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Intro Konami and Hothouse Creations
are out to break the mold with their latest release, Casino Inc. Billed
as a more adult-oriented title, players can hire thugs and order around prostitutes.
Sound like fun? Well, it is for a while; unfortunately, Casino Inc. suffers
from a lack of versatility and nagging micromanagement hang-ups.
Gameplay: 6/10 For those who want
to be the next Bugsy Siegal, get ready as Konami is giving the perfect venue for
your megalomaniac and violent tendencies. It's going to be a rough start, though,
as beginners will hit a sluggish tutorial that does a solid job of going through
the oodles of menus, but lacks an easy option to get to the next step; resulting
in superfluous steps in a game that really doesn't need any more. Each casino
is a little varied in its presentation, goods, and difficulty; there's also different
starting locations that will offer differing degrees of challenge as the lesser
the competition - which also includes nightclubs, restaurants, clubs, and theaters
- the easier it is to complete all the objectives given during the level.
Tackling
the first casino and its appropriate starting location isn't much of a problem,
once the oodles of icons and menus are put to memory. The first few goals are
pretty tame, requiring a certain amount of daily income, adding a new floor -
which can also be turned into a swanky hotel section that can range from 1-5 stars,
depending on what the area needs and how much the player wants to invest, and
getting a percentage of gamblers. The influx of visitors will require tons of
dealers, doormen, guards, bouncers, bartenders, technicians, janitors, waiters,
ticket takers, cashiers, thugs and even hookers. Not only is that a large number
of different workers, but they will all want massive amounts of the player's time;
whether it's asking for a raise, threatening to quit, or having to manually move
them to clean up vomit, service a John, what have you. I was more annoyed at how
the hookers wanted more money, I mean, what happened to the olden days when threatening
them with a box cutter was sufficient enough to get them to shut up? Alas, that
golden age of disciplining whores seems to have passed. The rest of the employees
will either threaten to quit, or do so, and too much of a turnover will lead to
low moral and even more resignations. Can they not see that their 3-star service
isn't worth their bloated asking price? While
there are varying levels of employees, each with an appropriate price range that
matches their talents, there are also the coveted 5-star employees. Despite being
the cream of the crop, and pretty pricey, the elite staff didn't seem to make
all that much of a difference. Other interesting features, like purchasing advertisements,
setting the doormen to enforce entrance rules, and making shuttle routes, didn't
seem to make much of an impact either. Luckily, the bouncers enjoy disciplining
ruffians and do it with great gusto; and, if the player is lucky, they will get
someone ratting out about a rival sending them over to start trouble or offer
their services. Such services can be beneficial, although it'll require a nice-sized
goon squad to be effective. Sending hooligans to a rival can bring them some unwanted
attention, because an establishment that has too many fights will be shut down
by the authorities, and all those lovely customers will be looking for a new place
to go. Around the time the player has
gotten their feet wet, they will then need to attain a certain percentage of gamblers,
and this is where the trouble begins. Already having everything from roulette
and poker tables; ice cream and burger stands; arcades and pinball machines; bars
of all sizes; vending machines; proper leisure seating; dance floors playing rock,
classical, and heavy metal; theaters showing action, porn, and musicals; and a
host of other attractions, it'll be nerve-racking to figure out just why people
aren't showing up - and why the people who are there are so damn annoying. The
customers are just as irritating as the employees as they continually vomit everywhere,
start fights, and say the same phrases over and over. It doesn't get much better
when opting for a different starting location or other casino either, despite
whatever new goods are made available. The
excessive amount of information is useful, as is the ability to take to the streets
and check out rival companies, but they're only part of a handful of things that
make Casino Inc. enjoyable. At its core, it's a decent tycoon game. There
are the traditional aspects, like having the ability to adjust the quality to
price ratio for goods, employee wages - get prepared to give up some heavy wages
to keep moral high - as well as the added features of sending thugs to fight,
rob, and even kill. However, there's also the constant micromanagement of bouncers,
guards, janitors, and dealing with the incessant whining of greedy employees and
obnoxious customers, not to mention the cruddy controls. Casino Inc. also
relies on the fact that its skewed take on the genre will get it attention, but
much of the humor fails; I guess no one told the developers that the liberal use
of the term 'white trash' isn't the equivalent of striking comedy gold.
Graphics: 7/10
Decent models with cartoon-styled deformed statures are decently animated and
adorn some nicely colored attractions. The casinos themselves aren't much to look
at, regardless of their design or color scheme, so it really puts more emphasis
on the attractions and the oodles of customers. Admittedly, it's enjoyable seeing
a customer get smacked around in the basement after having them act up, but after
witnessing tons of fights, it just isn't as entertaining. The city streets are
nice to see with a bustling population and traffic-filled roads, which served
as a nice change of pace. Sound:
6.5/10 There's nothing quite like the constant clinking and clanking of change
to get that 'casino feel' and there's also nothing quite like wanting to rip your
ears off after hearing a 'white trash' customer scream about her trailer for the
30th time within 5 minutes - and that isn't an overstatement. Going outside fares
better as the city streets sounds like one would expect and adds to the ambiance,
much like the machines going wild in the casinos. If it wasn't for those horrible
sound bits being repeated to the point of pushing me to the brink of insanity,
I wouldn't have been so eager to pull the headphones off.
Control: 5.5/10 Wow, that's a whole lot of icons. What's that? Two
sides worth? Yowza. Then factor in that those menus have submenus and even some
of the submenus have submenus. While the information given is relevant, I can't
help but think that there had to have been a better way of streamlining all of
the processes. Then there was the asinine decision to not allow the player to
use the mousewheel to move the camera and, instead, have them use the deadly six:
insert, delete, home, end, page up, and page down. Why the mousewheel or right
mouse button weren't used to control the view, I'll never know; the way it works
now is pretty irritating, but luckily, there are ways to skip to certain employees
and situations, and that does help. Streamlining: It's your friend, so take the
time to do so, it's worth it. Overall:
6.5/10 Casino Inc. isn't necessarily a bad game; it just wasn't fun
over the long haul. It's better to treat a casino as a pet project and go back
to it over the course of a week or so, instead of trying to tackle all the objects
at once. The shortcomings in design, and general annoyances, can easily turn an
enjoyable session into one of complete frustration. Without all the features fleshed
out, I had a hard time telling if my outside efforts, like advertising, was having
much of an impact. With customers coming and going in hordes, it wasn't easy to
tell just what it was that they wanted; some had pictures of ice cream above their
heads and completely ignore the two ice cream stands on the same floor they're
on and walk out the door. For those wanting to try the naughtier aspects, I can't
say it's worth it, but for those who are dying for a chance to run their own casino,
they certainly won't hurt. [
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