Lord of the Rings: The Two Towers

Posted in gcn by kgagne on Jan 13th, 2003
Title  : Lord of the Rings: The Two Towers
Platforms  : Microsoft Xbox, Nintendo GameCube, Sony PlayStation 2
Publisher  : Electronic Arts
ESRB Rating  : Teen
Game Rating  : 9.5
Review by  : Ken Gagne

"One ring to rule them all…" 

Peter Jackson is bringing these words to life in the unimaginably impressive Lord of the Rings trilogy of movies. That same quality of showmanship is marvelously integrated into a gaming experience as The Two Towers, an Electronic Arts game for the Xbox, GameCube, and PlayStation 2. (Xbox version reviewed here) 

Despite the name, this game is a digital rendition of the first two films. The video game will be lost on anyone who has not seen at least Fellowship of the Ring, for what makes the game such a technological marvel is its flawless blending of the two media. The opening to EA's game is identical with the prologue to Fellowship — up until the point the characters suddenly become digital and gamers find themselves thrust into the role of Isildur, who took up his father's sword and struck the One Ring from Sauron's hand. From this point on, The Two Towers seamlessly weaves between cinematic and interactive, using actual footage from the two films to carry players from one scene to the next. There were times when the camera had me wondering if I'd been placed back in control, or was still watching a movie. 

Contributing to the cinematic appeal is the presence of the film's actors, who provided original dialogue and narration for the game. The audio also features movements from the first movie's soundtrack, authenticating the experience for fans of the film. Additionally, as players prove their worth in the battle for Middle-Earth, exclusive interviews with the producers and actors of the game and movie become available. 

For all this dressing up, the gameplay is fairly straightforward, reminiscent of other fantasy classics such as Golden Axe and Gauntlet. Players journey through the Mines of Moria, the plains of Rohan, and the walls of Helms' Deep as the swift elf Legolas, the sturdy dwarf Gimli, or the sterling human Aragorn. The many orcs, trolls, and uruk-hai are defeated in real-time 3D combat, with a simple control scheme that includes swift and fierce melee attacks, blocks, and missiles. The button-mashing calls for more than a modicum of thought, as these waves of foes can demolish any hero who isn't paying attention to an incoming sword strike. This level of difficulty melds well with the feeling that the gamer is playing an active role in one of the most epic fantasy tales ever told. 

Though each hero adventures through the same levels, they approach them with their own unique repertoire of moves, earning experience points for streaks and combos. These points can be used to purchase more attack patterns necessary to overcome the swelling hordes of Sauron and Saruman. A level can be played three times, only once per playable character, and then without restriction once the thirteenth and final level has been conquered. 

Beyond the material borrowed from the films, the graphics and sound perform admirably on their own as well. As mentioned, the camera highlights the action finely, following the heroes from myriad points as they progress through forests and lakes. As a character wades through deep water, he holds his weapon above his head to keep it dry; meanwhile, in the water can be seen both his legs and the reflection his torso. The speed with which each character wields his bow and arrow captures the strength these same icons displayed on the silver screen. 

Despite its high score, The Two Towers may be worth only a rental. Though it is an essential addition to any Tolkien diehard's library, the gameplay's essentially elementary nature and short duration (the thirteen levels can fly quickly) may make it last less time than one would like. However, The Two Towers is a truly impressive feat, and will surely be something Precious to you.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 13-Jan-03

Lord of the Rings: The Two Towers

Posted in ps2 by kgagne on Jan 13th, 2003
Title  : Lord of the Rings: The Two Towers
Platforms  : Microsoft Xbox, Nintendo GameCube, Sony PlayStation 2
Publisher  : Electronic Arts
ESRB Rating  : Teen
Game Rating  : 9.5
Review by  : Ken Gagne

"One ring to rule them all…" 

Peter Jackson is bringing these words to life in the unimaginably impressive Lord of the Rings trilogy of movies. That same quality of showmanship is marvelously integrated into a gaming experience as The Two Towers, an Electronic Arts game for the Xbox, GameCube, and PlayStation 2. (Xbox version reviewed here) 

Despite the name, this game is a digital rendition of the first two films. The video game will be lost on anyone who has not seen at least Fellowship of the Ring, for what makes the game such a technological marvel is its flawless blending of the two media. The opening to EA's game is identical with the prologue to Fellowship — up until the point the characters suddenly become digital and gamers find themselves thrust into the role of Isildur, who took up his father's sword and struck the One Ring from Sauron's hand. From this point on, The Two Towers seamlessly weaves between cinematic and interactive, using actual footage from the two films to carry players from one scene to the next. There were times when the camera had me wondering if I'd been placed back in control, or was still watching a movie. 

Contributing to the cinematic appeal is the presence of the film's actors, who provided original dialogue and narration for the game. The audio also features movements from the first movie's soundtrack, authenticating the experience for fans of the film. Additionally, as players prove their worth in the battle for Middle-Earth, exclusive interviews with the producers and actors of the game and movie become available. 

For all this dressing up, the gameplay is fairly straightforward, reminiscent of other fantasy classics such as Golden Axe and Gauntlet. Players journey through the Mines of Moria, the plains of Rohan, and the walls of Helms' Deep as the swift elf Legolas, the sturdy dwarf Gimli, or the sterling human Aragorn. The many orcs, trolls, and uruk-hai are defeated in real-time 3D combat, with a simple control scheme that includes swift and fierce melee attacks, blocks, and missiles. The button-mashing calls for more than a modicum of thought, as these waves of foes can demolish any hero who isn't paying attention to an incoming sword strike. This level of difficulty melds well with the feeling that the gamer is playing an active role in one of the most epic fantasy tales ever told. 

Though each hero adventures through the same levels, they approach them with their own unique repertoire of moves, earning experience points for streaks and combos. These points can be used to purchase more attack patterns necessary to overcome the swelling hordes of Sauron and Saruman. A level can be played three times, only once per playable character, and then without restriction once the thirteenth and final level has been conquered. 

Beyond the material borrowed from the films, the graphics and sound perform admirably on their own as well. As mentioned, the camera highlights the action finely, following the heroes from myriad points as they progress through forests and lakes. As a character wades through deep water, he holds his weapon above his head to keep it dry; meanwhile, in the water can be seen both his legs and the reflection his torso. The speed with which each character wields his bow and arrow captures the strength these same icons displayed on the silver screen. 

Despite its high score, The Two Towers may be worth only a rental. Though it is an essential addition to any Tolkien diehard's library, the gameplay's essentially elementary nature and short duration (the thirteen levels can fly quickly) may make it last less time than one would like. However, The Two Towers is a truly impressive feat, and will surely be something Precious to you.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 13-Jan-03

Lord of the Rings: The Two Towers

Posted in xbox by kgagne on Jan 13th, 2003
Title  : Lord of the Rings: The Two Towers
Platforms  : Microsoft Xbox, Nintendo GameCube, Sony PlayStation 2
Publisher  : Electronic Arts
ESRB Rating  : Teen
Game Rating  : 9.5
Review by  : Ken Gagne

"One ring to rule them all…" 

Peter Jackson is bringing these words to life in the unimaginably impressive Lord of the Rings trilogy of movies. That same quality of showmanship is marvelously integrated into a gaming experience as The Two Towers, an Electronic Arts game for the Xbox, GameCube, and PlayStation 2. (Xbox version reviewed here) 

Despite the name, this game is a digital rendition of the first two films. The video game will be lost on anyone who has not seen at least Fellowship of the Ring, for what makes the game such a technological marvel is its flawless blending of the two media. The opening to EA's game is identical with the prologue to Fellowship — up until the point the characters suddenly become digital and gamers find themselves thrust into the role of Isildur, who took up his father's sword and struck the One Ring from Sauron's hand. From this point on, The Two Towers seamlessly weaves between cinematic and interactive, using actual footage from the two films to carry players from one scene to the next. There were times when the camera had me wondering if I'd been placed back in control, or was still watching a movie. 

Contributing to the cinematic appeal is the presence of the film's actors, who provided original dialogue and narration for the game. The audio also features movements from the first movie's soundtrack, authenticating the experience for fans of the film. Additionally, as players prove their worth in the battle for Middle-Earth, exclusive interviews with the producers and actors of the game and movie become available. 

For all this dressing up, the gameplay is fairly straightforward, reminiscent of other fantasy classics such as Golden Axe and Gauntlet. Players journey through the Mines of Moria, the plains of Rohan, and the walls of Helms' Deep as the swift elf Legolas, the sturdy dwarf Gimli, or the sterling human Aragorn. The many orcs, trolls, and uruk-hai are defeated in real-time 3D combat, with a simple control scheme that includes swift and fierce melee attacks, blocks, and missiles. The button-mashing calls for more than a modicum of thought, as these waves of foes can demolish any hero who isn't paying attention to an incoming sword strike. This level of difficulty melds well with the feeling that the gamer is playing an active role in one of the most epic fantasy tales ever told. 

Though each hero adventures through the same levels, they approach them with their own unique repertoire of moves, earning experience points for streaks and combos. These points can be used to purchase more attack patterns necessary to overcome the swelling hordes of Sauron and Saruman. A level can be played three times, only once per playable character, and then without restriction once the thirteenth and final level has been conquered. 

Beyond the material borrowed from the films, the graphics and sound perform admirably on their own as well. As mentioned, the camera highlights the action finely, following the heroes from myriad points as they progress through forests and lakes. As a character wades through deep water, he holds his weapon above his head to keep it dry; meanwhile, in the water can be seen both his legs and the reflection his torso. The speed with which each character wields his bow and arrow captures the strength these same icons displayed on the silver screen. 

Despite its high score, The Two Towers may be worth only a rental. Though it is an essential addition to any Tolkien diehard's library, the gameplay's essentially elementary nature and short duration (the thirteen levels can fly quickly) may make it last less time than one would like. However, The Two Towers is a truly impressive feat, and will surely be something Precious to you.


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 13-Jan-03

Harry Potter and the Sorcerer's Stone

Posted in pc by kgagne on Nov 19th, 2001
Title  : Harry Potter and the Sorcerer's Stone
Platforms  : Sony PlayStation, Windows
Publisher  : Electronic Arts
ESRB Rating  : Everyone
Game Rating  : 7.1
Review by  : Ken Gagne

The boy who turns video gamers into readers can work his magic both ways. Harry Potter and the Sorcerer's Stone, an Electronic Arts game for PlayStation and PC, isn't quite as magical as the books, however. [PSX version reviewed here] 

Based on J.K. Rowling's first book, the video game follows young Harry Potter during his first year at the wizardry school of Hogwarts. Players control Harry in a 3D, over-the-shoulder platform games like many others. 

Few of the book's plot development details are observed in the PlayStation game. The gameplay takes advantage of the school setting to give Harry (and players) lessons in spellcasting, making a goal of getting to class and learning each spell. Between lessons, Harry may run errands for Hagrid the groundskeeper, have a run-in with the sinister Draco Malfoy, or rescue Hermione Granger from a rampaging troll. Quidditch matches, in which Harry mounts his flying broomstick in search of the Golden Snitch, occur occasionally. 

Although Hogwarts is a large place, locked doors keep Harry on a set path with little room for additional exploration. There are plenty of Every Flavor Beans and Famous Witches and Wizards cards to collect, but these are unnecessary to progress. 

In these details and other regards, the game imitates the novel's world - except in one important way. The game has a primary audience in younger gamers, but unlike the books, will probably not garner similar interest from an older crowd. The average gamer can guide Harry though his trials from beginning to end in under four hours, having found most of the secrets and suffering little damage. 

The environment similarly fails to captivate. The graphics are pleasantly free from any camera issues, allowing Harry to always get a clear view of even the most cramped surroundings. The soundtrack isn't John Williams, but is appropriately bewitching, preferring to make itself known only during climatic battles and cinematic expositions. 

The control varies depending on the situation while retaining a constant simplicity. One primary button searches or interacts with an item, while another casts a spell. Anything Harry wishes to bewitch can be affected by only one type of spell, so the same button can cast an offensive Knockback Jinx against an enemy, an Incendio fire invocation on a plant, or a levitation charm on a statue. 

The spells require exact timing, but players will otherwise be unchallenged by Harry's movements. Some trials involve jumping, which Harry does automatically when he approaches a ledge. Broomstick flying is also a simple experience, though also much drier than one might imagine. Whether in training or on the Quidditch pitch, players must guide Harry with increasing speed through a series of floating rings. The control is fast and loose, making it easy to lose sight of the target. 

The strongest feature of Harry Potter's PlayStation incarnation is the brand name. Electronic Arts has not applied the name to a weak game, but there's little about the game that's enchanting on its own.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 19-Nov-01

Harry Potter and the Sorcerer's Stone

Posted in psx by kgagne on Nov 19th, 2001
Title  : Harry Potter and the Sorcerer's Stone
Platforms  : Sony PlayStation, Windows
Publisher  : Electronic Arts
ESRB Rating  : Everyone
Game Rating  : 7.1
Review by  : Ken Gagne

The boy who turns video gamers into readers can work his magic both ways. Harry Potter and the Sorcerer's Stone, an Electronic Arts game for PlayStation and PC, isn't quite as magical as the books, however. [PSX version reviewed here] 

Based on J.K. Rowling's first book, the video game follows young Harry Potter during his first year at the wizardry school of Hogwarts. Players control Harry in a 3D, over-the-shoulder platform games like many others. 

Few of the book's plot development details are observed in the PlayStation game. The gameplay takes advantage of the school setting to give Harry (and players) lessons in spellcasting, making a goal of getting to class and learning each spell. Between lessons, Harry may run errands for Hagrid the groundskeeper, have a run-in with the sinister Draco Malfoy, or rescue Hermione Granger from a rampaging troll. Quidditch matches, in which Harry mounts his flying broomstick in search of the Golden Snitch, occur occasionally. 

Although Hogwarts is a large place, locked doors keep Harry on a set path with little room for additional exploration. There are plenty of Every Flavor Beans and Famous Witches and Wizards cards to collect, but these are unnecessary to progress. 

In these details and other regards, the game imitates the novel's world - except in one important way. The game has a primary audience in younger gamers, but unlike the books, will probably not garner similar interest from an older crowd. The average gamer can guide Harry though his trials from beginning to end in under four hours, having found most of the secrets and suffering little damage. 

The environment similarly fails to captivate. The graphics are pleasantly free from any camera issues, allowing Harry to always get a clear view of even the most cramped surroundings. The soundtrack isn't John Williams, but is appropriately bewitching, preferring to make itself known only during climatic battles and cinematic expositions. 

The control varies depending on the situation while retaining a constant simplicity. One primary button searches or interacts with an item, while another casts a spell. Anything Harry wishes to bewitch can be affected by only one type of spell, so the same button can cast an offensive Knockback Jinx against an enemy, an Incendio fire invocation on a plant, or a levitation charm on a statue. 

The spells require exact timing, but players will otherwise be unchallenged by Harry's movements. Some trials involve jumping, which Harry does automatically when he approaches a ledge. Broomstick flying is also a simple experience, though also much drier than one might imagine. Whether in training or on the Quidditch pitch, players must guide Harry with increasing speed through a series of floating rings. The control is fast and loose, making it easy to lose sight of the target. 

The strongest feature of Harry Potter's PlayStation incarnation is the brand name. Electronic Arts has not applied the name to a weak game, but there's little about the game that's enchanting on its own.


This article is copyright (c) 2001, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 19-Nov-01

Need For Speed 4: High Stakes

Posted in pc by kgagne on Apr 5th, 1999
Title  : Need For Speed 4: High Stakes
Platforms  : Sony PlayStation, Windows
Publisher  : Electronic Arts
Game Rating  : 7.8
Review by  : Ken Gagne

"Real cars, real fast." That's the slogan for Electronic Arts' Need for Speed 4, a modern-day cops & robbers racing game for the Sony PlayStation and PC. [PSX version reviewed here] 

Speed's showroom is stocked with a handful of realistic models, from Chevrolet to Aston Martin to BMW, with more cars available with victories. All cars are available for trial runs, but for tournaments, they must be bought and upgraded. Unlike Gran Turismo's custom piecemeal approach to upgrading, Speed has three progressive levels of general upgrades available to all vehicles. 

But Speed's strong point is its two non-standard race modes: Hot Pursuit and High Stakes. In Hot Pursuit, players are Sunday drive speedsters who must evade the police for two laps (if not racing solo, you're also trying to beat a second player, who can be human or computer). Or, switch roles and be the enforcers trying to arrest violators. In either, cops can employ backup, roadblocks, and spike strips to catch their target. Two players can race together on either side of the law: two speedsters, cops & robbers, or two cops working together. 

In High Stakes, two human players pit their custom tournament vehicles against each other. The catch? The winner keeps both cars! Though this is indeed high stakes, it also makes it difficult for the loser to resume competition. 

The cars are identifiable as their real-world counterparts, but do not have the detail seen in Gran Turismo; fortunately, the latter's tendency toward pixelated graphics is also absent. A realistic sense of speed is present, but suffers a disappointing drop in frame rate from four or more sprites being on-screen simultaneously. And to maintain the split-screen two player mode, various course extras (trees, fences, etc) disappear from play. 

The essential controls are simple enough, but have some cumbersome and useless extras tacked on, like headlights, hazard lights, turn signals, horn, etc. Most of these require combination button presses, and cannot be reconfigured to the shoulder buttons, which do not earn their keep if you're racing automatic. The analog steering is a touch too sensitive, making a straight line hard to maintain. 

Speed's an easy game to get into and stay with, with three difficulty levels and several arduous tracks. Whether the clock is ticking up to count your lap time, or down until the speedster gets away, Speed keeps a constant level of excitement. 

With several modes of play for one and two-players, and at least a dozen unique cars and ten tracks, Speed meets the required minimum to be a fun and challenging racer. It boasts two-player modes that can't be beat, and one-player modes and graphics that can. If you're looking to take your custom car out for a beautiful day at the tracks, try Gran Turismo; but for a day in the real world, with real-world consequences, set your stakes high with Need For Speed.


This article is copyright (c) 1999, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 05-Apr-99

Need for Speed 4: High Stakes

Posted in psx by kgagne on Apr 5th, 1999
Title  : Need for Speed 4: High Stakes
Platforms  : Sony PlayStation, Windows
Publisher  : Electronic Arts
Game Rating  : 7.8
Review by  : Ken Gagne

"Real cars, real fast." That's the slogan for Electronic Arts' Need for Speed 4, a modern-day cops & robbers racing game for the Sony PlayStation and PC. [PSX version reviewed here] 

Speed's showroom is stocked with a handful of realistic models, from Chevrolet to Aston Martin to BMW, with more cars available with victories. All cars are available for trial runs, but for tournaments, they must be bought and upgraded. Unlike Gran Turismo's custom piecemeal approach to upgrading, Speed has three progressive levels of general upgrades available to all vehicles. 

But Speed's strong point is its two non-standard race modes: Hot Pursuit and High Stakes. In Hot Pursuit, players are Sunday drive speedsters who must evade the police for two laps (if not racing solo, you're also trying to beat a second player, who can be human or computer). Or, switch roles and be the enforcers trying to arrest violators. In either, cops can employ backup, roadblocks, and spike strips to catch their target. Two players can race together on either side of the law: two speedsters, cops & robbers, or two cops working together. 

In High Stakes, two human players pit their custom tournament vehicles against each other. The catch? The winner keeps both cars! Though this is indeed high stakes, it also makes it difficult for the loser to resume competition. 

The cars are identifiable as their real-world counterparts, but do not have the detail seen in Gran Turismo; fortunately, the latter's tendency toward pixelated graphics is also absent. A realistic sense of speed is present, but suffers a disappointing drop in frame rate from four or more sprites being on-screen simultaneously. And to maintain the split-screen two player mode, various course extras (trees, fences, etc) disappear from play. 

The essential controls are simple enough, but have some cumbersome and useless extras tacked on, like headlights, hazard lights, turn signals, horn, etc. Most of these require combination button presses, and cannot be reconfigured to the shoulder buttons, which do not earn their keep if you're racing automatic. The analog steering is a touch too sensitive, making a straight line hard to maintain. 

Speed's an easy game to get into and stay with, with three difficulty levels and several arduous tracks. Whether the clock is ticking up to count your lap time, or down until the speedster gets away, Speed keeps a constant level of excitement. 

With several modes of play for one and two-players, and at least a dozen unique cars and ten tracks, Speed meets the required minimum to be a fun and challenging racer. It boasts two-player modes that can't be beat, and one-player modes and graphics that can. If you're looking to take your custom car out for a beautiful day at the tracks, try Gran Turismo; but for a day in the real world, with real-world consequences, set your stakes high with Need For Speed.


This article is copyright (c) 1999, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 05-Apr-99

Auto Destruct

Posted in psx by kgagne on Mar 16th, 1998
Title  : Auto Destruct
Platforms  : Sony PlayStation
Publisher  : Electronic Arts
Game Rating  : 8.0
Review by  : Ken Gagne

You're sitting in rush hour traffic. There are cars everywhere, and none of them is moving. You have somewhere to go. Simple solution: vehicular weaponry. Auto Destruct, a Sony PlayStation game from Electronic Arts, gives you this opportunity and more. 

In Auto Destruct, you play Booth, a gearhead who has lost his wife and daughter to the Cult of Lazarus, a sort of Mafia. Now as an agent of "The Temple", you get to exact your revenge on their disciples in road combat. 

Players drive a sleek car through various cities, beginning in San Francisco and changing about every ten stages. Each stage has its own goal, from wanton destruction of enemy vehicles, to defusing hidden bombs, to rescuing hostages. Eliminating innocent citizens and vehicles is frowned upon, but isn't worth more than a slap on the wrist. 

The car's sleek look is matched by some slick controls. It responds well to the player, making fast turns and backing out of ambushes without a hitch. Only at high speeds does it becomes a little wobbly, but using an analog controller helps to ease this response. Switching among the various camera views and the weapons is likewise unproblematic. Gas and brake each have their own buttons, but instead, using Up and Down on the control pad is the way to go. 

There's no time for sightseeing in these towns of above-average graphics. The storefronts and malls are carefully detailed with signs and the like. High-speed chases aren't so high-speed, but are fun. An on-screen radar picks out items, pedestrians, and enemies for the driver, alleviating what may be an otherwise unnecessary chore. But none of the special effects the PlayStation is capable of are used, which otherwise could've provided some great extra touches. 

As for the background music, it sounds like leftovers from an episode of "CHiPs": funky, simplistic, repetitive. Rather than design anything imaginative, Electronic Arts unfortunately designed to thrown in some very ordinary tunes. Yet the sound effects are satisfying, with realistic siren wails, exploding automobiles, and shrieking bystanders. 

The varying stage objectives makes for a different challenge each time. In some you'll need to be a fighter, watching your armor levels while keeping a bead on the enemy; other times, speed is called for, and a swift route must be plotted. Although driving by only the compass will get you where you're going, the map is a useful tool to expedite the journey. The city does not change often, meaning the same ground will be travelled repeatedly before it's time to pack up and move to another location. Progress through the stages can be saved with either a memory card or a password. As new cities become available, time trial races can be made to compete for best circuits. 

Auto Destruct is a fairly entertaining title. Despite a poor soundtrack and graphics that aren't extraordinary, it's great to have the freedom to drive where and how you want, and to heck with sharing the road. Kids, try this only at home!


This article is copyright (c) 1998, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 16-Mar-98