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Sam Parker
News/Hardware Editor

Now Playing: Age of Mythology (PC), Grand Theft Auto: Vice City (PS2), NHL 2003 (PS2)

Switch-Hitting

I'm not sure when it happened, but at some point in the last few years I got stuck in a gaming rut, focusing nearly all of my personal gaming time on two types of games: PC first-person shooters and PC strategy games. It wasn't always that way, and maybe it's mostly a comment on how many of the best recent games have almost exclusively sprung from those genres (plus RPGs, which I never have time for). In any case, I've wanted to leave my gaming monotony behind, and I've been doing a pretty good job so far.

First off, I finally got a PS2 a couple of months back and rediscovered how fun sports and driving games can be. I used to enjoy them but have never been serious enough to get into the difficult simulation-style games that dominate those genres on the PC. I remember saying a long while back that I wanted more arcade-style driving and sports games on the PC--well, I guess I just found a more direct way to get my way. Getting a bunch of different gaming platforms is always the way to get the games you want as soon as they come out. But then again that does suddenly turn gaming into a pretty expensive form of entertainment.

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I was glad to find that Vice City doesn't have too many timed missions, and the races, including some on the water, mix it up a bit.
A big upside to having a PS2 last week came when I found a retailer that let me exchange $50 for a copy of Grand Theft Auto: Vice City without having preordered it. This was the first time I'd gone prowling the likes of Circuit City and Best Buy to find a just-released game, but that's part of the fun of participating in the feeding frenzy surrounding such a huge game launch.

To be honest, I wasn't quite sure what to expect from Vice City. I only messed around with GTAIII enough to drive around and cause mayhem, and, for all my love of shooters, I'm not all that comfortable with games that don't censure players for doing violence to civilians--I more or less stopped playing Hitman 2 after shooting everybody in the embassy. That sort of personality test is the horrible beauty of open-ended game design. Thank goodness the test results don't go in my permanent file. Not as far as I know, anyway.

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You're not really stealing cars in Vice City--they're just varicolored playthings waiting to be taken.
After I got a few hours into Vice City, I decided that it's the variety that makes the game as good as it is. It's not just the variety of cars, bikes, boats, and helicopters that you can drive. Sometimes you might well pretend to be a law-abiding citizen of the clockwork city, and at other times you might carelessly run through people and obstacles because you can, and later in the night you can mindlessly distract yourself from sleep or boredom by going on a rampage. Anyone who's already exhausted the chaotic possibilities of GTAIII can head straight to Vice City's story missions, the R3 missions, and the quest to find 100 hidden packages. I've heard people say they weren't interested in the missions, but there's really a ton of cool stuff to unlock. I got the mansion after a couple nights' work, and I plan to put some more time aside to get through it all and eventually finish Vice City. If the game keeps on throwing the same kind of variety at me, I probably will.

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Many of the single-use god powers are surprisingly powerful, like this Norse winter spell that spawns wolves near a town center.
Unfortunately, Vice City has some competition on my playlist, now that I have the Age of Mythology retail version installed. Unlike the Warcraft III beta, Age of Mythology's public alpha test didn't pull me into the game. A lot of that was simply due to how hard it was to find a game when the test started. But there's a ton to love in Age of Mythology, and what initially shocked me as too much complexity in the tech tree now seems like lots of great variety. Each of the three major civilizations is significantly different, and there's the choice of one of three major deities for each one and then a choice of one of two minor deities at each of the four tech tiers during gameplay. Early on, I had a hard time imagining how the minor deities would work, but since each one's emphasis is so pronounced and each player's choice is made clear to any competing players, it opens up a new strategic element of countering how an opponent techs. The choices are, after all, irreversible.

I haven't played it enough to get a sense of the balance, but Age of Mythology's combat is intense enough for my liking. Most of all, the units look formidable and the fighting looks fierce. Most of the god powers have the earth-shaking impact you'd expect to see from ancient mythological deities, but while the fact that they're good for just one use per game makes them balanced, I'm the type to hoard one-off abilities until late in the game, for fear of using them too early. Because of the setting, the parallels between Age of Mythology and Warcraft III seem much stronger than with Ensemble and Blizzard's previous games, and there are some things I do miss in AOM. I thought I'd never say it--because I hate manually casting spells--but I miss spellcasters, mainly the autocast kind. Sure, some myth units have cool spell-like special abilities, and some, like the Norse einherjar, even have buffs. But I've really grown to like the magic system in Warcraft III.

The funny thing about Age of Mythology's varied deities is that I already have favorites, mostly determined by the myth units they make available. The alluring thing about variety is the illusion that you can have it all, but you can't. Just like how Vice City's branching missions force you to play certain central missions to unlock a new bunch of parallel choices, Ensemble has made the wise choice in constraining players to a single branch of the tech tree. If, in the endgame, you could not only pick from a dozen human units, but also a dozen myth units, it would simply be chaos. Variety is a fantastic thing for games, but great games force players to make crucial choices in the end.

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