Giants: Citizen Kabuto has been one of the more 
covered games this year. Lots and lots of previews (heck even WE 
did a preview and we seldom do previews) and lots and lots of 
press and screenshots make it one of those hyped up games. Hype 
isn't always what the end product is, so that's why we here at GO 
like to put forth our opinion and see if they live up to expectations.
	Planet Moon designed and developed G:CK and for 
those of you who don't know that developer, it's a good number of 
the boys and girls from Shiny that produced the original MDK. If 
that's any indication of exactly how this game is going to turn out, 
expect the unexpected, don't figure on everything being typical, 
and last of all, it better be funny.
	G:CK is one of those games that mixes lots of genres into 
a single game. There are a lot of real-time strategy aspects that 
the game builds on, but the gameplay style focuses more on direct 
action. Unlike the typical RTS, where you have units galore, Giants 
is more focused on a small numbers of units. With the 3rd/1st 
person views and it's fast paced nature, it turns heavily into an 
action game. 
	The storyline is based on a rock hurling through space. 
Unlike most rocks hurtling through space, this one has oceans and 
islands and inhabitants. The three main species decide that they 
want the world all to themselves so they proceed to fight the 
others off. The Meccs are hotshot space boys who find the islands 
wandering through the galaxy. With their spaceship damaged, 
they're on the island looking for a way to get back home. The Sea 
Reapers are the original species of the islands. Some fine looking 
women that were chased into the seas by their own creation and 
the third species, the monster known as Kabuto. 
	This game is truly innovative in how it plays. Each 
species is so entirely different from the others that it's like playing 
an entirely different game. Playing as the Meccs felt so much like 
Tribes with the jetpacks and team-based strategies. With the 
emphasis placed on teammates and technology, G:CK gets started 
up quickly. You give orders to your squadmates and then get down 
and dirty with some heavy weapons. Interesting weapon designs 
take good ideas from other games and put them all together into 
what could almost be considered a FPS (or third person shooter 
depending on your view preference… it does both!) with some 
strategy. 
	Switching to the Sea Reapers, you're now more on the 
level of a game like Sacrifice or Wheel of Time (though this is a 
little too FPS) where spells take precedence over actual weapons. 
Rain down hail or throw a firewall at someone, while you pick 
down their health with bows and arrows, or summon up sea 
creatures to kick some ass for you. The strategies on the Sea 
Reaver side are more along the subversive side then the straight 
up aggressive tactics of the other two sides.
	Kabuto is … well … one big ass dude. He doesn't need 
much help from others since he can eat basically anything that 
gets close enough to him. Once he gets powered up, he can lay 
some eggs and bring forth some demon spawn to go chew down 
the competition. Loaded with some moves straight out of the 
WWF, he's sure to lay the smack down. I don't really know what 
genre he's most like, because there's no resource management or 
base building involved for Kabuto. 
	Strategy basically revolves around the Smarties, another 
race inhabiting the islands that can supply your side with all your 
weapons and gadgets. He who controls the Smarties, controls his 
destiny, or something along those lines. Missions are very well 
designed, following a superb storyline chock full of actually good 
tongue-in-cheek humor. Of course, Planet Moon are the boys that 
originally did MDK so they do know what they're doing. Voice 
acting for the cutscenes (rendered in game) is excellent as are the 
animations. In addition, the ambient music is well fitting to the 
game and enhances the mood of G:CK. There are some really 
random boards as well. Sea Reapers have some boards that are 
just straight up jet-ski racing. Definitely doesn't fit with the rest of 
the game, but I'm not complaining because it's pretty fun.
	There's no in game save in G:CK, so you play by the 
missions. This isn't nearly as bad as it sounds, as most of the 
missions are relatively short. One advantage is that everything 
you've built at your base is still there when you restart the mission. 
It helps make getting going again quick and painless. There's also 
no difficulty adjust, just one straight level. The difficulty is just 
about right though. One last issue is the enemy AI. Like most 
games, G:CK doesn't set any new standards with AI. For the most 
part, enemies are pretty stupid. Some nice things that do work 
properly are enemies heading for cover or running away when 
badly injured. 
	Screenshots are what really attracted me to G:CK and 
this is one area that carries a double-edged blade. If you're one of 
those hardcore gamers who are up to date on hardware, then this 
is one pretty game. However, if you're a couple generations 
behind (like me) then you're probably not going to be overly happy 
with the game. I've been playing on a TNT1 and a TNT2, both of 
which do not support bump mapping and I'm rather displeased by 
the graphical quality. I did also try this on my friend's Geforce 2 (I 
just received my own GF2 today!) with bump mapping and the 
game is superbly done. I guess Planet Moon skipped out on 
standard texturing and focused heavily on bump mapping because 
the landscape is just bland without it. Modeling in the game is also 
very good, even without a card capable of bump mapping. Most of 
your typical forms of 3D highlights made their way into G:CK, so 
there's very few details overlooked. 
	The game balance is very well done, but I realized early 
in multiplayer that when you play one-on-one, one side can't be 
Kabuto. He's just too powerful. In a full, ten- player game with all 
three sides, only one player gets to be Kabuto. This balances out 
the game perfectly. Before I forget, the three key races aren't just 
fighting amongst each other, there are also plenty of other 
creatures that want to take part in the action. I've heard some 
criticism on the stability of multiplayer with it crashing out, but I 
never actually experienced anything in the LAN games I was 
playing. There is a minor downside to the multiplayer due to the 
lack of a built in matchmaking service, so you'll have to resort to 
Gamespy or whatever else you use to find games. 
	Overall, G:CK is one of those games that should please 
most everyone. Unfortunately pleasing may come at a cost, a 
high-end video card and a fast computer. There's so much in this 
game that it'll remain entertaining to go back and replay some of 
the missions and then you can move along with the multiplayer. 
With the unique balance of the game, it should be a game for a 
memorable online experience. The gameplay differences between 
each species make this one of the most innovative games to come 
out in awhile.
Highs: Great innovation, superb graphics, and it's even 
funny
Lows: People on older systems won't get great 
performance, semi-buggy, poor AI, no difficulty settings, no 
in-game save, no multiplayer matchmaking