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"Goodbye, Jean-Luc, I'm gonna miss you. You had such potential. But then again, all good things must come to an end."
- Q, Star Trek: TNG

Games

Can the Galaxy be Spared the Fate of the Vanished Planet?

by Ken Newquist / February 28, 2004

Vanished Planet is a cooperative board game in which players struggle to prevent an ever-growing, inky-black entity from enveloping the galaxy.

At the start of the game the Earth has been consumed by the entity, and has apparently been transferred to another dimension. The creature has already begun expanding beyond the Sol system, and it is only a matter of time until it envelops all of Earth's allies as well. But all is not lost -- the Earth may be gone, but she hasn't been destroyed. Her scientists have discovered a way to communicate with those remaining in our galaxy, and have come up with a plan to defeat the entity and return Earth to normal space. Now all the allies have to do is complete Earth's missions before their own worlds are consumed by the entity.

Machines & Mutants invade Gamma World

by Ken Newquist / February 9, 2004

After the apocalyptic wars that ended our bright and glorious age, hereto unknown species of creatures -- both organic and inorganic -- rose from the ruins and populated a landscape that came to be known as Gamma World. The d20 sourcebook Machines and Mutant chronicles these monstrosities, offering game masters 130+ new critters with which to threaten and help their players.

Run Down the Competition with the Simpsons

by Ken Newquist / December 4, 2003

A few months ago I reviewed Futurama: The Game, and I was disappointed. Where Futrama the series was funny and entertaining, the game was repetitive, frustrating and boring, with none of the wit that made Futurama so damn good. It had the look, but it just didn't have the feel.

Now I've got The Simpsons: Hit and Run in my PS2, and I'm pleased to say that this Matt Groening game succeeds where its scif-fi cousin failed.

In Hit and Run you control one of five playable characters -- Homer, Marge, Bart, Marge and Apu (why Apu? Well, why not?) -- as you drive crazily through Springfield on a variety of missions. Each character is given their own portion of the game -- Homer kicks things off, ditching work so he can investigate mysterious black vans that have shown up all over town. Then it's Bart's turn, as he attempts to get a copy of a highly-coveted (and thus banned) video game. He goes missing at the end of his story arc, and then it's Lisa's turn, with her quest revolving around finding her brother. And so forth and so on.

No Joy in Mac Land

by Ken Newquist / November 18, 2003

I'm in the process of reviewing Wolverine's Revenge for the Mac -- so far it's playing like a fighting game crossbreed with a traditional third-person adventure game. Unfortunately, because of its console background (it was released for PS2 and Xbox before coming to the PC and now finally the Mac) the keyboard-and-mouse combination that's served me so well for every other game I've ever played failed me.

Dealing With Anti-D20 Snobbery

by Ken Newquist / November 17, 2003

I've been gaming for a hell of a long time. For the last few years ago, most of the stuff I've been doing is d20 based. There are a lot of reasons for it, the biggest being that we converted our Greyhawk campaign to D&D 3E in 2000.

It's worked well for us (none of those concerns about game mechanics overwhelming role-playing for us). And because it has, at lot of the other games we play are also now d20 based. Fading Suns? d20. Delta Green? d20. Stagate? d20.

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