The Boston Globe

"Digital Skills Help Old - media Types Stay Abreast"

At BU, 90 percent of graduates of the first class of the graphics design program found work in their new field within eight weeks of graduation …Of those who went to companies, graduates were hired by firms such as Fidelity Investments and Mad Doc Software, a producer of games. Graduates typically are able to command between $14 and $20 an hour. For students who can't afford a BU-level program, there are others available at lower costs at community colleges. The Boston Globe, October 15, 2006

The Boston Globe

"The Most Anticipated Video Games of Fall - Star Trek: Legacy"

Grab your sword, your wand, or your web shooters: The video games released this fall, plus two new gaming systems, offer players a large load of variety. highlights the best of the best…With a hit or miss gallery of games, Star Trek returns in its 40th year with Legacy. The release features more than 60 classic ships spanning the entire Star Trek history. It also allows players to relive classic moments from Wrath of Kahn to the first encounter with the Borg. The Boston Globe, October 13, 2006

Massachusetts Institute of Technology Fall 2006 Course Schedule
"AI in Video Games and Serious Games"
Dr. Ian Lane Davis

The Professor’s back! Check out The Mad Doctor’s second Fall MIT course: "AI in Video Games and Serious Games", a follow-up to last year’s highly praised 'Characters in Video Games' AI planning specialty course. In addition to entertainment software, Mad Doc engages in general research and serious simulations for military and other applications. This year’s focus will delve deeper into the nuance of AI and will have students clamoring for insights into non-entertainment applications, serious games and simulations. Fall 2006

Mass High Tech

"Burb Magnet"

As tech economy rebounds, companies find some familiar reasons for fleeing downtown…Of course Massachusetts boasts many homegrown suburban tech companies as well…Mad Doc Software in Andover, founded by Merrimack Valley native and current Mad Doc Software CEO Ian Davis, is another suburban Massachusetts success story. The company's Andover location is a real asset, CFO Shaun McDermott said. "We're a talent-driven organization, and if someone is coming from Austin or L.A. or Seattle, we talk to them about where they want to live. Here you have a reasonable range of choices. You can have a counter-commute from Cambridge or Charlestown, or you can choose Waltham if you want a quieter suburban lifestyle -- or southern New Hampshire if you want a little property." June 9, 2006

The Center For Future Human Evolution

"Mad Doc Software and ECD’s System for AI Research"

New software versions developed by Mad Doc Software are being used by the Naval Research Laboratory in Washington, D.C. and licensed academic researchers for conducting artificial intelligence (AI) research. March 28, 2006

The Mercury News

"Microsoft Unveils Xbox Live Arcade Support"

Microsoft announced today at the Digital Life Conference in New York that more than 40 publishers are supporting the Xbox Live Arcade by developing titles specifically for the service, which allows Xbox 360 owners to download games to their hard drives. Greg Canessa, group manager of Xbox Live Arcade, says that there will be 15 to 20 titles available for download when the 360 goes on sale Nov. 22. He said most of those are for hardcore gamers but some are intended to draw in nongamers to the console…Among the 40-plus publishers and developers supporting Xbox Live Arcade are…Mad Doc Software. The Mercury News , October 14, 2005

Mass High Tech

"Two Startups Bringing Voice To Online Games Industry"

Ian Davis, founder of Mad Doc Software LLC in Lawrence and former technical director at Activision, said the company is rolling VoIP into all of their games, strategy games in particular..."The keyboard, mouse or console controller are really insufficient for relaying complex tactics in real time," Davis said. "It’s basically difficult to type ‘hey move your army in from the west while I attack from the south’ in five minutes while you are actually playing, but you can say it without sacrificing your game play and your ability to keep playing at the same time. We’ve made it a priority to give our players the richest possible playing experience, and VoIP is a key component.” - Mass High Tech, October 10, 2005

ABC News

"Building Better, Not Bustier, Games"

Shouldn't all those scantily clad women in video games get some clothes on? "It's as though all the games do it, so of course we're going to do it too," says Tara Teich, a 26-year-old programmer for Mad Doc Software in Lawrence, Mass. "If you're making a game about something more general, you don't need to have women that look like that in there." That's why Teich relishes her job. With only an estimated 10 percent of the video game industry staffed by women, Teich says it's important for her and other female programmers to act as industry watchdog to the boys who'd have all virtual women look unrealistic. "I can just be there and say, 'Hey, you know … women might not really appreciate it. Does that really add value, or is that just something you guys think is funny?'" she says..."I think that if women start playing and speaking up more, then we're going to start seeing the direction and the attention skewed more toward what we'd like to see," says Teich. - ABC News, July 2005


"Programmers: Video Games Need Female Touch"

Tara Teich enjoys nothing more than slipping into the role of a female video game character. But the 26-year-old software programmer gets annoyed by the appearance of such digital alter egos as the busty tomb raider Lara Croft or the belly-baring Wu the Lotus Blossom of Jade Empire..."I wish they were wearing more clothes," says Teich, a lifelong game enthusiast who now helps create games. Why, she asks, must women in video games always look like Las Vegas show girls?...Says Teich, who works for Mad Doc Software LLC in Lawrence, Mass.: "I think you need a certain temperament. In some ways you are in a guys''ve got to be able to take your share of joking." Teich and Yap say the industry doesn't have to be so male-oriented. They cite the success of The Sims, a decidedly nonviolent role-playing game, as proof that tapping into the women's market means big bucks. - Forbes, July 22, 2005

USA Today

"Video Games Lacking A Women's Touch"

Women could be a rich area for growth — if the $10 billion video game industry figures out what games they want. But their point of view often goes unheard...Says Teich, who works for Mad Doc Software LLC in Lawrence, Mass.: "I think you need a certain temperament. In some ways you are in a guys' club ... you've got to be able to take your share of joking." Teich and Yap say the industry doesn't have to be so male-oriented. They cite the success of The Sims, a decidedly nonviolent role-playing game, as proof that tapping into the women's market means big bucks. - USA Today, July 22, 2005
*Note: Syndicated article excerpts, as above.

Inc. Magazine

"2005 Company to Watch"

Inc. Magazine, the resource for growing companies, and the Initiative for a Better Inner City, join forces to name the ICIC-Inc. Magazine "Companies to Watch." This year, Mad Doc was honored to be named an "ICIC-Inc. Magazine Company to Watch" at the 2005 Inner City Summit in Boston.


"Journal Of Game Development Appoints New Editor"

Charles River Media has announced the appointment of Mad Doc Software's Dr. Ian Lane Davis as the editor-in-chief of the Journal of Game Development (JOGD). Published quarterly, the JOGD was established to help bridge the gap between the game industry and academia by providing an outlet for original, peer-reviewed research, with a focus on game-related issues. Dr. Ian Davis, CEO of Mad Doc Software and former Technical Director at Activision Publishing Studios is a noted AI expert: his game credits include Empire Earth, Empire Earth II, and Dungeon Siege: Legends of Aranna, and he earned his doctorate in AI and Robotics from Carnegie Mellon University. In Davis' role as editor-in-chief, which he is taking in addition to his Mad Doc role, he will be tasked with soliciting papers from industry and academia in an effort to ensure that the journal is on a consistent publishing course of four issues a year. - Gamasutra, July 13, 2005

The New York Times

"Redefining The Power Of The Gamer"

"For a long time, games have been judged largely on their graphics," said Ian Lane Davis, a conference organizer and chief executive of Mad Doc Software, which recently created the well-received Empire Earth II, a real-time strategy game. "The graphics hardware is now getting powerful enough so that basically, everything looks good now. So what is starting to differentiate games is what is happening inside the characters, how the opponents behave and make plans, how comprehensively and realistically the worlds respond to what the players want to do. At the same time," he added, "players are demanding a lot more freedom. Often they don't want to be put on a roller coaster track that just takes them along one path, no matter how entertaining that one path may be. They want a range of choices and they want those choices to matter in creating the overall experience. You put together all of these demands, and that's why you're seeing all of this attention now on artificial intelligence in games." - The New York Times, AIIDE Conference Coverage, June 7, 2005


"Review: Rewrite History With PC Sequels"

Why merely read about history when you can change it?...Similar to its award-winning 2001 epic, "Empire Earth II" allows players to re-create all of human history from the Stone Age to the present and beyond. "Empire Earth II" offers new user-interface enhancements including a picture-in-picture window that shows close-ups of specific groups or spots on the map, and a citizen manager to easily find and control worker units. Other additions include weather effects and streamlined diplomatic rewards including bonuses for forming alliances...This ambitious game is a gem for megalomaniacs and history buffs alike." - Empire Earth II Review, May 23, 2005

The New York Times

"Game Theory; Heroine On The Run, With A Trusty Hound"

Charles Herold's Game Theory column review of Empire Earth II - The New York Times, May 20, 2005


"Top Game Industry Luminaries To Present At First Annual AIIDE Conference"

The American Association for Artificial Intelligence (AAAI), is pleased to announce the launch of the first annual Artificial Intelligence for Interactive Digital Entertainment Conference (AIIDE). AIIDE is intended to be the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. “There are so many reasons for the game industry, academia, and the commercial community to share knowledge,” notes Ian Davis, Ph.D., CEO of Mad Doc Software and AIIDE Publicity Chair. “With the incredible growth of the game industry, many universities are starting to put a lot of resources into the study of game technology, and game developers will find that a lot of the hardest AI problems they’re starting to encounter have already been tackled by some of the brightest researchers. I think that the best games moving forward will do a great deal more with both established advanced AI techniques and cutting edge research.” - Gamezone, May 13, 2005

Computer Games Magazine

"Greetings From Boston, Massachusetts"

Massachusetts has the highest number of programmers per capita of any state, and no wonder: Egghead institutions like MIT, Harvard, and Boston College mean plenty of local talent to recruit, and plenty of well-founded researchers with whom to collaborate. Notable Developers...Mad Doc Software. Signature Games...Empire Earth II, Mad Doc. - Computer Games Magazine, May 2005

Technology Portal

"Empire Earth II"

Imagine an RTS that’s streamlined, distilled down to some basic principles. Big Huge Games’ Rise of Nations, for instance. Now imagine an epic sprawl of rules, powers, units, and resources. Stainless Steel’s Empire Earth, for instance. Imagine trying to reconcile these two approaches into the apparent paradox of more streamlined sprawl. This is what Mad Doc Software seems to be doing with Empire Earth II, a complex but manageable RTS for players who aren’t afraid of a lot of detail. It’s easy to picture the developers at Mad Doc putting up signs around the office that read, “Keep it manageable, stupid!” They seem determined to preserve the immense amount of variety in Empire Earth without heaping it up into a mountain of stats, resources, units, and the deluge of other features that buried the original game under a mudslide of micromanagement. April 2005

The Eagle-Tribune

"Game Makers Bring Creative Thinking And Jobs To Lawrence"

Ian Davis founded Mad Doc Software in 1999 and moved it to Lawrence in 2000. Davis, who earned his doctorate in artificial intelligence and robotics from Carnegie Mellon University, said budgets for producing games have increased four-fold just in the last few years. This week at the annual Electronics Entertainment Expo in Los Angeles, Mad Doc announced its collaboration with French publishing conglomerage Vivendi on "Empire Earth II"...Lawrence should do more to attract companies like Mad Doc to the city. It represents the kind of creative thinking needed to get things moving here again. - The Eagle-Tribune, May 15, 2004

The Eagle-Tribune

"Taking The Game Industry By Storm, On The Attack"

At E3 convention, Bay State gaming companies take their shot...Mad Doc Software of Lawrence will announce its collaboration with French publishing conglomerate Vivendi on "Empire Earth II," a highly anticipated real-time strategy game with detailed landscapes that allow players to build a society from the Stone Age through modern times. Mad Doc's "Empire Earth II" is one of a generation of richer, more complex and more technically advanced games that are expected to star at the conference. - Sunday Eagle-Tribune, May 9, 2004

The Eagle-Tribune

"Mad Doc Founder In It For Power"

What is your guiding principle? "It's a word as opposed to a principle. Professional. The game industry is huge, gigantic, bigger than Hollywood. People still think it's kids working in their parents' garage." What advice would you offer others? "Hire really intelligent people. Learn who your audiences is. Stick with it." What is the biggest threat to your business or industry? "The constant big challenge is figuring out what the market wants next." What's your outlook for your business and the economy in 2004? "The game industry is going to keep growing." - (Dr. Ian Davis, Mad Doc CEO & Founder), The Eagle-Tribune, January 4, 2004

The Boston Globe

"A Challenge for Boston Video Game Makers"

Is Boston too serious and square a city for the video game industry? Are we too unhip to nurture businesses built on fantasy -- and dependent on a steady stream of hits, like nano-scale Hollywood studios? It may not surprise you that the very first video game, "Spacewar," was created just over 40 years ago at MIT, on a minicomputer made by Digital Equipment Corp. Around Massachusetts, though, there is a community of more than 40 small developers, and a trade group called PostMortem that meets monthly. (A post-mortem is the group critique that typically takes place after developers have released a new game.) There's even an effort to attract more game developers to a renovated mill complex in Lawrence, home to Mad Doc Software, which makes games like "Star Trek: Armada 2" and "Jane's Attack Squadron." The Boston Globe, October 20, 2003

Portfolio Magazine

"Genius At Work"

Ian Davis, founder of Mad Doc Software, swapped his Silicone Valley studio for a Lawrence loft. It was, to coin a phrase, a brilliant move. Andover native Ian Davis, Ph.D., is the owner and CEO of Mad Doc Software. The title on his business card and letterhead reads, 'CEO and Mad Scientist,' the latter a title most of us coveted at some point or another in our childhoods. Somehow Davis has found a way to carry it into adulthood. It's a title that implies many things - a sense of humor, a new way of looking at business, and a drive to succeed in an industry where creativity and invention are valued. Davis is a smart guy, the kind of smart that is palpable when he walks in a room. And he comes by it honestly. - Portfolio Magazine, Holiday Issue, 2003

The New York Times

"A Glimpse Of A Future In A New Kind Of Light"

A peek at Color Kinetics Surround Light Technology, which Mad Doc was the first to implement in a game. Incandescent bulbs, neon tubes and fluorescent lamps are starting to give way to light-emitting microchips that work longer, use less power and allow designers to use light in ways they never have before; chips are penetrating blue-collar tasks like illuminating traffic lights, brake lights and exit signs; lighting experts expect pace of change to pick up as researchers continue their efforts to shrink chips to microscopic size, improve their already impressive energy efficiency and increase their brightness; chips are expected to move into general home and office lighting market as early as 2007 - The New York Times, February 11, 2003

Boston Business Journal

"The Bay State Hosts Several Tech Game Cos. Playing A Worldwide Market"

There's also Mad Doc Software, LLC in Lawrence, founded by CEO Ian Davis in 2000 and now at 45 employees. Davis said he's trying to find ways to bring other game companies here and nurture new startups. Mad Doc is developing lucrative, contracted software games like "Star Trek: Armada II." - Boston Business Journal, February 7, 2003

Boston Business Journal

"A Tale of Blue Cities"

Like many other New England industrial cities, Brockton, Lawrence and Worcester grew rich during the manufacturing heyday of the late 19th century, only to suffer steep declines in the second half of the 20th century. Despite their common histories, the cities are taking sharply different approaches to mapping more prosperous futures…Ian Lane Davis, CEO of Mad Doc Software, is typical of the kind of business person Lawrence is courting. As a game animator, he fits into the city's image of itself as an emerging center for the arts. He likes the hip, loft-style accommodations available in the city's 4 million-square-foot inventory of ex-industrial space. And his estimated savings are even more substantial. "In Cambridge we were paying $35,000 per month in rent, now we're paying $3,000," Davis says. "That means four extra people." Davis adds that to snag him as a tenant, Lawrence ponied up a $10,000 grant for his Internet connection and a $50,000 low-interest business loan. Boston Business Journal, October 11, 2002

The Eagle-Tribune

"Games Maker Has Found A New Home"

Since it began a little over a year ago, Davis' company, Mad Doc Software, has racked up an impressive high score. It completed its first game, "Star Trek: Armada II" which was released by Activision and sold over 300,000 copies. Now, Mad Doc is fresh at work on three new games, all for personal computers and one a "first-person shooter," although Davis cannot say what they are named or which companies will release them. "Absolutely crazy busy," is how Davis, 33, describes his last few months working in Lawrence. - The Eagle-Tribune, April 2, 2002


"Mad Doc CEO Introduces You To His Development Studio"

"We've created a game that builds greatly on the successes of its predecessor and extends the franchise and the genre with new depth, new UI innovations, and new gameplay. And along the way, we've maintained a professional working environment and presentation: our developers work normal hours, and our clients/publishers seem uniformly ecstatic with our product. Additionally, we are that rare breed of development house that actually delivers milestones ahead of schedule." (Dr. Ian Davis, Mad Doc CEO & Founder) - Gamespot Preview: Developer Diary, September 21, 2001

"Surround Light, Coming To Your PC?"

Imagine your room flashing blue as you fire that photon torpedo...Surround Light is here. Imagine playing your favorite Star Trek game, say Star Trek: Armada II, and a red alert goes off. Suddenly, your room is aglow with red lights, flashing on and off, giving you a real-world visual clue as to what's happening in the game. The system is easy to implement into games, according to Dr. Ian Davis, CEO of Mad Doc Software, the company that helped Activision finish the first Star Trek: Armada. -, August 15, 2001

The Eagle-Tribune

"More Than Just Fun And Games"

After working for four years at Activision as an internal development director, Davis said he decided to start his own game development team on the outside...The more important side project, however, may be showing off his company to those in the computer game industry, something Mad Doc did last week with a Saturday night launch party at the mill. "Sales of games in dollar amounts have brought in more revenue than movies (in recent years). If you throw in videos and that sort of thing, the film industry is bigger, but the film industry is relatively fixed. The game industry is growing," Davis said. "Games are at the cutting-edge of every technical element out there, as well as having a creative element thrown in." - Sunday Eagle-Tribune, July 8, 2001

The Eagle-Tribune

"Robots Fascinate A.I. Expert, But Movie Doesn't"

"There is no real definition of A.I. It's kind of a catch-all for any decision making a computer has to do. It's a broad spectrum," said Davis. "In popular fiction they draw such a hard line between thought and emotion, there is a very artificial line that fiction draws saying we can love and we can hate while robots can't. I think the basic nature of that level of high intelligence is much more complicatd than it is in movies and fiction." - Sunday Eagle-Tribune, July 8, 2001

"Space Age Gear, Surround Light"

Mad Doc Software, a computer game maker, is already selling a Star Trek: Armada II game that's compatible with Color Kinetics' technologies. When you declare a RED ALERT, your entire bedroom...err, bridge...will pulse red, just like in Star Trek. -, June 19, 2001

The New York Times

"Special Lighting Effects For The Stereo: To Woofers, Add Lights"

Game developers at Mad Doc Software, in Lawrence, Mass., which is developing Star Trek II: Armada, programmed Surround Light to flash bright red light whenever a Red Alert sounded during the game. They also made on-screen light appear to extend beyond the computer screen. "It makes the game come out of the screen," said Ian Davis, president of Mad Doc Software. "Everyone's always trying to make game playing more real, and Surround Light gives a lot of bang for the tiny effort it takes to program it." - The New York Times, June 14, 2001


Look Who's Talking: Take A Peek At What The Game Industry Press Is Saying About Mad Doc & It's Games

Empire Earth II: The Art Of Supremacy News

Gaming Horizon

"Sierra Entertainment and Mad Doc Software today announced the first expansion pack for their strategy game, Empire Earth II. Empire Earth II: The Art of Supremacy will have new civilizations, new campaigns and a host of new features." - Gaming Horizon Announcement, November 17, 2005


"The expansion package is set for release next spring and brings new civilizations and units to the strategy game. Two new game modes, Fealty mode, where players can submit to others, and Tug-of-War, where multiple battles are fought across three, five or seven maps, will be included. New units include Zulu Warriors, Russian Howitzers, and Rafale Stealth fighters. There will be new persistent units that will remain and retain upgrades across multiple scenarios." - Boomtown Announcement , November 17, 2005


"We were thrilled with Empire Earth II, with its reception from the fans and press, with its innovations, and with its take on the series," notes Dr. Ian Davis, CEO of Mad Doc. "Yet there's always something more you want to do, always some way to make a great game even better. We were aching to add the Fealty and Tug-of-War Modes, and I think fans are going to have a lot of fun with these. Those, and the other features we've put into play here, really make the Empire Earth II experience complete." - GamesIndustry.Biz Announcement, November 17, 2005


"Considering that Mad Doc Software's real-time strategy PC game Empire Earth II already has a scope of play that extends from the dawn of humanity to the far-flung future, one would think an expansion pack would have a tough time actually expanding on the game. That's not about to stop Mad Doc, as the developer today announced the game's first add-on, Empire Earth II: The Art of Supremacy." - Gamespot Announcement, October 20, 2005


"The newest issue of PC Gamer magazine has the first word about Empire Earth II: The Art of Supremacy, the upcoming expansion pack for Mad Doc Software's centuries spanning RTS game. Set for release in spring of 2006, the expansion will have 15 new civilizations (including France and Russia) three single player campaigns over 15 missions and a number of other new features including a civilization editor where players will actually be able to create their own playable race." - GameCloud Announcement, October 16, 2005

Empire Earth® II News Editor's Choice Award Winner! "RTS Games of 2005" Nod, 8.9/10 Review!

"Mad Doc looks to conquer the planet with their awesome new RTS...Empire Earth II is a deep and satisfying real-time strategy game. The campaigns are great, the multiplayer is super fun, and skirmish allows for tons of single player satisfaction thanks to some terrific AI that'll give you fits." - Review, April 25, 2005

PC Gamer Editor's Choice Award Winner, 94% Review Score! “The Best of E3 2004”

We're proud to announce an incredible 94% review score from PC Gamer, the world's best-selling PC game magazine. Their review, to be published in the June 2005 issue, proclaims the game as "The New King of Real-Time Strategy Gaming." The game also nabbed PC Gamer "Best of E3 2004" honors. - April 15, 2005

twitch guru

"From all of the screenshots and commentary, you can probably see that this is definitely a leap forward in RTS design and gameplay. It is the type of game that has the power to make you experience clock amnesia. ('3AM! I just looked at the clock and it said 11:30PM!'). With all of the variability designed into the game, it should entertain you and keep your gaming experience fresh for some time." - twitch GURU Sneak Peek , March 24, 2005


"Empire Earth II is one of those games that get things so right, even hardened cynics like your humble reviewer can appreciate it. Fact is, I’m pretty happy with an RTS that doesn’t try to change the standard RTS control scheme and works like all the rest of them. Give me something with extra features, lots of units, and Civ-style epochs and I am one happy RTS gamer. Empire Earth II makes me very happy indeed...If you’re going to play one RTS this year, play this one." - WarCry Preview, February 23, 2005 "Most Wanted PC Games of 2005"

"Based on what we've seen so far, if Mad Doc manages to implement all its good ideas, Empire Earth II might be sucking up a lot of strategy gamers' time in 2005." - GameSpy Most Wanted PC Games of 2005 List, January 1, 2005


"Developing an all-new engine has given us the stability, and the flexibility, to make the things we wanted for the game come to fruition. From the high detail shadows - to water ripples and reflections - to advanced special FX for explosions, the new Mad3D engine is at the very cutting edge of RTS engine technology." - Gamehelper Interview, December 7, 2004

HomeLan Fed

"Mad Doc has a clear track record of making great strategy games. That, combined with Ian Davis’ work with artificial intelligence and the team’s enthusiasm for the project, made the decision easy." - HomeLAN Fed Interview, September 22, 2004


Dungeon Siege®: Legends Of Aranna™ News

Academy Of Interactive Arts & Sciences Computer RPG Of The Year Finalist!

Dungeon Siege: Legends of Aranna was honored to be named a "Computer Role Playing Game of the Year" Finalist by the Academy of Interactive Arts & Sciences.

Gamespy Editor's Choice Award Winner!

"Not only do you get the full original game, but you also get a new campaign with a more than respectable amount of game time, new spells, treasures, monsters, and improved interface options...there's so much goodness here that it's practically a sequel!" -

PC Gamer Review, The Verdict: “Excellent!”

“Weep with joy, for there are five new realms to conquer. A new kit has been added, along with new weapons, new enemies, and dazzling new environments, but developer Mad Doc has wisely stuck to the franchise’s winning formula…As an example of near-perfect play-testing, Legends of Aranna is hard to beat…Some of the environments are downright amazing, and crammed with great surprises.” – PC Gamer Review

Loadedinc "Recommended Buy!"

"The game is addictive and will have you hooked for hours on end, it's fast moving and a good length for once. The fact that the original game is also included is a huge bonus, especially for gamers who have never ventured into the Kingdom of Ehb before. If you loved the original this is a must have expansion and if you're new to Dungeon Seige then this is an excellent time to start, there's hours of gameplay making Legends of Aranna great value for money."- Review

Gamezilla "Recommended Buy!"

"This is a fantastic title, and should score points both for Diablo-style dungeon crawlers as well as adventure/RPG hybrid lovers. With no load time between levels, it’s also good for those with shorter attention spans. Always good to see improvement on an already excellent title, and I give this a full Highly Recommended." - Gamezilla Review


"Bottom line, Legends of Aranna is just plain fun. It's got an RPG-lite formula that works. With new monsters to slay, new spells, new treasure and that familiar, in your face addictive game-play, there isn't much the player is going to be left wanting…except maybe more hours in the day!" - Warcry Review


"The game is a treat for the eyes and ears, and the adventure, while not deep, is entertaining...With lush graphics and combat-oriented game play, plus the fact that the expansion includes the original title, Legends is an enjoyable gaming experience." - GameZone Review

ActionTrip Editor's Choice Award Winner!

"The most important thing to note about Legends of Aranna is that it's in many ways both a qualitative and quantitative advancement over the original. It's really, really rare that gamers are treated to such a phenomenon but let's just be thankful that such things still happen...Considering you get all this for thirty bucks, I see no reason why every action RPG or DS fan shouldn't go out and grab this one right now. If you're into addictive games, I can almost guarantee you won't bedisappointed with LoA." - ActionTrip Review


Empire Earth®: The Art Of Conquest News

Gamezone Editor's choice! 9.1 Review Score

"This game takes everything that was done correctly in the first game and just expounds upon it. The new things included are: a new epoch, three new single player campaigns, two more unique heroes, two new civilizations, unique capabilities for each civilization, more buildings, new wonders, and more units to take control of...If players love Real-Time Strategy games, and already own Empire Earth, they need to go to the nearest electronic store and pick this gem up!" - Gamezone Review

Gaming Horizon, 9.3/10! (Graphics 9.5, Fun Factor 9.5, Replay 9.5)

"This game is clearly designed with the intention of making any die-hard strategy gamer foam at the mouth, and spout bizarre gurgling sounds of joy while playing it...It’s a great time to be alive! This is not only a well polished expansion to a truly awe-inspiring RTS game that features a staggering, mind-boggling, and eye-crossing amount of attention to detail, but also serves as a demonstration of the versatility and capabilities of the joyous gameplay available on the PC for die-hard strategy fans! This game deserves a permanent spot on the hard drive of all serious strategy gamers out there." - Gaming Horizon Review


"It's got three new campaigns, a new epoch and cyber ninjas. What more could Empire Earth want? ...Hours of additional gameplay; new unique powers; the Space epoch is a must for diehard fans of the original. The Art of Conquest will substantially extend the shelf life of Empire Earth for most fans." - GameSpy Review

Game Chronicles

"Both the original game and the expansion have excellent campaigns; I’ll not reveal what exactly these are, but it was righteously cool to see the re-construction of Normandy (hey, it’s right on the darn box cover) in action, and the others are just as nifty. The secondary attraction of the expansion is the addition of another Epoch: the Space Age. Basically, they add a new “sea” onto the map that constitutes space, and you can add that to the scope of your battles." - Game Chronicles Review


"Secondly, the almost completely naval-based Pacific campaign should have WWII buffs delighted as you move from island to island bombing the Japanese after their devastating attack on Pearl Harbor... For those Empire Earth veterans out there who were left desiring more bloodshed and variety to work with, The Art of Conquest is sure to quench your thirst." - ZenGamer Review

Star Trek®: Armada II News

PC Gamer

“Thankfully the developers have added a few new features that Armada lacked. For example, ships can travel at warp speed and in formations; there’s now a much-needed 3D third-person tactical view in addition to the usual overhead 2D strategy perspective; and you can control up to 16 ships at once – double the number from Armada.” - PC Gamer Hands On, November 2001

The Laser

"Once again, fans of Star Trek and the original Star Trek: Armada title will be mesmerized with the incredible detail that the developers have gone to with both the storyline and graphics in this latest title, keeping the quality and integrity of the Star Trek franchise intact." - The Laser Review, August 9, 2002


"If you enjoy RTS games, then you will enjoy Star Trek: Armada II. If you haven't tried the genre, then you should give it a try now; you may get hooked." - Review, June 8, 2002


"Control, and so many detailed options provide an in depth time sucking experience...At times beautiful. This game appears like it was lifted right from the Star Trek universe. There are cool damage models and large explosions that will delight. New species...not to mention more ship classes with new weapons of mass destruction make this a must for any fan of the Trek universe." - Gamezone Review, December 31, 2001


"As far as sequels go, this one excels admirably. The plethora of new features and changes are bold and carried over well...a fun, good play for casual fans of the universe and the genre." - Review, December 3, 2001

Games Domain

"A revamped 3D grapics engine definitely enhances the experience. Borg stations have an incredibly high polygon count with layer after layer of detail. It's cool to see the wireframe ghost image when you first place these structures...for the most part, everything you see in the game looks really impressive, expecially when you zoom in for a close view." - Games Domain Review, December 3, 2001


"Just like the movie sequels, the even-numbered ones are the best...Here is where the sequel outshines the original in every conceivable way. A skirmish mode was included with the original Armada, but the multiplayer was lackluster at best. For the sequel, Activision listened to its fans and has made both the Skirmish and Multiplayer modes robust beyond measure. Team games, free-for-alls and cooperative-games-against-AI are all available game modes. The game is highly tweakable, and can generate random maps." - GameSpy Review, November 29, 2001


"At this point, Star Trek: Armada II looks to be a strong step beyond its solid yet conventional predecessor. The members of the development team at Mad Doc seem to be big fans of the Star Trek universe and have built something that brings together many recent developments in the storyline... The game is looking very complete." - Gamespot Preview, August 2, 2001


"The first Star Trek: Armada was like the strategy gaming equivalent of popcorn. It was a nice, light snack and just the thing if you're in the mood for it, but not what you'd ask for if you wanted a nice, hearty meal. We recently received a beta build of Armada II. If Armada I was popcorn, Armada II is steak and lobster." - Gamesmania Preview

Jane's® Attack Squadron News

PC Gamer, United Kingdom, Editor's Choice Award Winner, Review Score: 93%

We’re pleased to announce that Jane's Attack Squadron received high praise from PC Gamer, United Kingdom, earning its highly coveted equivalent to the “Editor's Choice Award” here in the US upon its release. The award is granted to games that score a 90% or higher, and in their words: “It’s not easy to get here, and darn near impossible to get near 100%. Games in this range come with our unqualified recommendation, an unreserved must-buy score.” – PC Gamer, United Kingdom

GameVortex Communications, 9/10 Review Score!

"In fact, Jane's title is derived from Jane's Information Group, a highly sophisticated war-news research group whom the government trusts to provide the best information on air based warfare. Justly, Jane's Combat Simulations has become a title associated with the best, most realistic simulation of air-based warfare. Attack Squadron earns a seat in that series of games. The recreation of the WWII air attacks and battles is entirely historic and realistic. Attack Squadron not only provides excellent battles and warfare, but it also gives enough insight to the history of World War II, to fully envelop a player into the patriotic past of the Second Great War." - Communications Report: Jane's Attack Squadron, July 2002

Gamer's Pulse "A Must Have!"

"The first thing that drew me into the game was the amazingly beautiful world in which the game takes place."

Computer Gaming World

"Attack Squadron's high points are in the bomber missions...The immersion is excellent." - Computer Gaming World, July 2002

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