire to the bakeries that arent producing enough bread. Though
taverns/town gossip provide some details on what the people want, altars 
where the townspeople run for basic worship  give you lists of whos happy,
content, disillusioned (Me thinks that lazy govnor drinks too much), angry
(Theres not enough bread), and rebellious (Its a scandal that there isnt
enough wine). In typical Roman fashion, throwing money at the problem by
donating gold to the altars lightens some of the complaints, but the only way
to keep those ungrateful mobs at bay is to build more farms, bakeries, and
butcher shops. <p class="MsoNormal">For increased difficulty, CDV also added more unique aspects of
Roman life. Players can build general temples, philosopher academies, theaters
and public baths, which all affect the prestige of nearby homes (along with
altars); as that prestige soars, the owners upgrade from their shabby huts to
comfortable villas  and richer residents require both more standard goods and
a larger variety of them, as well as access to temples, academies, theaters,
and baths. 



<p class="MsoNormal">Doubtless youll have more than the occasional riot, in
which case prefectures (Roman firefighters/police officers) come in handy. The
prefects put out the flames, scurry the mob, and even help defend the city when
its under attack. For more protection, some cities require that you build a
barracks and man each one with 20 soldiers, who utilize wooden or iron weaponry
produced at certain shops along with a lot of cloth (armor?) <p class="MsoNormal">The most intense
and enjoyable moments in CDVs latest sim occur when the city is flooded by
angry, anti-Roman barbarian hordes, as its the only time the music changes,
the war drums beat, and the player finally sees some action. Barbarians
typically set their sights on one particular Roman building at a time, which
they then set aflame; if there are any prefects in the area, the barbarians
will target them. If youre fortunate enough to have a full barracks, however,
the soldiers will automatically follow their captain out to slay the heathens,
and a battle commences. As 20 soldiers are usually not enough to handle
ruthless barbarians, having another barracks stocked and ready to go is a good
idea, as even if you win the battle youve got to lay siege to the barbarian
village in order to win the war.&nbsp;



<p class="MsoNormal">Managing these various aspects of your city simultaneously
can prove a daunting task, so CDV threw in three convenient features. The first
of these is a settlement overview, which gives a listing of how many of each
type of building is in the works, is fully staffed, and/or is already up. The
economy overview does the same, only with resources, and lets you know what
goods youre running out of and what youve stocked up on. The third feature is
the games menu, which isnt overlaid on the screen but invisible until you
right-click to bring it up. Glorys menu system is extremely simplified and
breaks down into production (food), resource (mines, timber), aesthetic (roads,
statues), public (baths, theaters), basic (homes, warehouses), support (trade
posts, herbalists), and monument bubbles from which specific build options are
selected. To test out the full list of everything you can create, you can opt
to launch the campaign mode (complete with a tutorial and a handy aide, but
its slower) or jump into challenge mode (which features bonuses to get you off
your feet quicker) or free building mode (where you select missions ranging
from easy to difficult). 



<p class="MsoNormal">But CDV is billing Glory of the Roman
 Empire as an introductory city-sim and not a game focused on
combat or the miniscule operations of everything built under the Roman sun 
which explains the games aesthetics and novelty features. To excite you at the
prospect of building stuff, Glory allows you to zoom-in via the mouse wheel to
get a better look at your carpenter raising the next house. From the ground
level, youll spy slaves lugging goods from place to place (with tiny shackles
on their feet  very cute), women working in the fields, priests performing
rituals, fishermen reeling in a catch, traders exchanging goods, and little
children at play. Clicking on a person brings up his details, including name,
job, and comment (I want more sausage). If the populace is moving a little
slow for your taste, feel free to toggle the games speed up, and if youd like
a traditional Roman feel, you can always turn the Latin option on (this
presents menus, instructions, comments, and some voiceovers in Latin, which is
cool even if you uneducated masses cant read it  go Latin!) 



<p class="MsoNormal">Glorys zoom-in feature is enhanced by the games visuals,
which  while quite bland  give you some lovely water ripples, trees blowing
in the wind, and detailed buildings/farms. Character models are of the tiny
standard variety and are obviously recycled from pig farmer to wheat farmer and
priest of Fortuna to priest of Bacchus, but theres at least some amount of
differentiation between job types (herbalist and priest, for example), which is
a treat because youre supposed to be zoomed-in and following citizens
throughout their daily lives. Some of the terrain is highly detailed and
massive, such that weve got very large lakes/coasts, mountainous regions, and
forests. The realistic (non-vibrantly colored) 3D visuals offer a pleasant
touch for those used to 2D city-sim classics, and are better experienced by
holding down shift and using the mouse to turn the environment, which gives you
a closer look at your people hustling around town. The only actual effects
youll spot include flames, smoke, and dust (those messy carpenters), but as a
real-time, in-game clock is included, youve got a smidgen of graphical variety
(watching the sun set over the land is a bonus).&nbsp;



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">One good thing about being a thorough reviewer is that by
the time you reach this section, you no longer feel guilty about trashing a
product that people spent years of their lives on, so let the trashing begin.
Often, before you even start building a city, your winning/losing has already
been decided, as whether you enjoy yourself and craft a lovely polis or sink in
misery is directly determined by how much usable (flat) land area youre given
at the start. Cities like Syracuse
get frustrating fast when youve got a small section of land surrounded by
hillsides and instructions to increase the building of fancier homes (villas),
as that requires a lot more space to plot baths, theaters, and temples next
door to the residents. Simply put: <em>you
cant do that which requires resources you dont have</em>. Like land.



<p class="MsoNormal">Its also annoying that the mission instructions are broken
up, because Im coming back to the same city anyway and will eventually have
extended it to the point that the anonymous Caesar desires. Some of those
instructions are also vague; in the final Syracuse
mission, youre tasked with building a megapolis by having so many villas 
only you dont have a clue how many villas that takes, because the game doesnt
tell you. You could build 30 villas and not move on, because planning a city
requires knowing what stuff you need to get up, where, and how often. More
annoying features abound, including those little pop-up icons at the top of the
screen that let you know when some fool on the other side of town is starting
to riot or some woman at the vineyard is sick. Because there are always
problems the icons are always present, and theres no option to turn off the
notices  and I dont need to know that such and such building is too far away
from town, because I already know it is because I built it.



<p class="MsoNormal">And when I built it, I had very little control over how
quickly it was built and how often its resources were re-supplied, because while
Im able to move sites up in building priority, I cant order my slaves to drop
everything until the new pig farms are running; this becomes especially
frustrating when half my city is burning down the other half because Im low on
sausage (and someone tell me why a man low on bread sets fire to the bakery of all places  does he think the
bread produces itself?) This gets even more irritating when buildings sit, just
one piece of timber from completion, for hours, as I should be able to just
point, click, and order some pitiful slave to take a plank of wood to the
desired spot. But of course I cant.&nbsp;



<p class="MsoNormal">Back to Glorys typical gameplay, there are two major
problems, the first of which is that Im returning to cities Ive already
screwed up because Im learning the mechanics as well as what the game
should be doing by itself and isnt (like transporting linen from one side of
town to a warehouse so that it can shoot out another warehouse on the other
side and visit a tailor). Because youre revisiting cities youve built 
probably unwisely  its very easy to get stuck on the latter missions, and you
cant replay each Syracuse
mission so that you can beat the fourth one. Another concern is circular
gameplay. As your biggest problem is getting enough goods to your people so
they dont rebel, youve got to build more markets, warehouses, taverns,
bakeries, tailors, and butcher shops, but this means erecting new homes and
catering to the needs of an increased (wealthier, and therefore bitchier)
populace. More people means more markets, warehouses, butcher shops, and so on,
which will eventually require more farms, which will require more workers  and
in the words of Ronald Reagan, here we go again. The constant struggle with
the games requirements can overwhelm
you very quickly, as you never feel like youre making any progress when
theres always some idiot ready to burn down the world because hes got to walk
around the corner for a well and hed rather have one in his front yard. Tough
cookies.&nbsp;



<p class="MsoNormal">Some of the games features arent even taken advantage of.
For example, gardens and beautification amount to nothing. Usually in
city-builders, plotting a ring of gardens around a house will increase that
homes prestige/desireability and encourage immigrants to move in, but in
Glory beautification  typical gardens, statues, roads  does nothing, making
it another novelty you can do without. 



<p class="MsoNormal">The three gameplay modes  campaign, challenge, and free 
are as far from fresh as a PC city-sim can get, and Ive already mentioned how
you cant go back and repeat missions from the campaign mode  youve got to do
them in order, so prepare to get stuck at least once. Challenge mode contains
features that should have been offered during regular campaign, meaning bonuses
that allow for some re-supplying from Rome.
Free mode amounts to jumping in and building a stress-free city, but
unfortunately the game mechanics prevent that, so whats the point?&nbsp;



<p class="MsoNormal">The games presentation is quite bland, though thats
probably because CDV went for more realistic (that means green/grey) terrain. I
do have a problem with the same background music for every mission I undertake,
however, and its pathetic when I look forward to barbarian invasions because
the music changes and something interesting actually befalls my city.<p class="MsoNormal">Now to be a touch petty: depending upon your system and how extensive your city is, you're going to encounter some lag. Mostly the game is still playable, but you will find yourself in situations where the fact that you can see every worker, child, elderly person, and slave going about his day slows the game to a crawl - at which point it's time to re-start the mission.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Billed as the Roman worlds city-builder 101, Glory of the
Roman Empire is a functional game that moves you away from the conquests of
other sims (literally) and toward resource management. If you tire of raising
armies and would much rather plant a dozen wheat farms and watch those bakers
go, CDVs latest offering hits the spot. However, be prepared to spend several
hours in frustration as you tackle the mechanics, rioters, annoying notices,
periodic lag, and barbarian hordes. Everyone who isnt a business major, stay away.&nbsp;


	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.5&size=20" alt="GAMEPLAY: 6.5" /> <br />
Its functional, but there are some extremely irritating problems.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.5&size=20" alt="GAMEPLAY: 7.5" /> <br />
Bland, but workable and in line with the games realistic tone. Nice character details.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 6.5&size=20" alt="SOUND: 6.5" /> <br />
You get one non-annoying song, two if you count the invasion tune, and sound effects are basic.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 6&size=20" alt="FUN FACTOR: 6" /> <br />
Starts off well but plummets as it overwhelms the player. When things work, though, its fun.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 6.6&size=20" alt="REPLAY VALUE: 6.6" /> <br />
If you enjoy spending hours fighting rioters, youll finish, but chances are you wont.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 6.6 &size=23" alt="TOTAL SCORE: 6.6" />

]]></description>
<pubDate>Tue, 01 Aug 2006 12:33:00 -0500</pubDate>
</item><item>
<title>CDV, History Channel Calling All Frugal Romans</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/cdv_history_channel_calling_all_frugal_romans</link>
<guid>http://www.gamebump.com/go/cdv_history_channel_calling_all_frugal_romans</guid>
<comments>http://www.gamebump.com/go/cdv_history_channel_calling_all_frugal_romans#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>History buffs may be pleased to know that CDV Software has partnered with The History Channel in order to allow all fans of history to score some Roman goodies this August.CDV Software is sponsoring The History Channel's weekly quiz through the second week of August; the quiz will be made available at The History Channel's <a href="http://www.historychannel.com/" target="_blank">website</a> and offer winners a copy of CDV's Glory of the Roman Empire, one of the newest city-building titles on the market. Additionally, winners will also receive a DVD copy of The History Channel's Rome: Engineering an Empire special, which aired in September 2005.Incorporating state-of-the-art CGI technology, ROME: ENGINEERING AN EMPIRE chronicles the rich history of the Roman Empire from the reign of Caesar in 44 B.C. to its eventual fall around 537 AD, detailing the remarkable works of architecture and technology in between that helped create Romes indelible mark on the world.In Glory of the Roman Empire, players will enter the wondrous age of the Roman Empire and use their city building skills to create cities that would humble even Rome itself. In campaign mode, players use careful planning and governing in order to become the empire's most respected governor. Or they can go online in Challenge mode to best players across the Internet and determine who can build an empire to stand the test of time. Glory of the Roman Empire is an easy to learn, yet difficult to master city building and management simulation that will challenge players in an historically authentic settings, while lush graphics immerse the player in the culture of the ancient Roman empire.If you'd rather not wait for August, you can always pick up a copy of Glory of the Roman Empire at your local retailer.
]]></description>
<pubDate>Tue, 25 Jul 2006 12:09:00 -0500</pubDate>
</item><item>
<title>GH Review: Imperial Glory (PC)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_imperial_glory_pc</link>
<guid>http://www.gamebump.com/go/gh_review_imperial_glory_pc</guid>
<comments>http://www.gamebump.com/go/gh_review_imperial_glory_pc#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Chuck Landry.</p>
<img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/><br /><br />Remember that silly little game called <em>Civilization</em>? Remember how boring it sounded to control the growth of an ancient power, controlling its politics, technology, and army for years and years and years only to see how powerful it became in comparison to other emerging nations? It still sounds kind of boring but man was it a blast! Imperial Glory, developed by the very capable Pyro Studios team and published by Eidos (the house that Lara Croft built), can be thought of as the reincarnation of Civilization  updated for todays demanding gamers.<br /><br /><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/><br /><br />Ill be honest  I was expecting another generic RTS game when I opened the unassuming box that is Imperial Glorys package. What I got on those three CDs was much, much more than a generic RTS (although that was in there, too). Playing Imperial Glory really took me back almost 10 years when I first played Civilization on a Windows 3.1x PC. It was that feeling of wasting hours on end with little to show for it other than some political progress yet feeling satisfied and even wanting more.<br /><br />I spent a good 10 hours with the games campaign mode without fighting a single battle. My turns consisted of spending my gold on advancing my nation  be it by increasing trade and thus the amount of money I brought in per turn, focusing my nations researchers on the development of better equipment, or simply making political pacts with other foreign powers in my best interests. I avoided wars and was essentially the Switzerland of Eurasia. From the late 1700s to 1830 my population spilled not a drop of blood yet was one of the three remaining powers left (from a starting pool of around 15). Its that kind of game; if you want to start out attacking weak territories from the offset and expand your borders by force you may, or if you prefer to go my route and expand via negotiations and peaceful relations youre equally free to do so. Either way you can enjoy yourself.<br /><br />As I mentioned already there are about 15 or so countries represented when you begin a campaign in Imperial Glory. You can only choose to command five of them: England, France, Prussia, Russia, and Austria. From there the game is presented on a war board complete with chess piece-like tokens that you move around to represent your armies and ships. Youll find yourself micromanaging everything from what buildings to start construction on and in which territories, where to create trade routes with connecting territories, which units to build to strengthen your armies, and which diplomatic offers (if any) you want to make to a foreign power. There are only four resources to worry about: gold, raw materials, population, and food (there are also research points but they are handled differently and take a backseat to the main four). The game is surprisingly complex and deep and you will never seem to have enough of every resource at the same time. Anytime you focus on anything, such as making farms so you have enough food to sustain your troops, you will certainly be neglecting something else like gold or creating a strong army.<br /><br />This part of the game is played and presented like a turn-based strategy title. You take as long as you want on your turn. Some players will only take 15 seconds per turn while others might meticulously watch the situations of opposing countries and theoretically could take an hour per turn. After you are finished, the computer calculates the turn of each remaining country and one month passes. Repeat. The ultimate goal is of course to take over the world like those two rats from Animaniacs.<br /><br />If you choose to use force Imperial Glory will show you its two other sides. The better of the two will be familiar to anyone who has played Sid Meiers Pirates! on either Xbox or PC. Naval battles are real-time and are easy to play, though on the lengthy side. You can control your ship (dont forget to watch the wind), tell your crew when and on which side to fire, and choose between three types of cannons. Depending on which you choose, you will damage either the enemy ships sails, the hull, or its crew. Land battles are also included and play out pretty much how you would expect, although they are surprisingly difficult compared to the rest of the game. Youll need to know tactics such as using buildings as cover and which squad formations are best suited for each situation.<br /><br />You can play the real-time strategy portion of Imperial Glory whenever you wish by simply skipping over the games campaign mode. You can battle it out to your hearts content with the quick game mode or also against up to four friends with multiplayer over LAN or Internet. But Im not sure youll get much out of those options. The real meat of the game is in its campaign mode. Its addictive as all hell. Ask my neglected girlfriend.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/><br /><br />At first Imperial Glory seems incredibly complicated. Thats probably because it is. After the three tutorials, my head was spinning like an MC Hammer record, which is a bad thing no matter which way you look at it. There are tons and tons of little details youll have to pick up along the way, but the good thing is it does become natural after a couple hours. The learning curve is a bit intimidating, though. The printed manual is only a few pages, but dont overlook the 73-page behemoth in .pdf format that the game installs.<br /><br />The only option I sorely missed was some form of multiplayer that incorporated all of the intricacies of the campaign mode, rather than seeing it limited to isolated battles. Even if it were done in a hot-seat manner I think it might have worked. In fact, I played most of the game with my roommate on the couch serving as High Council Advisor to my empire, and it was tons of fun for both of us. Keep in mind that there wasnt much action in terms of explosions, blood, or even fighting yet we were still both stuck to our seats. The only way to feasibly implement a two-player campaign mode would have been to implement a time limit on each turn, though, and let the other human player control any AI armies that went into battle against the other human.<br /><br />Finally, the real-time battles were sort of generic. There isnt anything there we havent already seen. The ship battles are lengthy as hell sometimes (especially when the wind is fighting your movement) and that can get frustrating. The land battles, on the other hand, are pretty difficult and thus also frustrating. Luckily, in campaign mode you can opt to let the computer predict the outcome of each battle rather than manually control it all.<br /><br /><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/><br /><br />In the end, I was blown away by how much I enjoyed Imperial Glory. The box makes it look like its mainly a real-time strategy game but the real glory comes in the campaign mode, which heralds back to the days of Civilization. Its one of those titles that just hooks you somehow. The graphics are above average but not groundbreaking yet the presentation is charming, and the same goes for the soundtrack and effects. Trust me, if youve got the time for an empire building simulation you will find that you wont be able to explain exactly why youve told yourself just one more turn and then Ill say goodnight so many times in the last five hours.<br /><br />
	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 6.7&size=20" alt="GAMEPLAY: 6.7" /> <br />
Some if its generic, some of its difficult, but its campaign mode is addictive as hell.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.8&size=20" alt="GAMEPLAY: 8.8" /> <br />
Ive played tons of RTS titles and this is one of the sharpest looking.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.5&size=20" alt="SOUND: 8.5" /> <br />
The score is appropriate and sound effects effective although they take a backseat to gameplay.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8.1&size=20" alt="FUN FACTOR: 8.1" /> <br />
Once you start its tough to stop. Campaign makes up for any shortcomings.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 7.5&size=20" alt="REPLAY VALUE: 7.5" /> <br />
Campaign can be played with various strategies but multiplayer and battles dont add much.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 7.9 &size=23" alt="TOTAL SCORE: 7.9" />

]]></description>
<pubDate>Fri, 29 Jul 2005 23:44:00 -0500</pubDate>
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<title>GH Preview: Pathway to Glory: Ikusa Islands (N-Gage)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_pathway_to_glory_ikusa_islands_ngage1</link>
<guid>http://www.gamebump.com/go/gh_preview_pathway_to_glory_ikusa_islands_ngage1</guid>
<comments>http://www.gamebump.com/go/gh_preview_pathway_to_glory_ikusa_islands_ngage1#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>
<p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>Pathway to Glory: Ikusa Islands is the sequel to the best-selling game for the N-Gage last year. The turn-based strategy game takes place at the height of the World War II conflict with better graphics, 10 levels of play and 5 mission types for each level.<p>The game features bluetooth and arena play for up to six players along with the ability to Hot Swap or game share for six players if only one person has the game. The game has three campaigns that consist of three missions each for multiplayer. A nice addition to the multiplayer component is the field radio option where you can send actual audio to other players during play. Nokia is also saying that their is the potential for approximately 100 to 150 hours of gameplay. <p>Overall the actual game experience looks to be about the same as the previous version. You'll also be able to run people over and even kill your own team if you'd like. The graphics are solid and just as good as the original Pathway to Glory.<p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>Ikusa Islands certainly will be one of the top releases for the N-Gage upon release this fall. The game keeps the same successful formula and adds to it with even more multiplayer options, more hours of gameplay and even enhanced features.]]></description>
<pubDate>Sat, 21 May 2005 22:32:00 -0500</pubDate>
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