And we heard nothing while the world changed

A collection of totally biased self centered stuff, accumulated since 1999 by Iphigenie aka Superiphi aka Joelle Nebbe-Mornod, old style netizen, reader, gamer, walker, photographer, web architect, technology executive, and constantly curious mind

May 04

Game: No Game

Editorial: gaming is mainstream, get over it


From: http://www.guardian.co.uk/technology/2008/apr/28/games.censorship?gusrc=rss&feed=technology

15 years from now, the prime minister of the day will have grown up playing computer games, just as 15 years ago we had the first prime minister to have grown up watching television, and 30 years ago to have grown up listening to the radio.

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Posted by iphigenie on 05/04/2008 at 08:50 PM
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Apr 02

Game: Sins of a Solar Empire

Sins of a Solar Empire review


From: http://www.gamersinfo.net/articles/2118-sins-of-a-solar-empire

Stardock has had a solid success with Sins, making it to the best seller list (with no traditional advertising!). Well done :D

Action is all in real time; this includes fleet action which can involve frigates, cruisers, and capital ships. Scout frigates can be directed to explore planetary systems. Other frigates and cruisers can provide close support, planet bombardment, fighter cover, and missile launchers. The core of your fleet is the capital ships. These can gain experience through training or by fighting battles. As you’re limited in how many capital ships can be activated, you will need to carefully manage them as battles are waged.

Planets have gravity wells which restrict ships when phase jumping. Phase jumping can only be enacted along phase lines that lead to other systems. The resulting choke points provide excellent strategic opportunities as you progress in conquering your enemies. There are logistical and tactical buildings that you must build to improve your economy and to feed the war machine. There is an empire tree for the war and civilian sides, each one covering three branches.

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Posted by iphigenie on 04/02/2008 at 05:29 AM
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Mar 15

Game: Plunder

Plunder review


From: http://www.gamersinfo.net/articles/2101-plunder

The game has a name! Plunder. The core gameplay hasn’t changed. You have a ship. Your ship has three properties - canon, armor and speed. Each properties has three levels of strength, but how many total upgrades allowed is dependent upon the scenario or win-condition you set. Most often, we played with a total of 7 allowed upgrades.

A ship’s strength can be seen visually by the number of sails it has, the hull; or, in the case of speed, whether or not it has flaming tail pipes. To keep it simple, there are pips - up to three to indicate the overall level of the ship. This is also true of cities - they have “health” - defenses and cannon, and the overall strength of a city can be seen either visually or simply by counting the pips.

Games typically last 5-15 minutes a piece (single or multiplayer); can be as few as two players or as many as 8; allow for 4 players locally (split screen!), 8 through LIVE/PSN; and can contain any combination of user/bot players you’d like. The single-player campaign is a series of 25 maps that initially teaches you how to use the interface, upgrade ships and cities, defeat merchant ships, use curses, plunder natives and cause general mayhem. The multiplayer is… fun.

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Posted by iphigenie on 03/15/2008 at 05:37 AM
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Mar 12

Game: Descent

excited by a blue ball appearing on a holding page


From: http://interplay.com/

See what has appeared on interplay.com

hey, I can dream smile

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Posted by iphigenie on 03/12/2008 at 08:44 AM
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Mar 03

Game: Disciples III: Renaissance

Disciples 3 preview


From: http://www.worthplaying.com/article.php?sid=49925

Not much info but I am just glad its happening :D

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Posted by iphigenie on 03/03/2008 at 08:47 PM
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Feb 21

Game: Depths of Peril

Depths of Peril review


From: http://www.gamersinfo.net/articles/2055-depths-of-peril

Depths of Peril is a unique and addicting little game that I’ve played for many hours already and intend to keep on playing. Though the game could use more attention to detail - and a bit of filling out of world areas - as it stands, it is far from the typical static environments I find in so many games. The leveling and statistics are complex and interesting; it just keeps me always wanting to fool around more with it. One of the best elements of the game is the shear randomness. Maps, enemy types, quests, items, loot, locations, rewards, and difficulty all find ways to change each time you play, and even while you play. While Depths of Peril doesn’t seem to stand out in any area in particular, there is just something about the game that won’t let me stop playing. It is one of the rare cases where the whole is greater than the sum of its parts. I hope the developers keep up their enthusiasm and expand their vision further.

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Posted by iphigenie on 02/21/2008 at 05:27 AM
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Feb 19

Why I won’t buy new games for a while


This year I have decided to revisit old games, and as a part of this I tried to check how many games I actually have around…

I am planning to get them all in the database, but for now here’s the (not yet complete) list:

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Posted by iphigenie on 02/19/2008 at 01:54 PM
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Feb 09

Game: The Witcher

The Witcher (long) review


From: http://gaming.tweaktown.com/reviews/873/1

Sure, the combat system is pretty cool, but it gets better. Perhaps the coolest feature of all in The Witcher is the presence of a time-of-day system. While obviously being based on an accelerated model, The Witcher has authentic nights and days that develop in front of your very eyes. The cool part specifically comes from how the game utilizes the day-night system in its missions and general gameplay - some missions can only be done at certain times of the day, and some areas such as villages can change dramatically in atmosphere from light to dark. Lets just say, when the moon comes rising, many of the game’s baddies come out to play, and the once bustling friendly day time environments turn into deserted spooky landscapes of death. It just adds so much to the gameplay and atmosphere and, thanks to Geralt’s ability to meditate around a fire or rent a bed, you can accelerate time as you wish. It is also during the meditation phases in the game where you can spend any experience points, and create many of the games potions - one of the greatest tools at a Witcher’s disposal.

The potion creation system basically epitomizes the depth and detail you can expect to find in The Witcher. Rather than simply picking up ready potions from the slain bodies of your opponents, more often than not what you will find ingredients instead, which you must then take and combine with other ingredients and bases to create particular potions, and the potions in this game are nothing to be ignored, as they can easily be the difference between defeat and victory, giving Geralt enhancements such as faster life regeneration, slowing down time, special immunities, and things of that nature. There are a fair few ingredients you can acquire, some very rare, and there are multiple ways to go about acquiring ingredients. For instance, if you make an effort to obtain and read books in the game from literature vendors and other sources, you can learn about wild plants and actually go out and pick certain ingredients from the world around you. You have to be careful with potions though, as too many at a time can hurt Geralt as indicated by the game’s toxicity meter, which you can deplete via meditation/sleep.

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Posted by iphigenie on 02/09/2008 at 11:32 AM
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