It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.|| For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to th e home page.

Search articles, jobs, buyers guide, and more.
Gamasutra Newsletters
Email Address:
Check the boxes & click submit to subscribe.
 Weekly Gamasutra


Gamersgate Announces GameNerve Publishing Suite
Xbox Live Arcade To Get Happy Tree Friends, Ticket To Ride
Paris GDC: 2K's Kline On Why BioShock Should Have Failed
Surreal's Patmore: This Is Vegas Goes Mechanic-Deep, Unlike GTA, Saints Row
Exclusive: Behind The Scenes of Final Fantasy's WiiWare Debut
WiiWare Gets Gyrostarr, VC Adds Alex Kidd, Burning Fight
Release This: Wii Rock Band, Final Fantasy Tactics A2 Make U.S. Debut
Paris GDC: Quantic Dream Considering Second Next-Gen Title
EA Acquires Brain Quest Educational Game License
Paris GDC: Acclaim Bringing For-Pay Item Trade To Facebook
Paris GDC: Media Molecule On Making LittleBigPlanet
Paris GDC: Baer On The Industry’s Birth, Preserving History
Brain Training Best Selling 2007 Game In Europe
Ask the Experts: Does My School Suck?
Report: Activision/MTV Games in Beatles Bidding War
Opinion: Working For Big Game Publishers
Analysis: What VGChartz Does (And Doesn't) Do For The Game Biz


Survey: PlayStation 3 Skewing Older Than Xbox 360, Wii
Robertson: Does The Industry Need More Self-Awareness?
PopCap Hints At Upcoming 'Top Ten' Console Collaboration
Saling The World: Metal Gear Solid 4, Mario Kart Wii Top U.S. Charts
THQ Announces First UFC Title For 2009
Games Profitability Top Priority For Sony’s Stringer
PS3 Is Best Selling Console In Weekly Japanese Charts
Best Of Indie Games: Revisit Immortality With Sauerbraten
SouthPeak Secures $12.9M Funding For Expansion
Lecture: What The PC Gaming Alliance Can Do For You
Focus On: The State Of Gaming In Europe
Q&A: Getting Nude With Nude Maker's Hifumi Kouno
Panel: Why User-Generated Content Matters For Games
Opinion: Making The Game Industry An Attractive Place To Work


Game Career Seminar Returns To 2008 E For All Show
Ubisoft Creates Exclusive Wii Mini-Game Division
Mochi Media Secures $10 Million For Indie, Casual Ad Network
Analyst: Best Buy Used Games No Threat To GameStop
Q&A: BioWare's Sonic Chronicles Is Scrumming It On DS
Opinion: Touch Generations? Con Generations!
BioShock Team To Keynote Develop Conference
NLGD: TriplePoint's Kauppinen Predicts Downloadable Game Glut
EA Blueprint Studio Head Neil Young Departs Company
PlayStation Store Updates With Free MGS4 Database, Pain Content
Disney, Avalanche, Altron Announce Bolt Film Tie-in
Australian Trade Association CEO Bondar Leaves GDAA
Tecmo Comments On Overtime Suit, Itagaki Departure Disclosure
Son Of Godfather Author Sues Over Game
LucasArts Confirms Clone Wars Tie-Ins, E3 Attendance
Metal Gear Solid 4 Sneaks To Top Of Japanese Charts
The Dobbs Challenge Contest Winners Announced
Sponsored Feature: 'Microsoft Flight Simulator X & Multi-Threading'
The Divnich Tapes: Lack Of First-Party IPs To Blame For Slow PS3 Sales


Mandalay, Green Screen Acquisition Deal Terminated
EA: Asian Market Share Expected To Grow Rapidly
Syberia Creator Moving To DS With Last King Of Africa
Report: Tecmo Files Gag Order On Itagaki
Report: Video Games $68.3 Billion Market By 2012
In-Depth: Electronic Arts' Quigley On The State Of EA Games
Wisconsin Announces Tax Breaks For Game Development
Critical Reception: Taito's Space Invaders Extreme
The Divnich Tapes: New IPs Finding Less Success On The Wii
OMAC Industries Acquires Jolt Online Gaming
New 'Nintendo DS Centers' Planned For UK
Profits Down As Best Buy Trials Used Game Sales
Sony Announces In-Game XMB, 'Trophies' Bar For PS3
GCG's Game Design Challenge Results: 'Rename Katamari'
Design Lesson 101 - God of War: Chains of Olympus
Feature: 'An Easy Way Of Solving Complex Mathematical Models: The Finite Difference Scheme'
Sponsored Feature: Common Performance Issues in Game Programming
Best Of WorldsInMotion: From Gaia Online to BarbieGirls
Sony's Danks Details PlayStation-edu Initiative
Q&A: Akella On Adapting Classic Russian Literature To Games


Report: Nickelodeon Creates New Divisions For Online Games, Virtual Worlds
Freeverse Announces Marathon XBLA DLC
E For All 2008 Adds Microsoft As Exhibitor
Report: Tecmo Employees Suing Firm Regarding Overtime
Analysis: XBLA, PSN, Wii Download Services Seeing Release Slowdown
EA Postpones Take-Two Offer Deadline Again
Infogrames Halves Losses In Full Year Results
Nielsen: 82% React Positively To Contextual In-Game Ads
Nintendo Promises 'Several' Core Gamer Titles For E3
Solid Start For Metal Gear In UK Charts
The Divnich Tapes: Can Hardware-Driving Software Still Drive Hardware?
Opinion: Boss Design - Trial & Punishment
Spector: 'One Hundred Hour Games Are On The Way Out'


Majesco 'Actively' Eying XBLA, WiiWare, Cooking Mama Reaches 2m Sold
New PSP Firmware To Add Google Search To XMB
Wii Adds Recommendation, Usage Statistics
Xbox Live Arcade To Get Elements of Destruction, Sea Life Safari
Report: Market Research Site Leaks Microsoft, Activision Plans
Castlevania's Igarashi: '2D Is Still Somewhat Alive'
WiiWare Gets Block Breaker, Fishing Master, VC Adds Samurai Shodown
Sony Appoints New Europe, America Studio Heads
Release This: Alone in the Dark, Space Invaders Extreme Make Western Debut
Microsoft's Bach Vague On Xbox 360 Successor Details
Codemasters Founders Receive British Empire Honors
The Divnich Tapes: PS3, 360 Price Cuts To Follow Sluggish GTA Hardware Sales?
Analysis: Gearbox, Gas Powered Talk Tech With Nvidia GTX 200
Sponsored Webcast: Autodesk, High Moon Talk Bourne Conspiracy Tools
Question Of The Week Tackles The Role Of The ESA
Q&A: D3 Talks New Coraline, Shaun The Sheep Deals, Strategy
Richard Jacques: Wii, Xbox Live Bringing Back Iconic Music


Atari Shows Year End Losses Of $23.6 Million
Nintendo Sues Nyko Over Third Party Wireless Nunchuk
SGS Panel: Who's Paying And Why In Virtual Worlds
Sony Raises PSP Downloadable Prices On PlayStation Store
DigiPen To Offer BA, BS Degrees In Game Design
NPD: The Top 20 Software Best Sellers
Gearbox's Pitchford: Wii 'Risk' Paid Off, Gamecube Success Underrated
Analyst: PSP Downward Sales Trend To Continue
Coldplay To Debut New Single In Guitar Hero III
Saling The World: MGS4 Outsells Worldwide Competition In Debut Week
Animax Appoints CTO For MMO, Virtual Worlds Development
SouthPeak Bringing Weinstein, MGM Film Igor To Wii, DS, PC
Report: Capcom Using eBay To Gauge Retro Interest
Bach Describes 'Cautionary Tales' Of PSP
PSP Lead Narrows In Japanese Hardware Charts
Microsoft, Sony, Nintendo Spin Latest NPD Sales Figures
GTA Stays On Top In May NPD, PS3 Pulls Ahead of 360
Best Of Indie Games: Rose, Camellia, Ziczac & Nameless
XBLA's Review-Based Delisting? The Developer Perspective
Konami's Matejka: Rock Revolution Innovation Is All About The Drums


ELSPA Calls On UK Government To Adopt PEGI Ratings
MGS Head Kim Promoted To VP, Marketing VP Bell Resigns
Twisted Pixel Announces XBLA Action/Adventure The Maw
Majesco Announces Wii Fitness Title Jillian Michaels' Fitness Ultimatum
Interview: CCP's Richardsson On The State Of EVE Online
Marvelous, Xseed Partner For Wii-Exclusive Little King's Story
Report: ESA Spent Over $714K In Q1 To Lobby Government
Tri Synergy Discontinues Limbo Of The Lost On Stolen Asset Allegations
SCi Appoints Warner President To Board
Ex-Zipper Vet Forms Caffeinated Games
PS3 Dragon Ball Z Bursts Into Japanese Charts
In-Depth: The Evolution Of Maxis' Spore
Game Developer Debuts Free Digital Issue
GCG’s Game Design Challenge Results: Hamlet
Analysis: Defense of the Ancients - An Underground Revolution
Feature: 'The Adventurer's Guide to Thievery'


Guilty Gear, Legend of Spyro Coming To Xbox Originals
Majesco Enters PC Casual Market With Orchard
Q&A: Konami's Yamaoka on Silent Hill: Homecoming's Western Development Trip
High Voltage Announces Wii-Exclusive FPS The Conduit
Report: Flagship Staff Leaving 'In Droves'
Pachter: Activision/Blizzard To Reach $5B In Sales Through 2009
Digital Chocolate, PopCap, EA To Headline Casual Connect Seattle
Activision Vet To Head New Animal Logic Games Division
Critical Reception: Konami's Metal Gear Solid 4
SouthPeak Announces DS Puzzler Brave: Shaman's Challenge
Analyst Blames Microsoft For Red Ring Of Death
Turbine Confirms Console MMO Development
GCG's Game Design Challenge: One Button
In-Depth: Audiosurf - A PC Gaming Postmortem
Worlds In Motion Summit @ Austin GDC Debuts Speakers
Feature: 'A More Accurate Volumetric Particle Rendering Method Using the Pixel Shader'


Frontier, Naughty Dog, Bungie To Keynote Develop Conference
Sony Europe Announces Crisis Core PSP Bundle
UK Government Reviewing Games Industry Tax Breaks
Educational Book Review: Video Game Careers
Hickey: Saint's Row 2 'Pompous' To Attack GTA IV
Activision Sets Date For Vivendi Games Merge Vote
Transgaming Launches Mac Games Distribution Portal
Q&A: Alone In The Dark's Polloni On Emergent Gameplay
Microsoft Showcases New Square Enix, Namco RPGs In Japan
Ready At Dawn Exits PSP Development
Report Suggests Ubisoft Interest In Take-Two
Lego Indy Supplants Grand Theft Auto IV In UK Charts
Think Services Launches Console Digital Download Blog GamerBytes
Microsoft Launches 2008 Dream Build Play Contest
Feature: 'Combating Child Obesity: Helping Kids Feel Better by Doing What They Love'
Q&A: Pentavision's Lee Kyu Seok On Moving Beyond Rhythm Games


Apple: $199 3G iPhone, Games To Launch In July
Sid Meier's Colonization Returns as Civ IV-Branded Standalone
Xbox Live Arcade To Get Commando 3, Frogger 2
Capcom, Sega Vet Joins Atari As Sales VP
WiiWare Gets My Pokemon Ranch, VC Gets Famicom Imports
Analysts: Activision/Vivendi Merger To Bring Old IP, DS Opportunities?
SingStar's Bozek, BioWare's Clark To Keynote 2008 Women in Games Conference
Microsoft Downplays Blu-Ray Demand Increases
The9 Appoints Deloitte Vet As New CFO
Pachter: Wii Fit, GTA To Dominate May NPD
Release This: Metal Gear Solid 4 Debuts Worldwide; Civ Rev Hits UK
Id Departure From ESA 'Probably Temporary'
Ask the Experts: On Track, But What Else Can I Do?
2008 Edinburgh Interactive Festival Announced
Exclusive: Will Wright - Video Games Close To 'Cambrian Explosion' Of Possibilities
Game Developer June/July Issue Showcases Final Fantasy's WiiWare Debut
Analysis: Why Aren't There More Console MMOs?

[Submit Event] [View All]

May 14, 2007

Desert Island Games: Creative Assembly's Dan Toose (Medieval II: Total War)

For this week’s Desert Island Games, a column that looks at the top five games of some of our favorite industry personalities, we speak to Dan Toose, designer of Medieval II: Total War with Brisbane, Australia based studio Creative Assembly.

The strategy title was released in November of 2006 to positive reviews, with an expansion, Kingdoms, due for release later in the year. Toose joined the company on the back of a career as a Australian games journalist, editing long running magazine Hyper, as well as the more short lived local imprint of UK based publication Edge. He is currently working on an “unannounced project”, having “stopped working on the Medieval II expansion a couple of months ago”.

We spoke to Toose recently, and asked him about his desert island, all-time, top five most memorable games – in no particular order, of course.

World of Warcraft (Blizzard Entertainment, 2004): I got into MMOs back when the Internet was still all text based, in the form of MUDs. Then I got into EverQuest for a brief time, but when I saw World of Warcraft coming, I was actually a games journalist at the time, and I made the call that it was going to turn MMOs into a mainstream gaming genre. Took a bit of a punt, and I was proved to be right.

I think it’s an absolute textbook case of Blizzard’s unrivaled levels of game design in PC gaming. They’ve got the sense of progression down like no other dev studio has – they showed that with Diablo II and so forth with improving your characters in a few different senses, and WoW does that in eight different areas at once. It’s a game that let’s you play the way you want; you can be competitive; you can be cooperative; you can change your mind half-way through the day. Very few games offer that robust way of appealing to such a wide audience and I’m flabbergasted – that would be the place I put the benchmark for modern game design as a game designer now.

The world is so rich and vivid. I think Blizzard have done the smartest thing, and that’s to establish their own art style over the years of the Warcraft series. I remember when the game came out and people looked at EverQuest 2 at the same time and said, ‘Oh, EverQuest 2 has better graphics’. Yeah, but they’re lifeless. There’s no richness in the style. It’s real proof that simple, low poly graphics with vivid color used in an art style that... well, most artists that make a killing, they don’t do intensely detailed paintings, it’s more expressive work, and I think a strong art style just packs in so much more character rather than a game that’s got faux-realism. As soon as you’ve got a tiny flaw in the visuals in something that’s trying to look realistic, it loses it all but when it tries to look like a rich cartoon world, then all of a sudden it’s full of life and you can suspend disbelief with the little glitches and imperfections.

I think across the board it’s a real benchmark. I’m still playing it; Burning Crusade really got me back in. I think I hit a wall when I hit level 60 and I felt that to progress my character any more, I needed to invest too many hours in any given day to get anywhere – going on Molten Core runs for five hours. I didn’t have five hours, because I was too busy making games myself. The PvP, back when I was playing avidly, they made it so that you needed to play all week to have a chance of ranking up against everyone else. But they addressed all of that: PvP, you don’t queue anymore, you just go straight in and you don’t ever go backwards.

That’s the real key – it’s a game where nothing is a one way street. If you don’t like the way you specced your character, don’t worry. You can respec it. It costs a bit, but you’re not given a sense of ‘Oh god, I’ve ruined my game,’ which is something I think a lot of developers should take on. It’s an absolute benchmark, and it’s the evidence of a company that really doesn’t release a lemon. That’s another lesson that other developers should take heed of: Blizzard have canned titles that just weren’t quite there. They’ve said, ‘Well, we don’t want to release a game unless it’s up to our standards’, and they took a long time to make World of Warcraft. But look at the rewards – now they’ve got a license to print money, pretty much!

Quake II (id Software, 1997): For me this a bit of a personal thing; this is the only game I got extremely competitive with. I was making national finals and so forth, I have a Quake II clan that I formed with co-worker Eliot Fish and a couple of nice guys I met on a server one day.

I just remember the LAN scene back then – I was an avid Quake player, but I think I just thought that Quake II was more conducive to team based play, letting you do things like drop weapons, and all of a sudden there was a reason to go help your teammate in a way other than just shooting the guy who was shooting at him. You could really work at owning the map in an intelligent way; scrambling back and giving your buddy a rail-gun just after he spawned because he’d been splattered or double teamed or something.

It was just a wonderful experience for me seeing how fresh and positive the LAN community was at that time. I’ll sound a bit old and jaded but I remember when Counter Strike started up and the LAN scene went from being really all-ages and people were happy to come and get thrashed to Counter Strike meaning that the competitiveness in the scene really went nuts. Kids were clan hopping so they could be on the winning team.

Quake II just seemed to be in this golden age when things were still young and innocent enough and everything was mind-blowingly positive. That’s not to say that multiplayer gaming hasn’t come along in leaps and bounds since then, but for me that was a golden age in the way that our parents look back on rock being born and look back on that music. We look back and say, ‘Oh god, what did they see in that?’ but for them they got to see a revolution in terms of atmosphere, and for me Quake II was like that.

It also had a lot of nice technical touches – I think it was the first FPS that had colored lighting. It was back in a day when you could add one small feature to the visuals and everyone would go, ‘Oh my god! This just looks so much better than everything else’. When we had ludicrously blurry textures and then 3DFX came out that amazed all of us but the colored lighting just made everyone say, ‘This just looks so rich’. We’d always been looking at games in just a very white light.

Quake II, for me, was the beginning of and paved the way for serious team based first person shooter games.

The single player I played through once. Actually, that’s a funny story – I was the first person in the country to play and the guy from Activision had to come to my house while I reviewed it. He sat there and basically watched me play through the whole thing! I told him I had a bunch of consoles and stuff if he wanted to play a game and he was like, ‘Nah man – I’m happy to sit here and watch you. We haven’t seen this yet either’. It was very cool.

But really, the single player game was secondary to the multiplayer experience. It was the real dawn of cool team based FPS. As a classic FPS in a complete sense or in terms of the audience that flock to it I think it was a really important cog in FPS gaming.

SoulCaliber (Namco Limited, 1997): I was always a really avid fighting game fan – both 2D and 3D – but I’d always been bitterly disappointed by the home console versions of fighting games in the sense that it was just the arcade game. Some people may say, ‘Well, that’s just it. You get a faithful reproduction of the arcade game’ but with the exception of the Neo Geo owners, for those of us that owned one they weren’t. Even then, I owned one for a brief time, but I couldn’t afford to pay AU$400 a cartridge. I had one game, and that was Samurai Showdown 2. That was great, but so few people could afford it. The Sega Saturn, with the RAM expansion, had a few arcade perfect Street Fighter games, but SoulCaliber on Dreamcast ushered in the age of home console games being as good if not slightly better looking than what you’re playing in the arcade. That was amazing.

But it’s also the depth in the quest mode, and so many different ways to go through different battles with interesting challenges: only being able to win by ringing out your opponent or hitting them when they’re not touching the ground. I can’t remember the countless ways, but I do remember the crazy amounts of satisfaction of persevering and getting through that.

I also used to DJ, and I had a lot of games which a lot of people would turn their noses up to or would look at for two seconds. I didn’t really try to get all my entertainment industry friends into gaming because they had such a diverse set of interests themselves and found most games that I was into a bit hardcore. But I’ve seen packs of girls coming back from nightclubs fighting for a controller to play Soul Caliber and I really didn’t see that sort of stuff with that genre before. I think it just had an accessibility and polish and presentation that became a benchmark for fighting games from that point. Most fighting game fans seem to rate that as the game that made buying a Dreamcast worthwhile.

I actually lent my Dreamcast to someone I’m not able to get in contact with anymore, but I played SoulCaliber 2 pretty heavily. I didn’t really get time to play SoulCaliber 3 but I played Soul Edge on the PlayStation. I just thought SoulCaliber was the one that raised that bar and made everyone go, ‘Oh my god, this is the game to buy a system for’. I don’t think a lot of fighting games have really done that. Tekken was big for PlayStation – and still is – but I don’t know if you’d call it a system seller. SoulCaliber on Dreamcast was a system seller. Not enough for Sega unfortunately, but you know…

Sid Meier’s Civilization 3 (Firaxis Games, 2001): You could probably pick any of the Civ games. I think Sid Meier is an absolute genius; I’ve been lucky enough to meet him and he’s a fantastic guy. What he came up with in Civilization is pretty much the dream turn based strategy game, I think. It’s set on planet Earth, all the important events of the human race have been covered and so it means something to everyone. It’s a strategy game where you can win via violence or non-violence – very few game boast so many types of victory conditions. I can say as a game designer now, getting AI to understand multiple victory conditions is hard work. To let a player play the game in the way they want is quite outstanding.

I view Civilization as a benchmark in your turn based strategy map game. i think that’s pretty obvious in the way Civ comes out – it doesn’t need to make leaps and bounds in each game, but it’s the kind of series that people who have got into will just go out and buy the next one as a matter of course. I don’t think there are too many people who could be willing to critique Civilization. I think it’s the most common answer read out in the studio here when people talk about classic strategy games – and, of course, working at Creative Assembly, we like our strategy games. Civ is the strategy game that does that lot. Except real time strategy – that’s our trick!

The third one is probably just the one I’ve spent the most time with. When the first one came out it reminded me very much of an old game on the Amiga called Empire where you literally explored the world one square at a time and cities would let you produce either tanks, planes or ships and you would explore and conquer. It was like that, but a million times richer.

You got to decide how the cities developed, and it’s one of those games where the micromanagement doesn’t actually feel like a drain or a chore. Getting the most out of your empire is satisfying. There’s a lot of games that go to a similar level of depth in terms of micromanagement, but it becomes a chore. I’d have to ask Sid Meier himself how he managed that one, but it really is the epitome of the ‘just another turn’ game. No multiplayer appeal really, though Civ 3’s Play the World attempted to do it but I can’t think of another strategy game that I’ve sunk as much time into as Civ 3. I would have literally played over a hundred campaigns in Civ 3 alone, so that’s enough time in my mind.

Wipeout 2097 (Wipeout XL) (Psygnosis, 1997): I think - in an era when driving games were just coming out left, right and center – I just got to the point where, maybe it was the jaded journalist in me, but I wasn’t that enthralled about a game that involved driving a car because I could do that in real life. And while you can’t drive at ludicrously breakneck speeds and do intensely dangerous things all the time, Wipeout 2097 was exactly the racing game I wanted. I couldn’t hop in a hover vehicle that traveled at nearly 1,000 kilometers an hour. I think that level of speed and intensity made it the ultimate twitch game of the racing games. I’ve never been quite as satisfied playing another racing game and pipping someone at the line as I was with Wipeout 2097.

The learning curve was just beautiful, and by the time you were getting to the last few tracks you’d really pushed your skills to unlock them, so to then win at those tracks was ludicrously satisfying. It also did a whole bunch of things – I think it really brought game soundtracks…as someone who was into electronic music and DJing at the time, my first name was actually Qirex. That was one of the racing teams. Now, I ended up changing it because no one could pronounce it properly, but the music on that soundtrack was summing up the music I was into. That’s why I went that way. I wanted an obscure name no one would recognize, though I did get the odd gamer coming up and asking, ‘Did you get that from Wipeout?’

I think they married the art style of The Designers Republic with that cutting edge of electronic music at the time, and it was really fresh in an era of ‘me too’ racing games, and I think that’s why the series has remained popular.

I did play the first one, and while that’s what got me into the series, I think 2097 was kind of its peak in a way. The tracks were beautifully designed. And hats off – I know the music in the first game was impressive as well and most of it was in house. And I’ve actually spun tracks from the first game straight off the PlayStation disc in clubs. But I think 2097 really hit the nail on the head.

It was the era of Gran Turismo and racing titles like that, and I know Gran Turismo’s got a huge amount of fans, but I frankly find it dull. I’m more into driving games like Metropolis Street Racer, which has gone on to become Project Gotham - a driving game that actually rewards you for driving well and stylishly. Crazy idea, moving away from ‘if you drive into this barrier at 150kph and hit it at an angle, you’ll actually get around it quicker than if you had taken it properly’ which happened in Gran Turismo.

I just remember, as a game journalist, there were so many stock-standard driving games. Don’t get me wrong, the dev teams were doing good work on them and they were good games – they wouldn’t have sold if they weren’t – but as someone who was being forced to see them all, seeing something fresh and different and was a little more edgy and techy was more my thing than an out and out petrol-head experience. I haven’t bought a PSP, but the thing that’s made me want to is the fact that there’s a Wipeout game I haven’t spent time playing properly.

I played Wipeout 3 quite heavily as well, but I don’t feel that it did anything that Wipeout 2097 hadn’t done. I enjoyed it because it was more of the same and I loved it, but I think the series ran out of its innovation. Doing loop the loops isn’t a big deal really.

The thing that’s a big deal about that series is the sense of physics and the sense of turning into a corner at 800kph and then airbraking heavily and shifting it to one side so that back end of your craft comes flying off the track or making sure you don’t get ground into the wall by the guy you’re trying to pip over the line. I’ve had close races in other games, but nothing that’s left me as sweaty palmed and shaky as after a win in 2097.

POSTED: 5.55am PST, 05/14/07 - Alistair Wallis - LINK

[05.14.07]  [Next Column]  [View All...]  [View Other Desert Island Games Columns]

join | contact us | advertise | write | my profile
news | features | contract work | jobs | resumes | education | product guide | store