Saturday, July 30, 2005

Trash Review

Trash PC, developed and published by Inhuman Games.
The Good: Original resource collection and research, easy to learn, up to 24 player maps
The Not So Good: Old skool sound and graphics, may be too simple for some used to overly complex games
What say you? Original ideas make up for shortcomings in sound, graphics, and simplicity: 6/8

This review is based on the 05July 6b beta patch, not the first release client. However, according to the developers, differences will be minor but will include support for clans.

Trash is a real time strategy game that harkens back to the days of Command and Conquer with its simplified technology tree and smaller selection of units. Trash is easier to learn than other comparable games, and hopes to substitute fun for insane depth.

For a really small install (~50 MB), Trash actually has some fairly good graphics. They are nothing spectacular, but we’re not looking at a hex-based wargame with small squares representing units. I would say they are on par with World War III: Black Gold in terms of detail and overall polish. The sounds are a little worse. There are only your basic combat sounds, and units never give acknowledgements. But considering how annoying these sound bytes can be in some games, maybe this is advancement.

There are two sides to Trash, humans and mutants. Both sides use trash as their primary resource. Trash is scattered around the map, concentrated in areas near the starting bases. Trash is never completely depleted from the map: if a unit is destroyed, it deposits the amount of trash required to build it on the ground. This is a very, very interesting dynamic, as it benefits players who are aggressive and can overwhelm the enemy, and then collect the trash from their destroyed units. Of course, it can hurt you tremendously if you are on the receiving end of a whoopin’. Each side must also generate electricity to power their buildings, and connect pipe to each structure in order to power it. A strategy that can be employed during the game is to destroy the pipes (which have low hit points), which prevents units and upgrades from being produced by buildings. Each race has a secondary resource to collect for higher-level units: humans have gas from gas sites, and mutants have people from huts, both of which are at fixed locations on the map.

Both sides have generally the same units, with a slow moving, powerful melee unit, a fast moving, not as powerful melee unit, some ranged units, and units which give area of effect bonuses. There are subtle differences on cost and damage, but these are not too terribly dissimilar for each side. On each map, there are a number of sites where upgrades and other buildings can only be built, although destroying some units may result in new sites. Mostly, these sites are used to house upgrade buildings, and each building adds a bonus for a specific type of unit (flame, bullet, etc). The upgrades do not have an upper limit, so you can build 10 bullet upgrade sites and your bullet units will have 10 stacked upgrades. The flipside of this is that there are no automatic retroactive upgrades, meaning units built before the upgrade was obtained will not automatically receive the upgrade. However, each side has a unit whose specific purpose is to deliver upgrades to units. Another interesting aspect of research is that it can be shared between teammates, even of races. So humans can share human upgrades with mutants (and vice versa). Connecting pipes between bases will not only share this research, but electricity and resources as well. There are some expensive, needed upgrades (namely to find gas sites) that only one teammate needs to spend the trash on, and the rest can reap the benefits.

Trash features scalable maps that can support up to 24 players. Each map has a general shape theme (such as each player on a mesa), and self-adjusts depending on how many players are involved. This is very similar to the Battlefield 2 model, but actually works better. The maps are also random in their placement of special resource sites, so you can’t always guarantee that the toxic waste site you need is where it was last time you played. Trash also features realistic line of sight, where units can hide behind walls and even in trash, and can only be seen by units on higher ground. Humans also have roads that can transport units faster, and mutants have warp gates that anyone can use.

Trash boils down to a balance between building and researching upgrades, constructing units, and expansion. Although on the surface it may look like a simple game where the person that churns out the most units wins, there is much more lurking under the surface in Trash. The resource modeling is very original and something I don’t recall seeing in another RTS game. Stackable upgrades removes a glass ceiling in the research department that can be seen in games such as Rise of Nations, where once everyone reaches the maximum tech level, the game results in a stalemate. Large numbers of players, at least for a RTS, are supported on the scalable maps, laying the foundation for a strong multiplayer community. In addition, stats are tracked for each player, and used to balance the multiplayer games, automatically placing good players on opposing teams. This exemplifies all the little details that add up to make Trash a very interesting and unique addition to the RTS genre.

Friday, July 29, 2005

Supreme Ruler 2010 Review

Supreme Ruler 2010 PC, developed by Battlegoat Studios and published by Strategy First.
The Good: Very comprehensive, large number of detailed maps
The Not So Good: Some AI issues, poor sound, sometimes unwieldy, too complex for the simple minded
What say you? Questionable AI is eclipsed by the sheer mass of this thorough and satisfying game: 6/8

“Gee, Brain, what are we going to do tonight?” “Same thing we do every night, Pinky: try to take over the world!” If you’ve ever had aspirations of world domination, but never had the startup capital, Supreme Ruler 2010 may be the game for you. Featuring modern-day weaponry, Supreme Ruler 2010 is a strategy game where you control all the aspects of a government, from economic to military, with aspirations of dominating your part of Earth.

The quality of the graphics depends on your frame of reference. For a wargame, the graphics are well above average. For a RTS, the graphics are below average. The gameplay takes place on a satellite map of your section of the world, and all the units, cities, and buildings are represented by two-dimensional sprites on this map. The special effects are few: some of the buildings are animated, and there may be an explosion or two, but you won’t be seeing Lord of the Rings action here. Honestly, for a game that mostly focuses on large-scale strategy, I’m not taking issue with the graphics. I much rather have simplified graphics than confusing three-dimensional models that eat up RAM and jumble together. I’m not the type of gamer that requires top of the line graphics to make the game, just as long as the graphics support the gameplay, I am happy. The sounds in the game are primitive; during battles the sounds will just be a conglomerate of seemingly random gun sounds that will continue until the battle is resolved. This game will not win any awards in sound design. Your ministers do not have voices to acknowledge orders, which would have given the game a little more personality and not feel like a computer simulation.

Supreme Ruler 2010 did not skimp on the maps, however. There are 45 scenarios that take place in every region of the world, from state battles (such as Jacksonville vs Miami vs Tampa) to regional mêlées (such as eastern Europe). All of these maps are meticulously detailed, with all major and most minor cities present with real world installations: examples include Mayport Naval Station in Jacksonville, MacDill Air Force Base in Tampa, and Crystal River nuclear power plant. It must have taken ages to research just the map information. There are also nine missions available, each with a specific goal (such as preventing the invasion of a particular country). You can also enter campaign mode, where you play a series of linked scenarios. For example, if you defeat the rest of France, then you can take on western Europe with your new nation. The game can be played in both real-time and turn-based modes, although since the action can be a bit sporadic, real-time play is recommended. There is also multiplayer available through Gamespy, although other players are hard to find.

The cabinets are various aspects of your government where you control everything about your country. Each of these departments can be fully controlled by an AI minister, whom will follow the orders you provide, such as “balance the budget,” “improve relations,” or “sell excess raw materials.” They are…
Your operations department controls your units initiative (their automated behavior level), DEFCON level, and rules of engagement. Higher DEFCON levels are much more costly, but units receive bonuses and are produced faster.
The defense department is responsible for building the military units required to forcefully take over countries. There are an insane number of different units in the game (estimates run as high as 1500), which are broken down into basic categories: infantry, tanks, recon vehicles, artillery, anti-tank vehicles, anti-aircraft vehicles, fighter-interceptors, strike and attack fighters, strategic bombers, land, air, and naval transport, assault and combat helicopters, frigates and destroyers, cruisers and battleships, aircraft carriers, and submarines. The “1500 different units” corresponds to having slightly different attributes and different names, but the same in-game icon for each group (there are about 300 icons in the game, you can do the math). You can also build military installations and missiles, which are treated as a separate entity in Supreme Ruler 2010, and are required for some units.
The state department is all about diplomacy. After the game has been patched a couple of times, the AI is much more receptive to agreements, as long as their citizens like you. Everything can be exchanged in a proposal, from the extradition of wanted criminals to a set amount of oil. Obviously, doing diplomacy with human opponents would yield much more delight than dealing with the AI. Problems with the diplomatic model arise when AI countries are in an alliance with you: they tend NOT to attack a common enemy if they have declared war on you, and just be content with sitting with all their military units that could be blowing stuff up. Jerks.
Your treasury department controls the tax level of your country, broken down into eight categories (sales, income, corporate, property, import and export, employment insurance, immigration fees, user fees, and pension fees). Here you can analyze the overall budget of your country and prevent going into too much debt. As in real-life, you do not lose if you go into debt, but you’ll run into problems if you can’t pay the interest on the debt.
Your commerce department controls the trade and production of the game’s eleven commodities: agriculture, ore, petroleum, coal, uranium, timber, fresh water, electricity, consumer goods, industrial good, and military goods. Everything in the game requires these commodities: your population requires electricity, fresh water, and consumer good, and some commodities require OTHER commodities. If you are short of a specific resource (which every country is), you have two choices: build a manufacturing plant if you have the specific land types that can support it (meaning no coal mines in Florida), or trade for them. You can also choose to export excess materials in order to get more money or balance the trade deficit.
The interior department is twofold: social services spending (health care, education, etc.) and researching new technologies. Research is also double-jointed: you must increase your technology level and research new unit designs. Supreme Ruler 2010 has possibly the most complex tech tree of any game ever published. I mean, look at this thing!

You receive updates in the game via e-mail messages, informing you about things such as your current approval rating or renewing a bond. Supreme Ruler 2010 has realistic line of sight, which makes stealth and reconnaissance units important for once. Your country has dynamic borders, which move according to the locations that your military units successfully occupy. Tied with this is the supply model, which is very interesting. As you acquire new territory, initially the land is unsupplied, so units can run out of ammunition or fuel. As time passes, the supply slowly increases along roads and railways and then branches out to unconnected regions. This supply model prevents the complete annihilation of a country in one war, as the units must wait for the supply to catch up to them. This is much easier than having supply trucks drive around the map, which is a slightly less than excellent method that other wargames have implemented. You units CAN receive very detailed orders, such as bombard, patrol, repair, or entrench, but most of the time you’ll just mass units and right click a destination. There are some problems with the game. It is extremely difficult to group units, especially those in reserve. Putting units into groups requires clicking on each individual unit in a large list, and then clicking on a group icon: you can’t even control group from the dialog box. This doesn’t seem like a big deal, but when you’re trying to organize 200 units in real time while the enemy is taking your capital, it is a large problem. Games can have different victory conditions, mainly being a certain score, control of the entire map, or a vote. Winning a unification vote is extremely difficult, because you are not provided any information on how to improve your relations with citizens of other countries in order to sway their opinion. In one game, I had an approval rating of 40%, so theoretically 40% of my own population would vote for me, plus lesser percentages from other regions. However, checking the polls reveals that significantly less than 40% of my domestic vote went to me! Maybe I’m missing something, but most scenarios that end with a vote result in the AI winning. Controlling the entire map also reveals that most games will eventually devolve into a regional war between several sides. War is inevitable, and the AI will declare war even if it’s not in their best interest (when they are winning a unification vote with only a few months left). Sometimes the AI can be too unrealistic and too trigger-happy.

Supreme Ruler 2010 is a game that strives to be the end-all global strategy game, and it almost succeeds. In a game this size, there will be some aspects of the gameplay that will not appeal to everyone, and in Supreme Ruler 2010, these mainly have to deal with the AI opponents. Sometimes, it can feel like your country is operating on autopilot, but I contrast this game with Superpower 2. In Superpower 2, changes you made had absolutely no effect on the game. In Supreme Ruler 2010, changing any aspect of your government has immediate and long-term effects that can alter the game. This is a satisfying feeling, that you’re actually doing something. If you’re interested in a modern global strategy game, definitely check this one out. The developers have promised good support of the game, and most of the issues will probably be resolved in time. For the first outing of a developer, this is an ambitious game that delivers on most counts.

Golf? Preview

Golf? PC, developed by Detective Brand and published by Chronic Logic.
The Good: Creative setting, good physics
The Not So Good: Barebones sound, horrid menus

One may wonder what robots do in their spare time. Most people would say, “Robots are machines, thus they do not have social lives.” These people are idiots. Finally, someone has addressed the vacant niche of robot weekend sports with Golf?, which simulates golf being played by robots.

The graphics in Golf? are very original. The courses are shades of gray and black, with bright orange and red trees, and white vertex caddies and carts. Your caddy is a former president who drinks and doesn’t really give any advice on shots. Your golfer is a robot with three selectable heads: a revolver, a teapot, or a chracter from Street Fighter. The course layouts themselves are a slightly over-the-top rendition of real golf holes, complete with rough, traps, foliage, and elevation changes. Most of the obstacles are very large hunks of metal. The beta demo includes 9 holes, each of which is distinctive. I have to also mention that the menus are very poor and confusing, just straight-up text that could have been written in Turbo Pascal. The sound, also, is too basic: there are four total sounds in the game (club impact, ground impact, in the hole, in a tree). No ambient sounds and no crowds, although crowds would not really go with the theme of the game.

Golf? supports both single player (against par) and multiplayer over LAN or a known IP; there is no Gamespy-like matchmaking service. Golf? features real time gameplay, so instead of magically appearing at your next ball location, you must travel there. The game provides golf carts, which have simple controls, along with “rocket sauce” to provide extreme acceleration. Some holes even have ramps so you can show your cart flying and flipping skills. The game employs mouse swing, where you move the mouse just like you’d swing a club. This type of mechanism is also used in the PC version (there are others?) of the Evil Empire’s Game. And the swing procedure is very well done, and the same as Tiger Woods’s minus the special shots (flop, pitch). However, only horizontal swinging is currently available, and I tend to run into my keyboard when trying to swing; hopefully vertical swinging will be implemented in the future.

Golf? is an entertaining little game that’s really designed for people on a LAN. Since you don’t have to wait for your turn, you can distract the other golfers by driving in front of them, just like in real life! There are some features I’d like to see in the full version, such as more courses, better sounds, Internet matchmaking, and vertical mouse swing. We’ll keep an eye on this as the official release approaches.

Thursday, July 28, 2005

Live for Speed S2 Review

Live for Speed S2 Alpha PC, developed and published by Live for Speed.
The Good: Great driving model, variety of tracks and cars, multiplayer
The Not So Good: No stock cars?
What say you? If you like road racing, you'll love this game: 6/8

A large majority of racing/driving games are simplified to appeal to the largest possible market, so that they are easy to pick up and play. Live for Speed is not one of these games. Developed independently by a three man team, Live for Speed strives for accurate physics and a real driving experience.

For having such as small team, the graphics are actually pretty good. The car interiors are slightly detailed, while the models themselves are pleasing to the eye. The track environments are filled with just enough detail to make them realistic, especially the city environment, with its variety of buildings. Best of all, the game runs silky smooth, and load times are very short. You can compare this to other PC racing games released recently (namely GTR and NASCAR SimRacing), which have load times that are easily 5 times longer. The sounds are very, very basic, however. The cars have different engine sounds, and you can hear the wind whipping by your cockpit, but the crash sound effects are very underwhelming. No matter if you hit the wall at 10 or 100 mph, it sounds pretty much the same. Improvements in this area could be made.

In S2, there are 18 cars modeled in the game. The car selection ranges from stock sedans, midgets, GTs, Formulas, Minis, and DTMs (a popular German series). About the only major racing series missing is NASCAR-style stock cars, which could be added in S3 (the final iteration in the series). Wink, wink, nudge, nudge.

There are seven racing environments, each of which have several different arrangements of tracks. The range includes a city environment, fast F1 style, oval, and several GP tracks. All told, there are 23 layouts (I don't count reversed tracks: that's cheating). You'll probably be able to find a favorite and a not so favorite track among the choices.

Although I've never been in a real race car (my Saturn does not count), I think that the physics model used in Live for Speed is realistic. All of the cars handle differently, each providing their own challenge. The biggest difficulty I've had to overcome is trying to erase the lessons learned in stock car racing, where the cars have tons of downforce on the back spoiler. Most of these cars will spin out if you accelerate fully off the corner before straightening out, so you need to gradually apply the accelerator. Because of this, you really need a pedal set to enjoy this game, or be comfortable with using the driving aids. As with all racing games, practice makes perfect, and the best drivers will spend hours on one track with one car to find the best line. This means that most of the people you'll be racing against will be much faster than you, because all they do is race, apparently. Once you get past the initial learning curve, driving in this game is actually very fun, and the feeling you get from successfully taking a chicane is equaled in very few other games.

You can play Live for Speed against the AI drivers, or on the Internet. The AI drivers are actually fun to race against, as they will bump and grind you (virtually speaking) without spinning either party out, which is something that cannot be said for the NASCAR sims. They are also very good at the tracks on the hardest setting, especially for new drivers. You cannot mix the difficulty level of the AI drivers, however, so a more realistic blend of good and bad AI drivers is not possible. Of course, this game was meant for multiplayer. You can always find people through the in-game matching software, and some servers restrict the types of cars available, so you won't always need to race the Formula V8 to win. Most of the drivers on-line are good at the game, but you always get some jerks who either can't drive, intentionally run in to other cars, or both. Approaching the first braking corner is always an adventure for people near the back of the field. Mean drivers can be kicked or banned by the other drivers, so there is some form of retribution. Nice people can also share their fast setups with others just through the press of a menu option, so searching for that perfect setup may not be so hard.

Live for Speed has gained quite a large following, and has spawned quite a number of racing leagues and sites dedicated to the game. In addition, a central server keeps track of all your online races (much like the stat tracker in Battlefield 2), and also stores all the skins people have uploaded. Live for Speed sports some really cool features, especially for a game with such a small development team. A track editor may be added after the release of S3, but that is way in the future. This game is also very stable: even though it's officially in Alpha, I have yet to find a single bug or CTD. This cannot be said for more mainstream offerings (I'm looking in your direction, *insert any game*).

Live for Speed S2 is a great driving game. If you like road driving, you should check this game out. It is only available online at the official site, and you can download the demo version (which is the locked full version) to check out 3 cars at 1 track to see if Live for Speed is right for you. The game is even more impressive when you realize that three people are responsible for it. The variety of cars, tracks, and features makes this a wonderful investment for virtual racers everywhere.

Battlefield 2 Review

Battlefield 2 PC, developed by Digital Illusions CE and published by Electronic Arts.

The Good: Many features, awesome graphics, stellar multiplayer
The Not So Good: High system requirements, single player is stinky
What say you? Best team-based multiplayer game on the market: 7/8

Battlefield 2 is a multiplayer online first person shooter where two sides of opposing armies fight for control of strategic locations using various vehicles. Since you already know this, let's just jump right in to it, eh?

First, the mandatory ramble about graphics and sound. The graphics in Battlefield 2 are very well done, with dynamic shadows, high quality textures, and attention to detail. The sound is a realistic enough arrangement. Next!

The game takes place on 12 maps, which scale on size to accommodate 16, 32, or 64 players. The two main settings are the Middle East and China, with the battles occurring in urban and rural settings. I personally prefer the urban maps, such as Sharqi Peninsula, Strike at Karkand, or Mashtuur City.

There are eight classes of infantry in Battlefield 2, and you'll probably find one to your liking. Special Forces get C4 explosive and a carbine (a short, less powerful rifle). Snipers get (surprise!) a sniper rifle. Assault gets a rifle with grenade launcher. Support gets a machine gun and the ability to supply troops with ammo. Engineer gets a worthless shotgun, anti-tank mines, and the ability to repair vehicles. Medics get a rifle, and the ability to heal and revive troops. Anti-Tankers get a rocket launcher. Each class has its own role to play in the game, and the most effective teams will usually have one of each class operating as one unit. The classes seem pretty balanced with some exceptions. Because of the massive bullet drop in the sniper rifles, being sniped is not much of a problem in Battlefield 2. Because of the large maps, the shotgun the Engineer class receives is useless, so they are really designed to sit in a vehicle. You are rewarded more for working with teammates, because every class has a disadvantage, some larger than others.

The vehicles in the game break down to several categories. Fast, lightly-armored buggies, slower jeeps, armored personnel vehicles, tanks, anti-aircraft, transport helicopters, attack helicopters, fighters, bombers, and inflatable rafts all make appearances in the game, and all can hold more than one person. An added bonus is that you get some points for being in a vehicle with someone who gets a kill, without even doing anything! That's how my score gets so high.

New to Battlefield 2 is the addition of squads. Groups of up to six people can be formed during the game, with one person as the squad leader. All of the squad members can talk to each other using VoIP (voice), and orders can be given to the squad members. Also, squad members can spawn next to the squad leader after being killed, not just at the flag locations. Squads are nice.

Going along with squads is the addition of the commander. This person gets an overhead map of the level, and can call in artillery strikes, scan the map for the enemy, and display enemy locations using UAVs. In most games, the commander will call in artillery strikes and place UAVs, but won't really do anything else, such as giving orders to squad leaders.

Stats are kept during the game: 2 points for a kill, 1 point for teamwork, which includes capturing a base, healing or reviving a teammate, supplying friendlies with ammo, or repairing vehicles, and -4 points for killing a teammate. For shame! If you play on a Ranked server, all of your stats are tallied, and you can earn awards and advance in rank. You can check out my stats here. Before, stats were kept by third party applications, but it's nice to see it official now.

DO NOT buy this game if you don't have a broadband Internet connection. The single player bots, while improved over Battlefield Vietnam, are still no match for your l33t skillz. Plus, you can only play 16 player maps with the bots, which means you can't even practice piloting by yourself.

You need a semi-powerful system to make this game run. No GeForce 4 cards allowed here, and heed the system requirements. I have encountered one annoying bug while playing the game, which still hasn't been fully fixed in version 1.2. The in-game browser shows incorrect, high pings, and the filters don't work too well. Luckily, GameSpy Arcade is fully supported, but I'd much rather be able to find a decent server from inside the game.

Battlefield 2 is the best multiplayer team-based first person shooter for the PC. If you can handle the system requirements, buy it. If not, get a new computer and then buy it. The improvements made over Battlefield Vietnam and Battlefield 1942 are worth the exchange of money.

Wednesday, July 27, 2005

No Limits Roller Coaster Simulation Review

Read my old-ish review of this game here:

It's pretty much the same now, except they have added wooden, shuttle, and LIM coasters.

Friday, July 01, 2005

8/8 Games

(and now 7/8, too)

Since I started doing videos instead of written reviews, these games were "very good" and would be comparable to a 7 or 8 score:

Imperator: Rome, April 2019
Tropico 6, April 2019
Evolution, February 2019
Armored Brigade, November 2018
Forza Horizon 4, October 2018
Frozen Synapse 2, September 2018
Wreckfest, June 2018
Surviving Mars, March 2018
Northgard, March 2018
Dominions 5, November 2017
Dungeons 3, October 2017
Field of Glory II, October 2017
Cook, Serve, Delicious! 2!!, September 2017
DiRT 4, June 2017
Steel Division: Normandy 44, May 2017
X-Plane 11, March 2017
Killing Floor 2, November 2016
Planet Coaster, November 2016
Civilization VI, October 2016
Clockwork Empires, October 2016
Particle Fleet: Emergence, October 2016
Concealed Intent, August 2016
Duskers, May 2016
Stellaris, May 2016
Offworld Trading Company, April 2016
Obliteracers, March 2016
The Flame in the Flood, February 2016
American Truck Simulator, February 2016
DiRT Rally, December 2015
Just Cause 3, December 2015
Conquest of Elysium 4, November 2015
Chaos Reborn, November 2015
The Swindle, July 2015
Rocket League, July 2015
Galactic Civilizations III, May 2015
Verdun, May 2015
Cities: Skylines, March 2015
Homeworld Remastered Collection, March 2015
Frozen Cortex, February 2015
NEO Scavenger, January 2015
Elite: Dangerous, December 2014
Door Kickers, October 2014
Heavy Bullets, October 2014
Endless Legend, September 2014
Battle Academy 2, September 2014
Planetary Annihilation, September 2014
GRID Autosport, June 2014
Rise of Nations: Extended Edition, June 2014
Xenonauts, June 2014
Tropico 5, May 2014
Age of Wonders III, April 2014
Infested Planet, March 2014
Insurgency, January 2014
Pandora: First Contact, November 2013
Command: Modern Air/Naval Operations, September 2013
Europa Universalis IV, August 2013
Papers, Please, August 2013
Divinity: Dragon Commander, August 2013
Panzer Corps: Allied Corps, July 2013
Rising Storm, June 2013
Wargame: AirLand Battle, June 2013
Shootmania Storm, April 2013
March of the Eagles, February 2013
Teleglitch, January 2013
Natural Selection 2, November 2012
FTL: Faster Than Light, September 2012

The following games received perfect scores because I really like them. If you don't currently own them, you are dumb.
Crusader Kings II, February 2012
Battlefield 3 (Multiplayer), November 2011
Super Street Fighter IV: Arcade Edition, July 2011
Frozen Synapse, June 2011
Men of War: Assault Squad, March 2011
Tidalis, July 2010
Command Ops: Battles from the Bulge, June 2010
Distant Worlds, April 2010
Europa Universalis III: Heir to the Throne, December 2009
Left 4 Dead 2, December 2009
Section 8, September 2009
Out of the Park Baseball 10, June 2009
Demigod, April 2009
Warhammer 40,000: Dawn of War II, March 2009
Crayon Physics Deluxe, January 2009
Mount&Blade, September 2008
Galactic Civilizations II: Twilight of the Arnor, May 2008
Europa Universalis: Rome , April 2008
Audiosurf, March 2008
Sins of a Solar Empire, February 2008
Call of Duty 4: Modern Warfare, December 2007
Advanced Tactics: World War II, November 2007
World in Conflict, October 2007
Combat Mission: Shock Force, July 2007
Out of the Park Baseball 2007, April 2007
Company of Heroes, March 2007
Europa Universalis III, January 2007
Dominions 3: The Awakening, November 2006
DEFCON, September 2006
FlatOut 2, August 2006
Conquest of the Aegean, June 2006
Galactic Civilizations II: Dread Lords, March 2006
Birth of America, February 2006
Civilization IV, November 2005

Due to popular demand (meaning two people asked for it), I've also done a list of games that got a 7/8 because they had some minor problem that I unjustifiably amplified. Enjoy!

Endless Space, July 2012
Conflict of Heroes: Awakening the Bear!, May 2012
A Valley Without Wind, April 2012
Wargame: European Escalation, February 2012
Oil Rush, January 2012
X-Plane 10, January 2012
Serious Sam 3: BFE, December 2011
Minecraft, November 2011
Real Warfare 2: Northern Crusades, November 2011
F1 2011, September 2011
Pride of Nations, June 2011
Brink, May 2011
Total War: Shogun 2, March 2011
Cities in Motion, February 2011
Breach, February 2011
SpaceChem, January 2011
Starpoint Gemini, December 2010
Clones, December 2010
Bronze, November 2010
RailWorks 2 Train Simulator, November 2010
Castle Vox, November 2010
Puzzle Dimension, October 2010
Recettear: An Item Shop’s Tale, September 2010
ArmA II: Combined Operations, July 2010
Scourge of War: Gettysburg, April 2010
Sleep Is Death, April 2010
Just Cause 2, March 2010
S.T.A.L.K.E.R.: Call of Pripyat, February 2010
Virtual City, February 2010
Cyber-Wing, January 2010
DiRT 2, December 2009
Solium Infernum, December 2009
Gratuitous Space Battles, November 2009
AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity, September 2009
Osmos, September 2009
Hearts of Iron 3, August 2009
World War II: General Commander, July 2009
Altitude, July 2009
ArmA II, June 2009
Plants vs. Zombies, May 2009
Zeno Clash, May 2009
Grand Ages: Rome, March 2009
Men of War, March 2009
Funky Farm 2: Farm Fresh, February 2009
FlatOut Ultimate Carnage, January 2009
War Plan Pacific, December 2008
World of Goo, October 2008
PURE, October 2008
King's Bounty: The Legend, October 2008
Strong Bad’s Cool Game for Attractive People Episode 2: Strong Badia the Free, October 2008
Multiwinia, September 2008
Now Boarding, September 2008
Strong Bad’s Cool Game for Attractive People Episode 1: Homestar Ruiner, August 2008
Ancient Quest of Saqqarah, July 2008
GRID, July 2008
Europa Universalis III: In Nomine, June 2008
Supreme Ruler 2020, June 2008
X-Plane 9, May 2008
Panzer Command: Kharkov, May 2008
ARCA Sim Racing, April 2008
Draft Day Sports: College Basketball, March 2008
Montjoie!, February 2008
Savage 2, February 2008
SimCity Societies, January 2008
Napoleon's Campaigns, December 2007
Enemy Territory: Quake Wars, October 2007
Narobiyu, October 2007
RACE 07, October 2007
Depths of Peril, September 2007
BioShock, September 2007
Sam & Max: Season One, August 2007
Switchball, August 2007
Ricochet Infinity, August 2007
Chocolatier, July 2007
Mayhem Intergalactic, July 2007
Commander: Europe at War, July 2007
Shady O'Grady's Rising Star, June 2007
Chocolate Castle, June 2007
Immortal Defense, June 2007
Theatre of War, May 2007
FreeStyle Street Basketball, May 2007
AGEod's American Civil War, May 2007
Pathstorm, April 2007
Supreme Commander, March 2007
Galactic Civilizations II: Dark Avatar, March 2007
Close Combat: Cross of Iron, March 2007
Feyruna - Fairy Forest, March 2007
Peggle, March 2007
Galcon, February 2007
Bookworm Adventures, February 2007
RACE, February 2007
Wu Hing: The Five Elements, December 2006
Forge of Freedom, December 2006
GTR 2, October 2006
Baseball Mogul 2007, October 2006
Armadillo Run, September 2006
Titan Quest, August 2006
Harpoon 3, July 2006
Prey, July 2006
DropTeam, June 2006
SpellForce 2, June 2006
Operational Art of War III, June 2006
Eets, June 2006
Rush for Berlin, June 2006
ATC Simulator 2, June 2006
StarShift: The Zaran Legacy, May 2006
Strategic Command 2: Blitzkrieg, April 2006
Take Command: 2nd Manassas, April 2006
Xpand Rally, April 2006
rFactor, February 2006
Total College Basketball, January 2006
Weird Worlds: Return to Infinite Space, November 2005
Cross Racing Championship 2005, October 2005
Diplomacy, October 2005
Down in Flames, October 2005
Falcon 4.0: Allied Force, September 2005
DROD: Journey to Rooted Hold, September 2005
Battles in Italy, August 2005
Dangerous Waters, August 2005
Lux, August 2005
Battlefield 2, August 2005