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. Boston.com 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    
          
           MIT.edu 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
          
                      
          Forbes
          
          "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' 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. - 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.
          
          
          Gamasutra
          
          "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
          
          
          CNN          
          
"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." - CNN.com 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
          
          
                    
          
          Gamezone
          
          
"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
            
            
            Gamespot
            
            
"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
          
          
            IGN.com          
            
"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. - IGN.com, 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.com 
            
        "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. - Space.com, 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
        
        Boomtown
        "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 
        
        GamesIndustry.Biz 
        "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
        
        GameSpot
        "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
        
        Gamecloud
        "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     
         
        IGN.com 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." - IGN.com 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
        
        WarCry
        "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
        
         GameSpy.com "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 
         
        Gamehelper
        "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!" - Gamespy.com 
        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."-  Loadedinc.com 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
        
        Warcry 
        "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
        
        GameZone 
        "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
        
        GameSpy
        "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
        
        ZenGamer
        "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 
        
        SmashGames
        "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." - SmashGames.com Review, June 8, 2002
        
        GameZone
        "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
        
        IGN
        "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." - IGN.com 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 
        GameSpy
        "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
        
Gamespot
        "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
        
Gamesmania
        "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