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Goblins Quest 3

Goblins Quest 3

Coktel Vision, Sierra Entertainment

It is said that there is a mysterious labyrinth harboring great secrets that might fulfill the wishes of those who discover them. Two countries respectively ruled by Queen Xina and King Bodd have been competing over the right to explore the labyrinth. However, strange events started happening one after the other: the guardian of the labyrinth died, his daughter disappeared, and King Bodd apparently fell under some sort of a curse. A goblin reporter named Blount get caught in the midst of these events as he attempts to interview the queen and the king. As if that weren't enough, Blount also gets bitten by a werewolf and falls in love, and must find a way to deal with both predicaments. Goblins Quest is the third entry in the Gobliiins series. Like its predecessors, it is a puzzle adventure game with the emphasis on solving complex tasks confined to smaller areas rather than on exploration. Most levels occupy more than one screen and allow limited navigation between different areas. As the reduction of the title to a single "i" implies, this installment only features one controllable goblin. However, at various points of the game Blount will require assistance from other player-controlled characters such as Chump the parrot, Ooya the magician, and Fulbert the snake. In addition, Blount's own spontaneous transformation into a werewolf may affect the solution of some puzzles. The hero will also undergo a few other mutations and drastically change his size during the course of the game.

AdventurePoint-and-clickPuzzle
F.E.A.R.

F.E.A.R.

Monolith Productions, Vivendi Universal Games, Sierra Entertainment

The Xbox 360 port of F.E.A.R. contains an Instant Action mode for single-player. In this mode, players are dropped into a modified level and must get to a designated point as quickly as possible whilst simultaneously killing as many enemies as possible and being as accurate as possible. Graphically, this versions is equivalent to the PC version on maximum settings with an high dynamic range lighting, an advanced particle system and HD textures. It also features an exclusive bonus level not found in the PC original, which depicts Holiday's attempt to extract Bishop from ATC headquarters. These versions also features a new weapon, dual wielded automatic handguns. The PlayStation 3 port of F.E.A.R. features the same Instant Action mode from the Xbox 360 version. It also has its own exclusive additional weapon (a street sweeper shotgun) and bonus mission, which depicts the Delta Force recon team's journey through ATC headquarters prior to encountering Alma. Like the Xbox version, the game's native resolution was 720p, but the other enhancements were removed for this version.

Shooter
The Legend of Spyro: The Eternal Night

The Legend of Spyro: The Eternal Night

Amaze Entertainment, Sierra Entertainment

The Legend of Spyro: The Eternal Night is a 3D action platformer which takes place right after the events at the end of The Legend of Spyro: A New Beginning. Players control Spyro as he searches for his friend Cynder. Initially, he has lost all of his different breath powers from the first game, but he gradually recovers the ability to breathe fire, ice, earth and electricity. New to this game is the ability for Spyro to slow down time using his newly-learned 'Dragon Time' ability. While the game has some basic puzzles involving pressing switches, the main focus is still around fighting. Spryo's primary attack is his headbutt, but he can also use his assorted breaths to defeat foes provided that he has enough magic power. He also earns blue gems from defeating foes which will allow him to level up his powers.

The Legend of Spyro: The Eternal Night

The Legend of Spyro: The Eternal Night

Amaze Entertainment, Griptonite Games, Sierra Entertainment

The Legend of Spyro: The Eternal Night is a 3D action platformer which takes place right after the events at the end of The Legend of Spyro: A New Beginning. Players control Spyro as he searches for his friend Cynder. Initially, he has lost all of his different breath powers from the first game, but he gradually recovers the ability to breathe fire, ice, earth and electricity. New to this game is the ability for Spyro to slow down time using his newly-learned 'Dragon Time' ability. While the game has some basic puzzles involving pressing switches, the main focus is still around fighting. Spryo's primary attack is his headbutt, but he can also use his assorted breaths to defeat foes provided that he has enough magic power. He also earns blue gems from defeating foes which will allow him to level up his powers.

Hack and slash/Beat 'em upPlatform
King's Quest: Chapter 2 - A Rubble Without a Cause

King's Quest: Chapter 2 - A Rubble Without a Cause

The Odd Gentlemen, Sierra Entertainment

King’s Quest - Rubble Without A Cause is the second of five chapters in the new, critically acclaimed reimagining of the classic King’s Quest game series. In this latest adventure, King Graham takes players back to his first test as ruler of Daventry. When a mischievous horde of goblins takes his kingdom hostage, a newly crowned and woefully unprepared Graham must rise up to free his people and prove himself the leader he was destined to become. Will Graham and his friends unearth a way to escape their rock-brained captors? Will he take for granite everything he learned as an adventurer? Does he have the stones to reclaim his mantle and lead his kingdom to safety? Will the hat make it out ok? It’s time to tell your story.

AdventurePoint-and-clickPuzzle
Carcassonne

Carcassonne

Sierra Entertainment, Microsoft Game Studios

Carcassonne starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up. The new tile must be placed in a way that extends features on the tiles it abuts: roads must connect to roads, fields to fields, and cities to cities. A part of a game board after several turns.After placing each new tile, the placing player may opt to station a piece on a feature of that newly-placed tile. The placing player may not use a follower to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become "shared" by the subsequent placement of tiles connecting them. For example, two field tiles which each have a follower can become connected into a single field by another terrain tile. The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most followers on them. The player with the most points wins the game.

Card & Board GameStrategy
World in Conflict: Complete Edition

World in Conflict: Complete Edition

Massive Entertainment, Sierra Entertainment

World in Conflict focuses on real-time tactics (RTT) gameplay, in a similar manner to Ground Control, a game also developed by Massive Entertainment, in which players deploy units onto a battlefield and must carefully make use of them to achieve victory, making use of support assets to further assist them. World in Conflict contains three factions: the United States, Soviet Union, and NATO. While players may only play as US and NATO forces during the single-player campaign, all three factions can be used in multiplayer games. During a game, players are given a pre-determined amount of reinforcement points, with which to purchase units with varying costs. Once the player deploys the units they purchase, they must wait 20 seconds for them to be airdropped to the field. If a unit is destroyed, the points are refunded to the player in order to allow them to bring in more units. During the single-player campaign, most missions vary what units the player can recruit, while some missions will offer the opportunity to recruit free units, though these cannot be replaced if destroyed. Each unit has strengths and weaknesses, such as mobile anti-air guns being most effective against enemy helicopters, and repair tanks being most effective at keeping vehicles and armor repaired. Each unit possesses a defensive ability, such as deploying smokescreens, while some units possess an offensive ability, such as marking targets for bombardment or using grenade launchers on enemy infantry. Once a unit's special ability(ies) has been spent, players must wait for them to recharge before they can be used again. In addition to controlling units, players may also call in tactical aid by spending tactical aid points. Points are primarily earned from destroying enemy units in battle. Tactical Aids allow the player to call in anything, from airstrikes on enemy positions, the deployment of paratroopers, to launching carpet bombing raids and tactical nuclear strikes. Tactical aids can allow up to three deployments, after which the player must wait until the support has recharged. In the single-player campaign, players are restricted by what tactical aid they can use, which can change during a mission. The game interface for World in Conflict has no framing in the game. A list of units occupies the bottom center, whereas the top right hand corner contains the expandable reinforcement procurement list. The mini map is in the bottom left hand corner, while the bottom right hand corner contains the special abilities buttons (including unit formation). Players can also use a messaging system that is designed to allow conversation between individuals regardless of whether they are on the same server or playing the same game. World in Conflict features a fully rotational 360 degree camera.

Real Time Strategy (RTS)Strategy
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