'BROTHERS IN ARMS: EARNED IN BLOOD'



'BROTHERS IN ARMS: EARNED IN BLOOD'
(Ubisoft) For Windows 2000 or XP; $50.
Rating: Mature; Grade: B+
War games these days mostly fall into one of two categories. The first has you running around alone taking on an army of Nazis, zombies, space aliens or whoever is the villain flavor of the month. The second has you in command of your forces high above it all, like a god moving your men around a giant board trying to put together the inevitable tank rush.
"Brothers in Arms: Earned in Blood" brings something new to the table: a gritty, historic realism and the actual responsibility of command.
The game follows a group of 101st Airborne troops through D-Day and the operations shortly thereafter. Each member of the team is based on a real person, and the game's narrative is told by Col. (and later famous author) S.L.A. Marshall, who interviewed hundreds of airborne troops who fought in Normandy. You play Sgt. Joe "Red" Hartsock, a reluctant squad leader. Most of the men in your unit have back stories that can be unlocked as you play.
Although the game is played in a first-person interface, that is where most similarities to other titles end. You can't go rushing in guns blazing and expect to live more than a few seconds. And like in real life, there are no health packs lying around the street ready to instantly heal all wounds.
To survive, you have to rely on the men in your squad and your own tactical acumen. You can command them to take cover in good positions or to lay down suppressing fire on your opponents. As the Germans become suppressed, they keep their heads down and mostly stay behind cover. That is when you or another part of your team can rush in and flank them, killing them from behind or from a side their cover does not protect.
It sounds easy enough, but it's not. The artificial intelligence for the German troops you are facing is very smart. If they are taking too much fire, they will retreat to a new position or even try to flank you. Thankfully your men are trained soldiers as well and won't stand around in the open or stick to a position that offers no cover, even without your input.
If you are used to being a one-man death machine in games, you probably won't like "Brothers in Arms." But if you want a taste of reality, then this is the title for you. Just be warned that real war is harsh, and you are as likely to taste dust as victory.
John Breeden II, Washington Post
'animal crossing: wild world'
(Nintendo) For Nintendo DS; $34.99
Rating: E; Grade: A-
You could say "Animal Crossing: Wild World" is equal parts video game, design studio and chat program. But this quirky title for Nintendo DS often defies categorization.
"Wild World" takes the original GameCube version, a cult favorite from 2002, and delivers the same zany cast of critters to the portable dual-screen system.
So, what exactly is the point? Well, there is none. You can pretty much do whatever you want within the confines of this digital world.
As the lone human, I spent a lot of time interacting with the town's many talkative residents and earning "Bells" (the in-game currency).
You'll need thousands of Bells to buy house upgrades, acquire fancy furnishings and create custom clothing.
But you can fish, harvest cherries or stroll the beach for sea shells if you'd prefer.
I spent hours at the Town Hall crafting my personalized theme music, which you'll hear intermittently between the relaxing background music. Days were lost in the observatory creating custom constellations.
The characters certainly have a gift for gab.
Tom Nook, owner of Nook's Cranny, is an enterprising raccoon with a firm grip on the town's real estate market. Blathers the owl is the sole operator of the town museum who's constantly complaining about being tired all day. And don't forget to visit fashionistas Mabel and Sable, where you can design your own outfits.
I still find myself enjoying "Wild World" as the virtual days pass in real-time. I play just about every day, if only for a few minutes, just to see what new items are for sale and to check in with the myriad townsfolk.
The game makes good use of the system's touch screen, allowing you to guide your avatar, cast a fishing line, draw patterns and lay out your home. The three-dimensional graphics were suitably cartoonish.
Some of the best aspects of the original were lost in the translation. Most egregiously absent are the many classic Nintendo games you could collect and play in the GameCube version.
Online play felt overly restrictive.
You can't simply meet strangers and explore their realm using the Wi-Fi mode. Instead, you must prearrange visits with friends and get their password before you can connect to their online town.
I wish Nintendo would let me decide whether to keep my town closed or open to the public. As is, "Wild World" lacks the random encounters with strangers that makes online gaming so compelling in the first place.
There are no such restrictions with the system's local-area wireless network, but the odds seem stacked against me to ever be in range of another DS owner playing "Wild World" at the same time.
Despite the online shortcomings, there's an easy charm to "Wild World" that's hard to resist.
Matt Slagle, Associated Press