EGMI THE DIGITAL MAGAZINEDeveloper Insights On: Mafia II, MvC 3, H.A.W.X. 2, Star Wars: The Force Unleashed II, and Call of Duty: Black Ops!MARVEL VS. CAPCOM 3FATE OF TWO WORLDSCapcom Caps Off Comic-Con With More Roster Revealspress start scott pilgrim vs. the worldtron evolutioncomic jumpernext waveDEAD SPACE 2EA SPORTS MMANBA JAMTHe FORCE UNLEASHED IIreview crewblazblue: Continuum ShiftDRAGON QUEST IXLIMBO
RED FACTION
CONTENTSCOVER Feature:marvel vs. Capcom 3What better game to celebrate this yearÕs Comic-Con than the crossover mega-sequel weÕve been waiting for? Rebecca Swanner fights for her life, and new characters are revealed...ISSUE 239. 04PUBLISHER & FOUNDER Steve B. HarrisCREATIVEEDITOR-IN-CHIEF: Billy Berghammer EXECUTIVE EDITOR, EGM: Brady FiechterEXECUTIVE EDITOR, EGM[i]: Andrew PfisterSENIOR EDITOR, EGM[i]: Patrick KlepekCONTENT EDITOR: Marc CamronPREVIEWS EDITOR: Paul SemelREVIEWS EDITOR: Sterling McGarveyUK EDITOR: Bryn WilliamsVIDEO EDITORS: Area5.tv(Jason Bertrand, Matt Chandronait, Ryan OÕDonnell, Cesar Quintero)CONTRIBUTORS: Dan ÒShoeÓ Hsu, Demian Linn, Aaron Thomas, Greg Ford, Jason Wilson (www.Bitmob.com), Kat Bailey, Matt Cabral, John Keefer, Gus Mastrapa, Nathan Meunier, Seanbaby, Evan Shamoon, Rebecca Swanner, David Thomas, David WolinksyART DIRECTOR: Michael StassusADDITIONAL DESIGN: Michael Hobbs Stock Photos and Sound Courtesy of iStockphotoBig this issue . . .Press start:Comic-con 2010Every year, San Diego Comic-Con increases its reputation as a viable videogame show. We sent Patrick Klepek (not in cosplay) to go hands-on with the newest builds of Scott Pilgrim, TRON, and more...review crew:BLAZBLUE: CONTINUUM SHIFTYou may not have guessed it from our covers, but thereÕs more to fighting games beyond Street Fighter and Mortal Kombat. Gus Mastrapa digs deep into the new Aksys fighter, and likes what he finds.media player:Call of Duty:Black OpsThe Area 5 crew brings us a Black Ops double feature: TreyarchÕs Dan Bunting on the gameÕs story, and military advisor Lt. Col. Hank Kiersey on researching the history behind the action.
CONTENTSPage 29EA SPORTSMMAIn the title bout against THQ, Electronic Arts is coming out swinging. INSERT COIN5 FROM THE EDITOR 6 LOGIN Press start9 COMIC-CON 2010 Cover story14 marvel vs. capcom 3: FATE OF TWO WORLDSEGM MEDIA, LLC8840 Wilshire Blvd., Third Floor, Beverly Hills, CA 90211www.egmmediagroup.comPRESIDENT & PUBLISHER: Steve HarrisASST TO THE PUBLISHER: Jodi BonestrooNEWSSTAND DIRECTOR: Ron SklonSUBSCRIPTION DIRECTOR: Peter WalshINTERNATIONAL LICENSING INQUIRIES:Ilicensing@egmnow.netLEGAL COUNSEL: Bob WymanACCOUNTING: Oz Abregov, Angela YehNEW SUBS: www.egmnow.com/subscribeCustomer Service: egm@emailcustomerservice.comADVERTISINGADVERTISING DIRECTOR: Jeff EisenbergADVERTISING SALES: Michael EisenbergJohn AbrahamADVERTISING INQUIRIES: 800-557-4165sales@egmnow.netTRAFFIC MANAGER: Alicia PraterBRAND MANAGER: Sarah SaalabiDigital Technology Powered ByScreenpaper Media, LLCDirk Gemeinhardt, Presidentsales@screenpapermedia.comAddl Website Development: Jerry WittWhat is iPASS?iPASS is our way of thanking readers for subscribing to Electronic Gaming Monthly. Although you can enjoy most of what EGMi has to offer for free, there is additional video, audio, and other content on some pages that can only be accessed if you are a subscriber.CLICK HERE to subscribeHow do I use it?Features in EGMi that have iPASS bonus content have an ÒiPASS EnhancedÓ button, like the one on the right. Also, iPASS buttons on the top right hand corner of the page will be illuminated to show what kind of bonus content is available for the page.What kind of bonus content is available?Currently, we have four kinds of iPASS content that subscribers may enjoy:Video: Videos can range from extra game footage to exclusive interviews with game developers.Audio: Audio content can be tracks from a gameÕs musical score, podcast content, or interviews.Shopping: Shopping offers are generally coupons or discounts that let you save money on games and products advertised in EGMi.Downloadable Content: DLC content can range from wallpapers to codes that unlock additional features. NEXT WAVE17 DEAD SPACE 220 STAR WARS: THE FORCE UNLEASHED 223 MAFIA II26 TOM CLANCYÕS H.A.W.X. 229 EA SPORTS MMA32 DEF JAM RAPSTAR35 NBA JAM REVIEW CREW38 BLAZBLUE: CONTINUUM SHIFT41 Dragon Quest ix44 Ninety-nine nights ii47 DEATHSPANK48 LIMBO media player49 Call of Duty: Black Ops
Insert Coin BILLY BERGHAMMER GROUP EDITOR-IN-CHIEF oh yeah, I also want a pony While youÕre at it, make Virtual Console and WiiWare seamless and sharable across Nintendo platforms. I have to admit, the first time I found out about the 3DS, I was extremely skeptical. After already investing in multiple Nintendo handhelds (including variations on the same hardware), I didnÕt know why it was already time to jump to yet another new Nintendo portable. DidnÕt I just get my DSi? But, as many of the other people who got their hands on this new device will tell you, itÕs pretty impressive. And while all signs point to me to inevitably owning this new technological marvel, there are a few things that would really make this next transition not taste as bitter. DonÕt make it another port machine. ItÕs obvious that Nintendo will double (or even triple) dip on many previously released titles in their arsenal, and have already announced Ocarina of Time and Star Fox 64ÑI really hope itÕs not as prevalent as weÕve seen in many of NintendoÕs previous consoles. WeÕve all been there and done that already with Nintendo. Multiple times. And if youÕre going back to the well and re-releasing a classic, make it worth our while. Just fixing up a confusing dungeon or adding a multiplayer mode isnÕt going to be enough. Make a true online service. With all of the frustration of friend codes, craptacular Wii Speak, and a constant desire for a unified Nintendo online experience that gamers have wanted for years now, it is time to develop a real online serviceÑand make it compatible with the Wii. While youÕre at it, make Virtual Console and WiiWare seamless and sharable across Nintendo platforms. And as someone whoÕs dreamt of a seamless online Nintendo experience for a long time, I would gladly pay an annual fee for it. System Consistency. Nintendo stated at E3 that the hardware design that weÕve seen so far of the 3DS was more-or-less final, so please guysÑmake it so. I mean really, between the Game Boy Advance and the Nintendo DS, there have been enough iterations. Heck, in the case of the DS, Nintendo split the userbase feature-wise with the DSi. New color options are fine, but whether itÕs been micro-smaller, or XL-larger, with the 3DS make it consistent across the board this time. And while a wise man once told me, ÒItÕs nice to want things,Ó buying a new system is still an investment. And sure, the masses will assuredly flock to this new device regardless of what Nintendo delivers in the end, but weÕre most likely going to be dropping at least $200 to play it. Making that process more desirable and value-rich will make the wallet drain a bit less painful this time around. link is on a horse
LOGINletters@egmnow.netLetterof the WeekOUR CRITICAL EYESThere has been a lot of chatter about critics and reviews in the field of movies and videogames. Movie critics have been confronting their role in society considering the lack of correlation between reviews and commercial response. For instance, the Last Airbender is doing fine despite atrocious criticism. Kevin Smith has twice lashed out on Twitter recently regarding his opinion that critics are out of touch because he still has some commercial clout. ÊOn the flip side, a recent study seems to have shown that videogame reviews have a direct correlation with sales. AÊvery highÊMetacritic rating generally means a game will be very successful, and vice-versa.ÊAt the very least, the correlation is much stronger than with movies.ÊÊIÕll grant you that there is a huge number of reasons why this difference could exist: different marketing, different time and price commitments, etc. But IÕd like to know what you think about one particular theory. ÊMovie reviews are typically based solely on the impression of the reviewer. They try as best they can to articulate what begins usually as just a feeling. Granted, more training and practice gives critics a toolbox to rely on to communicate what is essentially the emotional experience of watching a movie, but they are in no way required to think about the different components which make up a film: sound, lighting, cinematography, performance. ÊGame reviews, while they are moving away from this metric, are often written in a compartmentalized fashion.Contact EGMiE-mail: letters@egmnow.netSnail mail: EGM8840 Wilshire Blvd., Third Floor Beverly Hills, CA 90211 Web: www.egmnow.com
PAPER CUTS ÒWeÕre in a great position to deliver the best game weÕve ever made.Ó ÑJosh Olin, Treyarch re: Call of Duty: Black Ops EGM #239.0 There is a paragraph about controls, about graphics, sound design, online experience. Even if the critic ends up with an emotional experience contrary to what their analysis of these components would suggest, they are still forced to deal with them, and often they are forced to put some sort of score to these components and eventually the whole game. ÊCould this be a reason that game reviews still have such a strong connection to sales? Many critics wish to leave behind long, categorical reviews and numerical scores in favor of reviews more similar to filmic criticism; they want a review based on the emotional experience. Would a move in this direction by critics mean that we see the correlation between positive reviews and good sales diminish? ÊÑJoshua Mohr EGM: Excellent food for thought, Joshua. The debate whether or not games should be reviewed as products versus experiences will rage on for the foreseeable future, as will the utility of assigning numerical (or letter) scores to reviews. YouÕre absolutely right that the majority of mainstream film reviews rarely talk about camera lens technology or perspective ratio the same way we do about framerate and controls, but when the underlying technology is misused to the point where it affects the enjoyment of the end result (see people complaining about the shaky cam in the Bourne movies), then thatÕs where criticism should be justly applied. WHERE ART THOU, SEANBABY? IÕve been a long time fan of your magazine, and was thrilled when it returned in print as well as the new EGMi. That out of the way, I was wondering if Seanbaby was going to have online articles in EGMI again, as the additional Rest of the Crap fix was one of my favorite features of the online portion... ÑJohn Lester EGM: WeÕre making an effort to ensure that both the magazine and the digital magazine feature unique content, and part of that is deciding where best to employ SeanbabyÕs unique and considerable talents. For now, the Rest of the Crap can be found on the last page of EGM, and weÕre looking into seeing what he can do that takes advantage of EGMiÕs interactivity. Part of the fun of having a Òlast pageÓ is letting funny people be creative! THE LETTERS WE ASKED FOR ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz hereÕs some letters both lower and upper case let me know if you need punctuation I might have spares laying around Ñbin462 EGM: You know, like this comedian. Contact EGMi E-mail: letters@egmnow.net Snail mail: EGM 8840 Wilshire Blvd., Third Floor Beverly Hills, CA 90211 Web: www.egmnow.com Next week, weÕre trying something new with Login: weÕre going to ask you the questions. Keep an eye on @EGMNOW on Twitter, and send in your response to letters@ egmnow.net
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PRESS STARTcomic-con 2010: pages, pixels, and polygonsThe convention may be named ÒComic-Con,Ó but that doesnÕt stop it from being an all-encompassing celebration of the nerdial arts. The annual San Diego assembly of all things heroic, anti-heroic, scientifically fictional, horror-iffic, and fantastic is increasingly becoming a place where game developers show new slices of their projects to a highly passionateÑand often brutally honestÑaudience. EGMi Senior Editor Patrick Klepek braved the masses and got a glimpse of four of these upcoming games: Scott Pilgrim vs. The World: The Game, TRON Evolution, DC Universe Online, and perhaps most appropriate, Comic Jumper. Read on, heroes and heroinesÉ
Scott pilgrim vs. the world: The GameThe clich is valid: if you donÕt know who Scott Pilgrim is, youÕve been living underneath a rock. Between the launch of the last book and the marketing for the upcoming movie, Scott Pilgrim is everywhereÑincluding a game. Like everything else related to the comic sensation, itÕs been treated with care and with the fans in mind. Scott Pilgrim vs. The World is best described as Scott Pilgrim vs. River City Ransom. Ubisoft has crafted a gorgeous-looking, pixel-laden, side-scrolling beat-Õem-up that wonderfully fuses old school sentimentality with modern gameplay know-how. ItÕs not the best game youÕve ever played, but just like the comic series itÕs based on, itÕs not trying to beÑitÕs tapping into an old itch of common nostalgia and scratching it.Your characters level up, you gain new moves, you irrationally collect coins from goons youÕve beat up, you purchase items from a hipster dealer that upgrades your character with +7 HPÑokay, maybe thatÕs a little different, but you get the point.ItÕs a gameÑlike the book and movieÑfor fans. Are you a fan? Enjoy.FACT-FILE Publisher: Ubisoft Developer: Ubisoft Montreal Platforms: PSN, XBLA Release Date: 9.10.10 (PSN) - 9.25.10 (XBLA)
Comic JumperMicrosoft brought out the big guns for Comic-Con: Halo: Reach, Fable III, Dance Central, Gears of War III andÉComic Jumper? There was no more appropriate place for Microsoft to put Twisted PixelÕs latest downloadable adventure on display than right in front of a crowd of thousands who worship at the altar of the inked page.ÊTwisted Pixel is no stranger to infusing raw gameplay with a serious dash of quirk. The Maw and ÔSplosion Man are both games with unique identities that managed to prove themselves in the eyes of gamers because the mechanics driving them were solid. Comic Jumper features a hero known only as Captain Smiley jumping between distinctly different art styles in the pursuit of his form of justice.ÊThe enthusiasm for Comic Jumper at Comic-Con was electric. Comic-Con attendees are a hardcore bunch, with both their comics and their games. The respect that Comic Jumper pays to classic videogames under a modern umbrella was one show attendees clearly appreciated. Now they just need to pay Twisted Pixel back for that love.Fact-FilePublisher: Twisted Pixel Games/Microsoft Developer: Twisted Pixel Games Platforms: XBLA Release Date: TBA 2010
Trom: evolutionThere are fewer franchises with more of a presence at Comic-Con in recent years than TRON. Given the material, itÕs extraordinary DisneyÕs taken this long to commission another game, but at least theyÕre putting noteworthy effort into this one. TRON: Evolution comes from Propaganda Games, last known for their work on the Turok reboot, and serves as a prologue to the upcoming TRON: Legacy. TRONÕs aesthetic is perfect for a game, especially so in the age of HD. The slick, iconic retro/future look immediately separates Evolution from anything youÕve seen before, quickly leaving it to the gameplay to step up.In that department, Propaganda still has some work ahead of them. The lightcycle and platforming sequences shown at Comic-Con were promising. Players are tasked with traversing a fast-moving, crumbling digital world, and it brought about a particularly striking but not unsurprising videogame moment: a glitch. Glitches are very common for incomplete software, but for TRON: Evolution, it somehow felt appropriate. Watching our character ÒrebootÓ over and over seemed to fit the world. Maybe keep that one in...Fact-FilePublisher: Disney Interactive Developer: Propaganda Games Platforms: XBOX 360, PS3, PC Players: 1-10 Release Date: November 2010
DC UNIVERSE ONLINECould the MMO for people who donÕt like MMOs finally be upon us? The long-coming, superhero-powered DC Universe Online from Sony Online Entertainment is finally arriving on both PlayStation 3 and PC this November. At Comic-Con, SOE delivered their response to a fan request the team has struggled with since day one: I want to play as Batman and Superman! You cannot play as DCÕs biggest superheroes and villains normally, but you can play as both of themÑand many others, including Joker and BaneÑduring player-versus-player gameplay.ÒWeÕve talked about it for a while, and recently we decided to pull the trigger on this,Ó said senior producer Wes Yanagi. ÒI remember we were in a restaurantÑa PF ChangÕs in AustinÑwith [comic artist] Jim Lee and we were talking through it and hashed out the idea, and were like Ôyeah, I think thatÕs gonna work out.Õ We wanted to listen to folks because that [playing as main superheroes] was always the feedback that we got from people whoÕve seen the game so far.ÓYanagi promised that SOE would be actively listening to fans for new character ideas after its release.FACT-FILE Publisher: Sony Online Entertainment Developer: SOE Austin Platforms: PS3, PC Players: MMO Release Date: 11.02.10
COVER STORYCLICK ON THEVIDEO BUTTONto Watch an Interview WithCapcomÕs Seth KillianPublisher: CapcomDeveloper: CapcomPlatforms:XBOX 360PS3WIIPlayers: 1-2Release Date: WINTER 2011By Rebecca SwannerMARVEL VS. CAPCOM 3 Fate of Two WorldsAnd you thought Marvel vs. Capcom 2 was insaneÉI consider myself a patient person, but 11 years is a long time to sit around waiting by the phone for a third date. Finally, after what felt like forever, I picked up my phone and heard a familiar voice. It was Marvel vs. Capcom 3, and itÕll be coming over to my house (and yours) sometime next year. And from the glimpses IÕve seen, it looks good.Interview with Seth Killian Special Advisor, Capcom
Perfect your timing, and all three of your characters will be able to tag in for some mayhem.The third edition of this arcade fighting franchise will feature at least 30 playable characters evenly split between the Marvel and Capcom universes, though so far only 10 have been announced. Of these, four are returning Marvel personalities (Wolverine, Iron Man, Captain America, and the Hulk) and three are returning Capcom characters (Ryu from Street Fighter and Morrigan Aesland and Felicia from Darkstalkers). New characters include Dante from Devil May Cry, Chris Redfield from Resident Evil, and Marvel antihero Deadpool. Since the Capcom world has expanded significantly over the last decade, I expect many newer characters will show up, like Frank West from Dead Rising. I can only imagine what his special move might beÑsmashing someone over the head with a cash register?What I can tell you is that some of the returning characters have new movesÑfor instance Captain America is now able to whack characters both on the shield throw and its boomerang-like return and, in addition to his chest laser, Iron Man has an enormous gun to blast enemies with. The new charactersÕ moves fit their personalities well. Deadpool will rely on his guns and blades, but will also break the fourth wall and talk Interview with Seth Killian Special Advisor, Capcom
directly to you from time to time. He also can unleash a mini-shoryuken and use a teleporter to buzz around the stage. Just donÕt use the device more than three times in a row, or youÕll break it. Chris Redfield will rely on his guns and his shock stick from Resident Evil 5; for one super, he uses every gun from his RE5 arsenal. Dante can fight using his guns and sword or transform into his devil form. As you fight, the game will throw up words of encouragement on the screen like ÒYesÓ and ÒStylishÓ in addition to letting you know how many hits youÕve landed in a row.As in the previous titles, youÕll have three characters per match which can be swapped in or out at any point during the fight. The action is lightning-fast, and while all of the battles still operate within a 2D plane, the control scheme (as far as the arcade version goes) has changed since Marvel vs. Capcom 2. Instead of having four attack buttons and two assist buttons, the attack buttons have changed to light, medium, heavy, and exchange. And, contrary to what it sounds like, exchange doesnÕt swap one character for another. Instead it launches your opponent into the air, leaving them vulnerable to sick combos. Perfect your timing, and all three of your characters will be able to tag in for some mayhem. Or, if youÕre already in the air, you can use an air-to-ground combo to slam your opponent into the cement of Spider-ManÕs New York City or into the ground of Mega ManÕs Kattleox Island. Either way, theyÕre going to be missing part of their health bar when youÕre done with themÑunless of course theyÕve managed to launch a counterattack successfully, like DanteÕs ability to play a guitar that fires purple bolts into the sky.Marvel vs. Capcom 3 is well on its way to becoming a reality. Now the only question is when itÕs taking us to dinner. WeÕll wait by the phone. COMIC-CON UPDATE Capcom confirmed six new characters for Marvel vs. Capcom 3 (four of which appear on our cover) including Super Skrull, Dr. Doom, Thor, Chun-Li, Trish (Devil May Cry) and Amaterasu (Okami). Producer Ryota Niitsuma told us the character lineup for the fighting mash-up was recently finalized, but gamers can continue to voice their thoughts on possible future downloadable characters at Capcom Unity (www.capcom-unity.com).
NEXT WAVEDead Space 2An engineerÕs work is never done...By Matt CabralPublisher: Electronic ArtsDeveloper: Visceral Games Platforms:Xbox 360PS3PCPlayers: 1TBD MULTIPLAYERRelease Date: 01.25.11Click Video for an interview with VisceralÕs Wright BagwellSince almost the very beginning of the medium, game designers have sought inspiration from movies and attempted to create an interactive version of their favorites. One of the more popular muses is the Alien franchise, with multiple noteworthy attempts over the years at emulating that sense of isolation and fear in outer space Ð the idea of being both the hunter and the hunted. Metroid immediately comes to mind, though Dead Space, from seemingly almost out of nowhere back in 2008, came close to stealing its crown. And just how James CameronÕs Aliens injected a healthy dose of adrenaline while staying true to the feel of its predecessor, Visceral Games is amping up the action in Dead Space 2.Interview with Wright Bagwell Creative Director, Visceral Games
Little is known about the sequel, as EA is being especially tight-lipped with the details before its release this coming January. What we do know is that the game picks up about three years after part one. Our hero Isaac Clarke was just an engineer who found himself in the midst of a ship packed to the gills with the undead, reanimated via a mysterious alien virus. Long story short, things did not end well, so we now find the lone survivor in The Sprawl, a space station located on the Saturn moon of Titan. IsaacÕs new situation is immediately grim; instead of just a ship filled with dangerous necromorphs, this time itÕs a whole city. Bad for poor Isaac, but good for the player. One new environment that has been confirmed is an outer space place of worship: the Church of Unitology, home turf of one of the main sources of IsaacÕs headaches in the first game. Its marble walls and columns are a nice change of pace from the usual spaceship architecture and interiors. Instead of it feeling like Ellen Ripley going down yet another hallway in the stars, one gets echoes of Indiana Jones exploring planetary catacombs.Yes, the wacky space cult from before makes a return, along with some familiar mutated faces. To deal with enemies new and old, IsaacÕs gear and Instead of it feeling like Ellen Ripley going down yet another hallway in the stars, one gets echoes of Indiana Jones exploring planetary catacombs.Interview with Wright Bagwell Creative Director, Visceral Games
arsenal returns with some needed enhancements. For starters, we still have IsaacÕs iconic mining suit, but itÕs joined by an expanded combat wardrobe, with each new outfit capable of its own upgrades. (A nice bonus is the chance to see the face behind the mask, far more so than last time.) A favorite new weapon was a javelin gun, which first pins an enemy up against a wall, out of harmÕs way until youÕre ready to shock or roast it as a finishing touch. Half the fun of the game stems from how methodical one can be when dispensing with threats; IsaacÕs stasis skills have also returned, but are also improved. Instead of just immobilizing an enemy dead in its tracks and casually blasting bits away, now you can weaponize those discarded claws and shoot them back towards his pals.Visceral also seems keen on boosting the cinematic elements in the sequel. The demo that EA provided ended with a particularly hair-raising encounter with a very big and bad beast, which concluded with both it and yourself being blasted out into outer space. With seconds to spare before IsaacÕs head is ripped off, gas tanks conveniently float by the necromorph monstrosity, ripe for an explosive shot. We were told that this sequence is around one-third of the way through Dead Space 2, meaning IsaacÕs thrill ride through The Sprawl holds even bigger surprises. Interview with Wright Bagwell Creative Director, Visceral Games
Star Wars: The Force Unleashed 2 StarkillerÕs back. And heÕs in big trouble. PUBLISHER: LucasArts DEVELOPER: LucasArts platforms: XBOX 360 PS3 WII PC PLAYERS: 1-4 RELEASE DATE: 10.26.10 Click the video button to watch a developer interview By Rebecca Swanner When I was younger, I used to aggravate my parents by staying out past curfew. But the worst punishment IÕd ever receive was a grounding. Starkiller isnÕt so lucky. As a secret apprentice of Darth Vader, this young fighter was trained in the ways of the Force and taught how to use a lightsaber so that he might slay any remaining Jedis within the galaxy and murder Emperor Palpatine. But during one mission, he had a change of heart and rescued Jedi Master Rahm Kota, Princess Leia, and others friendly to the Republic. Instead of slaying them, he chose to learn the Jedi way, which ultimately led to a showdown between him and Vader and leaving the player with two possible endings: one in which Starkiller becomes a pawn of the Emperor, and one in which he dies saving Kota and others.
To VaderÕs dismay, Starkiller returns for a second round as the sequelÕs protagonist. How is that possible? It turns out that Vader had created a clone of Starkiller that he had kept tucked away on the watery planet of Kamino. And this clone seems to have the same memories as the other Starkiller. Once heÕs out of his holding cell and escapes from VaderÕs grasp again (leaping from a tower in a sequence that makes you feel as if heÕs flying), his first desire is to find his love, Juno Eclipse, but heÕs also willing to assist Kota with taking down the Empire as he searches for his identity. It sounds intriguing, but the first gameÕs storyÑset between Revenge of the Sith and A New HopeÑwasnÕt where the game faltered. It received mixed reviews for numerous reasons, but especially for its lack of multiplayer, mediocre combat, and the fact that many of the levels felt similar. LucasArts seems to have rectified most of these issues for the sequel.The levels have grown in size and though the story is still linear, the environments are more interactive and donÕt put the character on what was, essentially, a rail. In the new game, there are countless objects to destroy and plenty of fun to be had manipulating your enemies with the improved targeting of Force powers like Force The levels have grown in size and though the story is still linear, the environments are more interactive and donÕt put the character on what was, essentially, a rail.
Grip, Force Push, and the new powers. One of these, Force Mind Trick, allows you to convince the less-bright foes (like those pesky stormtroopers) to jump off a ledge and plummet to their deaths or attack each other instead of you. And, if you charge up your Force meter, youÕll be able to unleash Force Fury which puts all the Force powers into hyperdrive for a short while so you can survive when youÕre significantly outmatched.In addition to ramping up the Force powers, Starkiller can now wield dual lightsabers and theyÕre more powerful. He can now use them to dismember or behead his enemies, just as Vader sliced off part of LukeÕs arm during their battle in The Empire Strikes Back. YouÕll also be able to combine the Force powers with your lightsaber moves to deliver a nasty blow to anyone in your way. Regarding those enemies, the developers have reduced the number of types from the first title to near 25, focusing on quality over quantity. Now, each enemy has its own unique abilities and movements so you donÕt feel like youÕre fighting the same foe over and over with nothing but a different outer shell.So what hasnÕt changed? As far as whatÕs been revealed, it appears that with the exception of the carryover of the four-player Deathmatch mode on the Wii, the game wonÕt include a multiplayer mode. IÕd complain, but IÕm a little concerned about upsetting Vader. In addition to ramping up the Force powers, Starkiller can now wield dual lightsabers and theyÕre more powerful.
Publisher: 2K GamesDeveloper: 2K CzechPlatforms:XBOX 360PS3PCPlayers: 1Release Date: 8.24.10VIDEO: 2KÕs Denby Grace gives us a primer on Empire BayMafia IIThis thing of oursÉBy David ThomasWho says crime doesnÕt pay? After crafting a surprisingly evocative organized crime story with 2004Õs Mafia, 2K Czech continues their spree of high drama, bloody revenge, and syndicated crime with Mafia II.Our thirst for criminal behavior never seems to lessen, and pretending to be a gangster in a prototypical American city in the 1940s and 1950s looks like a tasty cocktail of violence and emotion. At least thatÕs how things look in the bits of the game weÕve tried to date, including a recent opportunity to go hands-on. 2K Czech appears to have lovingly polished the basic framework of the first game, returning to a sprawling open-world and driven by plot-based missions.Interview with Denby Grace Sr. Producer, 2K Czech
In Mafia II, Vito Scaletta, an Italian American war hero, returns to Empire City only to be lured into the mob life. Our demo placed Vito in a post-WWII cracker box house in a Jersey-esque suburb within the 10 square miles of Empire Bay, itself a mash-up of New York, Chicago, and other classic American metropolises. The phone rings and Vito is summoned to meet some ÒassociatesÓ downtown. Before you head off to where the action is, thereÕs temptation to take your time and play with the radio in the kitchen, check out the fridge or putter around in the living roomÑbecause this domestic scene is filled with all little details that seem absolutely right at home in the late 1940s.Out front, neighbors stroll by and the whole setting has a Leave it to Beaver feel that belies whatÕs to come. So, you steal a car from the curb in front of your house and lumber along behind the wheel of your classic ride, marveling at how well Empire Bay evokes the kinder, gentler America romanticized in TV and film. Meeting up with some serious Mafia characters, Vito soon finds himself serving as hired muscle on an assassination job. SomeoneÕs getting smart with the wrong people, and the cinematic sets it up perfectly. Like a lost reel from a Like a lost reel from a Godfather film, the drama is thick and in a few minutes, you donÕt just want to take a simple jobÉyou need to help take this guy out.Interview with Denby Grace Sr. Producer, 2K Czech
Godfather film, the drama is thick and in a few minutes, you donÕt just want to take a simple jobÉyou need to help take this guy out.When a machinegun ambush from a second-story window manages to rip up a bunch of cars and guys with Tommy Guns, your team moves on foot into the warehouse and in pursuit of the target. Dodging gunfire from behind stacks of whiskey bottles and concrete pillars, itÕs clear that the henchmen arenÕt just going to let you take them out with your Colt. Firing from cover, calculating your next move and paying close attention to what your cohorts are doing makes this basic shootout much more challenging that it first seems. And then whiskey bottles you were using for cover catch on fire and things get hot, fast. Thinking things through and shooting straight is what itÕs going to take to become a made man.And while the huge city allows you to roam freely from the very beginning of the game, and the addition of side missions gives you more reasons to check out the scenery between jobs, 2K Czech wants to keep you invested in the story. Because what makes organized crime special when it comes to entertainment isnÕt just the sharp-dressed thugs, bombastic talk, and passionless violence, itÕs the grand narrative of the American Dream that drives these characters. And weÕre about to see how fragile that dream can be.
Tom ClancyÕs H.A.W.X. 2UbisoftÕs Revising The Flight PlanBy Paul SemelClick the Video button for an interview with the Creative Director of H.A.W.X. 2Publisher: UbisoftDeveloper: Ubisoft Romania Platforms:XBOX 360PS3WII# 0f Players: 1-4Release Date:9.07.10ItÕs the rare movie that actually tries to address the flaws of its predecessor. Michael Bay didnÕt try to make Transformers: Revenge of the Fallen more plausible than the first one, or better acted, or less clich.Not so with most games, thankfully. Indeed, Ubisoft Romania is hard at work on Tom ClancyÕs H.A.W.X. 2, the sequel to 2009Õs arcade dogfighting game, and is in fact trying to fix the mistakes of the original. We caught up with the developers and played the latest build of the dogfighter. It was clear from both our chat and our play session that the studio has looked long and hard at the original gameÕs shortcomings, and is seeking to address them in H.A.W.X. 2.Interview with Edward Douglas Creative Director, Ubisoft Romania
TIME TO SCRAMBLEThe biggest complaint about the original, and thus the biggest change to the sequel, is in the variety. This is not to say you wonÕt be flying planes into combat like Snoopy going after Manfred ÒThe Red BaronÓ von Richthofen: The bulk of the game will still have you battling other jet jockeys. Luckily, youÕll also get to fly other kinds of planes into other types of combat scenarios. While the original only had fighter jets getting into dogfights, H.A.W.X. 2 will also feature precision bombing raids and shooting sequences where you man the turrets of a Lockheed AC-130 gunship. While the original H.A.W.X. had 50 planes, many of them were only different versions of the same planes. It was sort of like if a racing game had both a 2002 and a 2003 Toyota Camry. H.A.W.X. 2, by comparison, will feature fewer planes (only 30), but each will be as different as, say, a well-maintained While the original only had fighter jets getting into dogfights, H.A.W.X. 2 will also feature precision bombing raids and shooting sequences where you man the turrets of a Lockheed AC-130 gunship.Interview with Edward Douglas Creative Director, Ubisoft Romania
silver 2002 Toyota Camry and a rusty gray 1990 Toyota Corolla with a busted sunroof.Another new twist comes in mandatory take-offs and landings. These will not only occur at airports, but also from aircraft carriers and, in one mission, an area that was described to us as being Òunsafe.Ó That said, the developers stressed that landing planes wonÕt be the difficult undertaking it is in, say, MicrosoftÕs Flight Simulator X. H.A.W.X. 2 is meant to be an action game, not a training exercise.Our friendly Ubisoft Romanian representative also pointed out that if you land badly or are shot down, your plane wonÕt just explode into a fireball like it did in the first game. Instead, planes break apart, as we saw when we shot the wings off an enemy jet. Granted, youÕre screwed either wayÑnot to shock you or anything, but airplanes canÕt fly without both wingsÑbut this is indicative of the attention to detail that the team is putting into the game.NEVER LEAVE YOUR WINGMANWhile all of the above is driven by a much deeper storyÑone in which youÕll play as pilots from the U.S., the U.K., and RussiaÑH.A.W.X. 2Õs improvements wonÕt be limited to the campaign mode. ÒMultiplayer will be better,Ó or so we were told by an Ubi Romania representative, though no further details were given. Also returning, with (some) improvements, are the gameÕs co-op options, which will let up to four people play the campaign together. At the moment the plan is for online co-op only, meaning no support for split-screen or system link.The developers also said that when you play co-op, you and your co-pilots will actually all be doing the same thing. If the mission calls for dogfighting, then everyone is dogfighting; if the mission is a bombing raid, then everyone is a bomber. This seems like a bit of a wasted opportunity, since it seems like it would be more fun if one person piloted the bomber and the rest flew escort jets, but maybe this is Ubisoft RomaniaÕs way of avoiding potential fights between people who all want to wear bomber jackets.Undoubtedly, there will be other additions and alterations that the team is making. The goal of a sequel, after all, is to improve. Fortunately, we wonÕt have to wait much longer to see how the mission concludes. Interview with Edward Douglas Creative Director, Ubisoft Romania
EA Sports MMAIn this corner,hailing from Redwood Shores...By Evan ShamoonPublisher: Electronic ArtsDeveloper: EA TiburonPlatforms:XBOX 360PS3Players: 1-2Release Date: 10.19.10As yet another sport slowly creeps towards mainstream acceptance, so too does the war for dominance of its virtual equivalent. MMA (short for Mixed Martial Arts), is EAÕs answer to THQÕs UFC Undisputed series, the latest of which recently hit store shelves. Where THQÕs series comes from Japanese developer YukeÕsÑa studio that has been producing wrestling and MMA games for nearly 20 yearsÑMMA will be EA TiburonÕs first attempt to tackle the genre. Suffice to say, the perennial Madden purveyors certainly have their work cut out for them.
From the looks of things, EA will be aiming for something of a more realistic MMA simulator. MMA uses a modified version of the analog controls found in EAÕs Fight Night series: Flick up diagonally and to the right to perform a right jab, swing the stick in a semi-circle around the left edge to throw a left hook. The shoulder button serves as a modifier for body shots, while the trigger does the same for kick attacks. Defensively, players can sway to avoid hits, or squeeze the other trigger to block. For those versed in Fight NightÕs mechanics, the controls should feel suitably intuitive.MMA is also a game dependent, primarily, on the playerÕs ability to understand its sense of timing. Throwing a series of attacks requires rhythmic precision: throw too early and nothing happens, throw too late and your fighter is left open for a counterattack. If a submission move takes hold, the defending player must quickly tap a button, but not so fast that his stamina is drained. The same thing applies to takedowns: careful monitoring of oneÕs stamina and health
is essential, as a fighterÕs stamina will decrease with missed blows, long clinches, or hyperactivity. The head, gut, and legs all have corresponding health systems, and working individual areas of your opponentÕs body will become a popular strategy. The controllerÕs rumble functionality becomes key when fighters are grappling on the mat. Whether youÕre the leg locker or the leg lockee, controller rumble will indicate that your opponent is trying to move position; you are then given the opportunity to perform a counter move, should your skills allow. The game also uses a detailed reaction system to track the strength and location of body blows, and adjusts the AI to weaken the spots subject to repeated strikes. Target an opponentÕs right leg, for example, and the fighter will fall more easily, and become more likely to give in when under stress.EAÕs game, of course, does not have an official UFC license; UFC boss Dana White has stated that he is Òat warÓ with EA over its competing title, and as a result there will be no UFC fighters appearing in the game. It will, however, include plenty of real-life fighters, all with their individual styles: virtual renditions of Fedor Emelianenko, Randy Couture and Dan Henderson, as well as international stars like Shinya Aoki, to name a few. Venues include both circle and square rings, cages, as well as Pride-style rules in addition to standard Unified Rules. Mauro RanalloÊandÊFrank ShamrockÊwill be providing commentary. Overall, EAÕs take on mixed martial arts is more subdued and arguably more realistic than THQÕs translation of the sport; more than simply the embrace of an analog control setup, the feel of the fights is more tempered, and somehow less severe. Whether it can match the perfect blend of entertainment and realism that Fight Night took several iterations to achieve still remains to be seen, but hopefully some of that experience will translate from one gladiatorial sport to the next.
Def Jam RapstarIntroducing M.C. Living RoomPublisher: KonamiDeveloper: 4mm GamesPlatforms:Xbox 360PS3WIIPlayers: 1-2Release Date: 10.5.10By Rebecca SwannerIÕve loved Kanye West ever since the very first moment I witnessed him laying down rhymes. I can overlook his egotistical boastings, his tendency to complain when things donÕt go his way, and his occasional lack of manners, because when it comes down to it, the man is one of todayÕs best hip-hop performers. And I have no business trying to pretend I can rap as well as he can.But there I was, in a dark room at a Konami demo event energetically laying down the lyrics to ÒGold DiggerÓ in front of a small crowd. I felt...ridiculous.
But I was also having fun, despite the fact that it was four in the afternoon and I hadnÕt downed any liquid courage. And thatÕs what Def Jam Rapstar is all about. Just look at its Soul Train-inspired graphics and itÕs clear that you donÕt have to be super-serious about hip-hop to have a good time pretending you know the words.Rapstar has Party, Career, and Freestyle modes, and we checked out Party, choosing songs from the 40-plus available tracks. You can perform it solo, in a duet, or battle a friend. YouÕve also got the choice to keep the original vocals playing in the background, to turn them down, or, for the really brave, to turn them off entirely.Rapstar lacks the scrolling musical highways of Rock Band and Guitar Hero, as the only instrument here is your voice. Instead, youÕll see a small, glowing ball bouncing along with the beat as the music video for the song streams above it. (Cue nostalgia.) If youÕre doing well, a multiplier will be added to your score, and the longer you continue to stay on beat, pitch, and rap the correct lyrics, this number will increase. Screw up and it resets. If youÕre in battle mode, youÕll see
Known TracksKonamiÕs not ready to reveal all the tracks quite yet, but hereÕs what we know will be in:ÒA MilliÓ by Lil Wayne ÒJuicyÓ by The Notorious B.I.G.ÒBest I Ever HadÓ by DrakeÒSo Fresh So CleanÓ by OutkastÒIt Was a Good DayÓ by Ice CubeÒPush ItÓ by Salt-N-PepaÒDa RockwilderÓ by Redman and Method ManÒJust a FriendÓ by Biz Markie ÒC.R.E.A.M.Ó by Wu-Tang Clan ÒLive Your LifeÓ by T.I.ÒNuthinÕ But a ÕGÕ ThangÓ by Dr. Dre ÒI Get AroundÓ by 2Pac ÒPut OnÓ by Young JeezyÒThey Reminisce Over YouÓ by Pete Rock & C.L. Smooth ÒChildrenÔs StoryÓ by Slick Ricka vertical bar off to the right side of the screen filled with two different electrified colors. At the beginning, the colors take up an equal amount of space, but as you and your opponent square off, the person doing better will start to take up more space on the bar. End the track with the most volume and you win the battle.If you think youÕre really talented or just want to embarrass your buddies, turn on your PlayStation Eye or Xbox Vision camera and record a performance video to share with the online community or your own social network. (DonÕt even bother looking for me on there.) You can also see what (possibly horrendous) rhymes people come up with in the gameÕs Freestyle mode, and attempt to do better. Within Freestyle, youÕll rap your own lyrics over beats provided by big-name producers including DJ Premier (Mobb Deep, Nas, Kanye West) and Just Blaze (Busta Rhymes, Jay-Z, The Game).In selecting the songs for Party and Career mode, developer 4mm made the smart move and sought tracks beyond just the Def Jam catalog. 4mmÕs dipping into all the big labels and pulling songs from the 1980s through the present in an effort to hit all the major eras of hip-hop. One drawback is that Rapstar will only feature radio versions, due to the gameÕs Teen rating, so if youÕre familiar with the album versions youÕll have to pay closer attention to the lyrics. On the bright side, at least the FCC wonÕt slap you with fines for singing f-bombs in the privacy of your own home. Just look at its Soul Train-inspired graphics and itÕs clear that you donÕt have to be super-serious about hip-hop to have a good time pretending you know the words.
NBA JamEA Canada is Warming Up...By Evan ShamoonPublisher: Electronic ArtsDeveloper: EA CanadaPlatform:WIIPlayers:1-4Release Date: FALL 2010Know this: NBA JamÕs creative director Trey Smith signs his emails with ÒBoomshakala.ÓÒThe idea of bringing NBA Jam back sparked about two years ago,Ó says Smith from his office in British Columbia, Canada. ÒOur team was presented with the challenge of developing the best basketball experience possible on the Wii, and bringing Jam back was the first thing that came to mind.Ó Well, not exactly the first thing. Initially, the team tinkered around with prototypes for an arcade-style hoops game which they had codenamed ÒBounce,Ó but at the end of the day they knew the game they wanted to makeÑand the game they felt people wanted to play.
ÒSo, we talked to our partners at the NBA, and inquired about bringing Jam back, and they were almost as excited as we were. Almost.Ó Again, see email signature.After EA scooped up the license and the NBA gave its blessing, the game went into development as a Wii-only title, and this was no accident. According to Smith, NBA Jam and the Wii have two important things in common: They both bring people together, and both provide gaming Òfor the masses,Ó meaning an experience thatÕs accessible to both casual and hardcore alike. ÒWe saw this as a perfect chocolate-and-peanut-butter-type relationship two years ago, and are still feeling the butter cup today.Ó ItÕs been 17 years since the original NBA Jam hit arcades, and according to Smith, the team is intent on taking advantage of todayÕs improved tech: more memory, faster processors, and more sophisticated tools than series creator Mark Turmell and his crew had access to back in the day. Backgrounds, courts, and playersÕ bodies are now rendered in 3D, although after seeing the game in action weÕd describe the change as a rather subtle one. Interestingly, each playerÕs head is rendered in 2D, and constantly oscillates between a series of player-specific expressions. Each has a dunk face, a hurt face, and so on. ItÕs all pretty funny, really, and smartly captures the personalities of NBA players, undoubtedly a part of what makes the sport itself so appealing.In terms of gameplay, the experience essentially retains parity with the original. Controls are intuitive and accessible, mirroring those of the original: move, pass, swipe or shove (to steal), and use turbo with button presses on the Remote and Nunchuck. Shooting and dunking, however, incorporate the WiiÕs most famous attribute: motion controls. You flick the Remote into the air to jump, and then flick it forward to execute a shot or dunk. Timing these simple moves perfectly remains key, and the physicality of the movements drives home what the game is all about. There are also some new moves to give you more strategic options on the court, including spins, alley-oops, and ankle-breakers. And because motion controls arenÕt for everyone, the game will support both Classic Controllers and
the RemoteÕs sideways control scheme, though, it should be noted, the motion controls come recommended. ÒWe truly believe that once [players] give the gestures a try, [they] will agree that dunking on someoneÕs head or swatting an attempted buzzer beater has never been more satisfying and more fun.Ó ÊIn addition to a classic season mode, the team is building in something itÕs calling ÒRemix TourÓÑNBA Jam with special sauce. ÒAt its core, it still plays and feels like Jam, weÕre just adding some new cameras, rule sets, strategies, and lots more Ôrazzle-dazzleÕ to the mix,Ó says Smith. There are seven new game types, power-ups, boss battles, and various other surprises, including unlockable secret characters and the legendary Big Head mode. ÒOur motto since day one has been ÔBe true to Jam,Õ and I can honestly say with the utmost confidence that we havenÕt had to sacrifice a single thing in this translation.Ó ItÕs already easy to see that the original formula is still very much intact. Tim Kitzrow, the original voice of NBA Jam, is back, having gone back into the recording studio for the remake. Likewise, the team has sought the advice of Turmell in recreating his seminal work. ÒWeÕve been fortunate enough to have Mark Turmell provide us with his invaluable feedback along the way, as well as his willingness to share his infinite wisdom earned while developing the best arcade sports games of all time,Ó says Smith. ÒWeÕre cooking the same recipe, weÕve just added a couple new flavors here and there to spice things upÑwith the blessing of the original chef, of course.Ó Our motto since day one has been ÔBe true to Jam,Õ and I can honestly say with the utmost confidence that we havenÕt had to sacrifice a single thing.
Review CREWBlazBlue: Continuum ShiftThe Return Is Great, If YouÕre Willing To InvestLearning how to play a fighting game like BlazBlue: Continuum Shift is a lot like learning a martial art. It takes practice and a heap of patience to master the intricacies of virtual sparring. No genre of videogame asks more of you. And no other kind of game doles out so little in return. Victory is its own reward. By Gus MastrapaPublisher: Aksys GamesDeveloper: Arc System WorksPlatforms:XBOX 360PS3Players: 1-2ESRB Rating: T - TEENRelease Date: 7.27.10the crewMarc CamronÒWhatÕs UpWith Anal Probing?ÓMarc is experimenting in the time honored summer sport of smoking meats. Mmmmm...brisket.Liking: XBLA Summer of Arcade, the Scott Pilgrim movie, and Laphroaig scotchNot Liking: Waiting for Dead Rising 2, political advertising, and blended whiskeyWanting: A good liquor store closer to his neighborhoodDavid WolinskyOwner of Frasier As an awkward youth, he was diagnosed with a bear allergy, but as an awkward adult has come to realize it doesnÕt impact his day-to-day too much.Liking: Deadly Premonition, after finally watching all of Twin PeaksNot Liking: Bicentennial ManFun Fact: David is not named after David Duchovny; Duchovny was named after himNathan MeunierThere Are Pixels In My CoffeeNathan spent a weekend trying to make his old school Game Boy belch out 8-bit Led Zeppelin tunes. He succeeded.Liking: That Picross 3D is still funNot Liking: Waiting for StarCraft IIShameful: He finally just got around to playing LittleBigPlanetMatt CabralGet Off My Lawn, Punks!MattÕs lack of tattoos and piercings is beginning to make him feel like an oldie at industry press events.Liking: Mafia II, doing for the genre what Red Dead did for WesternsNot Liking: Missing Comic-Con, againConsidering: A tattoo or piercing. Nah, maybe just making a sandwichKat BaileyAlright, LetÕs Wax These Critters.After years of playing as a roughneck space marine, Kat is switching her allegiances to the Protoss. The giant robots certainly help.Liking: The decade-long wait for StarCraft II is over!Not Liking: Missing out on two achievements in LEGO Harry Potter due to a glitchThe Strategy: A crushing onslaught of Immortals, Zealots, and Stalkers mixed with a Colossus or two will get you through anythingGus MastrapaThe summer windÉSlowly coming to theÊrealizationÊthe summer videogame season, and the refreshing downloadable games that come with it, will soon be a fond memory.Liking: The impending buzz of year-end big-budget blockbustersNot Liking: All the uninterestingÊmotion-controlled games in our near futureSecretly Plotting: Another love affair with PC gaming
Still, this arcade-perfect port of the Japanese fighter goes out of its way to add accessibility. A new tutorial runs newbies through the basics while refreshing veterans on the nuances of high-level play. ThereÕs a lot to learn. Like many fighters, BlazBlue leverages the art of move cancelingÑencouraging players to think quickly and execute special moves in the middle of other attacks, which lets you skip parts of your characterÕs fight animations and string together brutal attack combos. The rather inflexible lessons that school you in these complexities could be better, particularly when it comes to adapting to any unique controller layout you mightÕve set up. Better are the gameÕs challenges, which encourage you to execute each move a character has in their arsenal, followed by a series of increasingly dazzling combos.Still, the only way to really get better at BlazBlue is to get out there and scrap. Online and local matches are as good a place as any to learn those hard lessons. Glorious wins or egregious losses can be recorded and studied later.The strategy-oriented Legion mode, a carry-over from the PSP edition of BlazBlue: Calamity Trigger, is buried in the gameÕs menus but well worth exploring. Here you conquer a map, one battlefield at a time. After every victory, you can add one of your opponents to your army, but any damage you take during a fight carries over to the next bout. This smartly executed diversion is a great way to familiarize yourself with the gameÕs deep character bench BlazBlueÕs sumptuous melding of hand-drawn anime characters and multi-layered stage settings is as lovely as the game is demanding.
SECOND OPINIONDan BoutrosContinuum Shift is overwhelming at first, with a packed-to the gills fighting system that seems like nothing else before it. If you only know games like Street Fighter and Tekken, youÕll probably have difficulty relating to its unique feel.Although I found the inclusion of an optional, button-mashing newbie control system honorable, it wasnÕt practical in play. The fighting systems are where the real complexities lie, and much like other fighters, unless you go through forums, tutorials, or trial-and-error hell, thereÕs no other indication of their existence or rules.Notably, BlazBlue features a cast in which every other member offers that rare sense of playing a different game via their individual special abilities. Aside from the amount of clever and interlocking systems in play, thatÕs its true crowning achievement.Score 8.0and exercise the strategic parts of your brain.Continuum ShiftÕs dull story mode did little to draw me into BlazBlueÕs anime-styled plot. The narrative dwells too much on lore and not enough on character or drama. ItÕs a real snooze considering how vibrant BlazBlue truly is. BlazBlueÕs sumptuous melding of hand-drawn anime characters and multi-layered stage settings is as lovely as the game is demanding. Wicked character designs, a good many of which are sexy in the extreme, juxtapose nicely against ornate backgrounds that range from the back alley of a colorful Asian marketplace to the whirling machinery of an enormous cable car.YouÕd be hard pressed to find a more intriguing mix of characters, and those differences translate brilliantly into gameplay. The gameÕs off-beat brawlers, particularly catgirl Taokaka and living blob Arakune, encourage you to think a little differently. Maybe the most interesting twist BlazBlue has to offer comes from characters like the bo-swinging Litchi Faye-Ling and mystical warrior Rachel Alucard, who can leave their weapons in the field and strategically use their plants to blindside their opponents.Apart from finely crafted combat mechanics, BlazBlue: Continuum Shift offers a substantial amount of fan service. ThereÕs a treasure trove of unlockables that range from the utilitarian (the coveted ÒunlimitedÓ versions of characters) to the purely aesthetic (tons of art and alternate audio can be unlocked and customized). The gameÕs funniest fan-friendly moment comes when the sexy Litchi fights the feline Taokaka. Between rounds, Litchi reminds her furry friend, ÒMy breasts arenÕt steam buns!Ó BlazBlue has much to teachÉif youÕre up for the challenge. GBUThe Good: Rich, complex visuals; lots of fan serviceThe Bad: Hokey storyThe Ugly: Tutorials are half-heartedScore 8.0
Publisher: NintendoDeveloper: Square EnixPlatform: DSPlayers: 1-4ESRB Rating: E 10+Release Date: 7.11.10Dragon Quest IX:Sentinels of the Starry skiesCombining The Best Of Both WorldsBy Gus MastrapaFans of western role-playing games take note: In many ways, Dragon Quest IX has as much in common with World of Warcraft and Oblivion as it does Final Fantasy. The familiar trappings of the battle system are still there, but the latest Dragon Quest takes the open-ended nature of the franchise to new heights.This is a series that has long been known for following tradition, but it becomes apparent early on that things will be different in this installment. The story begins in the heavens rather than the earth, which is home to a society of guardian angels called Celestrians.
Dragon Quest IXÕs character customization is akin to something from an MMO.By helping out the humans below, they are able to harvest good feelings called ÒbenevolessenceÓ and offer it up to yet another variant of the world tree.ItÕs not long before something goes catastrophically wrong, and the silent protagonist is forcibly ejected from the heavens. And thatÕs where the story begins to take on the character of previous Dragon Quest games, as it soon becomes the familiar heroic quest that has long been a franchise staple.Where it differs greatly is in the character customization. As has become the trend in modern RPGs, itÕs possible to customize both your characterÕs look and appearance. But Dragon Quest IX goes one step further than that, eschewing normal characters for a completely customizable party of adventurers. The mechanic is at once innovative and incredibly retro, since I remember doing exactly the same thing in the old Final Fantasy Legend for the Game Boy. It works here because it takes the automatic connection that is forged with a customized character and multiplies it by four, with the result being that I cared far more for my silent band than I ever did for the schmucks in Final Fantasy XIII.Being able to build a complete party from scratch adds texture to what would otherwise be a relatively unremarkable skill point allocation system. The fun is in finding a good mix of classesÑthe early options including the archetypal thief and warrior, with Rangers and Paladins being unlocked by completing certain questsÑand steadily building up their particular skillsets. ThereÕs also a much stronger focus on gear than in previous Dragon Quests, since anything that is equipped will appear on the character model. ThatÕs where Dragon Quest IX begins to take on the character of games like the aforementioned World of Warcraft and Monster HunterÑto an extent, itÕs even possible to go on raids for more loot.That wonderfully wide world is what ultimately serves as the bridge that allows Dragon Quest IX to appeal to all kinds of RPG fans.
SECOND OPINIONMarc CamronDragon Quest IX builds on a foundation of familiarity, and if youÕre like me, youÕll find a certain comfort in the seriesÕ recognizable battle system, bestiary, and even the level grind. But I still appreciate the enhancements, especially the banishment of random battles. The quest system gives the game an MMORPG feeling, and the promise of weekly downloadable quests just keep the love flowing.ItÕs a pity that the userbase wonÕt reach the same level as it has in Japan, where itÕs possible to tag other players on the subway to get new maps and more. The capability is there, but chances are youÕll have to look harder to find companions.Despite that, DQ IX will be living in my DS for long time.Score 9.0Dragon Quest IX features random dungeons, which can be unlocked by acquiring treasure maps. These lead to randomly generated maps, at the bottom of which is a nice piece of loot. With the treasure maps being randomly generated, itÕs occasionally possible to stumble upon some incredibly rare gear, making certain maps more valuable than others. These are highly coveted and serve to spur the gameÕs social component. Maps can be uncovered while playing solo, but itÕs also possible to pass them to other players by putting the DS into ÒTag ModeÓ and allowing it to search for other wireless users. ItÕs a clever use of the Nintendo DSÕs wireless capabilities; on par, perhaps, with the pedometer that was packed in with Pokmon HeartGold and SoulSilver.The multiplayer component is by and large separate from the single-player campaign, but the treasure map system really does a great job of extending replay value. It makes an already large world feel even bigger; quite an accomplishment for a DS game.I expect nothing less of a Dragon Quest game though, because this is a series that has always been as much about exploration as it is about heroic quests and slimes. The story is linear, but as with Oblivion and Fallout 3, thereÕs little hand-holding. Finding the next plot thread in this game means exploring the world and speaking with the townsfolk, making them much more than the props that they usually are.That wonderfully wide world is what ultimately serves as the bridge that allows DQ IX to appeal to all kinds of RPG fans. Along with the ustomization and the multiplayer, it erases some of the arbitrary distinctions between West and East, offering an experience that fans of both will find comfortable. For that reason, DQ IX is not only a wonderful RPG, but the best one on the DS. Score 9.5GBUThe Good: Wonderful customization The Bad: Hard to find people for Tag Mode The Ugly: No online play hurts multiplayer
Ninety-Nine Nights 2The Bad Guys ArenÕt That Smart, But There Sure Are A Lot Of ThemBy Kat BaileyPublisher: KonamiDeveloper: Q Entertainment FeelplusPlatform: Xbox 360Players: 1-2ESRB Rating: M - MATURERelease Date: 6.29.10One of the major selling points of Ninety-Nine Nights II is that it features armies with more than a million troops. That would make it considerably more impressive than, say, Dead Rising, which features zombie hordes that only number in the hundreds. I wasnÕt able to get a headcount, but I can confirm that Ninety-Nine Nights II does indeed cram quite a lot of characters onto the screen at once. That is one of its few virtues. This is a game that is short on subtlety and long on, well, beating up hordes of enemies. It seems to have dreams of mixing the more technical swordplay of something like Devil May Cry with Dynasty Warriors, but itÕs pretty clear that the developers have no idea how to go about accomplishing that feat.
SECOND OPINIONMatt CabralThe original Ninety-Nine Nights received considerable buzz for its ability to render hundreds of enemies on screen at once. The admittedly cool feature allowed the otherwise average hack-ÔnÕ-slash entry to sell enough copies to warrant a sequel. Sadly, no one told Q and Feelplus that cluttering Ninety-Nine Nights IIÕs battlefields with baddies isnÕt quite the selling point it once was, especially when itÕs pretty much your only selling point...again. Sure, itÕs fun for a few hours of thumb-blistering button-mashing, but boredomÑand often frustrationÑtake hold long before you reach the campaignÕs conclusion. A forgettable selection of multiplayer modes do little to spice things up, so those craving mass slaughter are better off waiting for Dead Rising 2.score 5.0to character, but the locales arenÕt that interesting, consisting primarily of dull grey castles and winding roads. The objectives, meanwhile, include all-time classics like Òdestroy the four pillars to open the gate.Ó All while plowing through hordes of enemies, of course.The gameÕs saving grace is the multiplayer mode, which is actually fairly well thought-out. The standout is the Maze Mode, in which progression is predicated on working together with a partner to solve simple puzzles. The multiplayer is also made worthwhile by the fact that all of the upgrades accrued remain intact for the single-player campaign. Multiplayer made for a nice break when I hit a wall fighting an early boss. His design was as generic as could beÑanother common problem in this gameÑbut he hit hard, and he simply wouldnÕt go down. That fight was the first instance in which I had to give some actual thought to my tactics, which to that point had consisted of using shockwaves to keep my foes at bay while I struck with running attacks. Nothing seemed to work against this guy, and after dying for the umpteenth time I finally retired to the multiplayer. I had to replay the whole level, but it at least put me in the right mindset to finally take him out and proceed. That said, the fight wasnÕt so much fun as simply frustrating.At its best, Ninety-Nine Nights II never gets much better than adequate. Regrettably, even the massive hordes of enemies canÕt quite save it, since most of them are as dumb as a post. There were more than a few instances in which certain monsters seemed to simply get bored and wander off.As such, Ninety-Nine Nights IIÕs main philosophy seems to be Òquantity over quality.Ó That makes it an adequate hack-ÕnÕ-slash title that can be enjoyed while half-sleep and listening to Lady Gaga, but it still deserves its spot in the bargain bin. GBUThe Good: Slaughtering enemies is fun with a friendThe Bad: Bad guys just arenÕt smartThe Ugly: Simple, repetitive gameplay gets old in a hurryScore 6.0
SECOND OPINIONMatt CabralThe original Ninety-Nine Nights received considerable buzz for its ability to render hundreds of enemies on screen at once. The admittedly cool feature allowed the otherwise average hack-ÔnÕ-slash entry to sell enough copies to warrant a sequel. Sadly, no one told Q and Feelplus that cluttering Ninety-Nine Nights IIÕs battlefields with baddies isnÕt quite the selling point it once was, especially when itÕs pretty much your only selling point...again. Sure, itÕs fun for a few hours of thumb-blistering button-mashing, but boredomÑand often frustrationÑtake hold long before you reach the campaignÕs conclusion. A forgettable selection of multiplayer modes do little to spice things up, so those craving mass slaughter are better off waiting for Dead Rising 2.score 5.0to character, but the locales arenÕt that interesting, consisting primarily of dull grey castles and winding roads. The objectives, meanwhile, include all-time classics like Òdestroy the four pillars to open the gate.Ó All while plowing through hordes of enemies, of course.The gameÕs saving grace is the multiplayer mode, which is actually fairly well thought-out. The standout is the Maze Mode, in which progression is predicated on working together with a partner to solve simple puzzles. The multiplayer is also made worthwhile by the fact that all of the upgrades accrued remain intact for the single-player campaign. Multiplayer made for a nice break when I hit a wall fighting an early boss. His design was as generic as could beÑanother common problem in this gameÑbut he hit hard, and he simply wouldnÕt go down. That fight was the first instance in which I had to give some actual thought to my tactics, which to that point had consisted of using shockwaves to keep my foes at bay while I struck with running attacks. Nothing seemed to work against this guy, and after dying for the umpteenth time I finally retired to the multiplayer. I had to replay the whole level, but it at least put me in the right mindset to finally take him out and proceed. That said, the fight wasnÕt so much fun as simply frustrating.At its best, Ninety-Nine Nights II never gets much better than adequate. Regrettably, even the massive hordes of enemies canÕt quite save it, since most of them are as dumb as a post. There were more than a few instances in which certain monsters seemed to simply get bored and wander off.As such, Ninety-Nine Nights IIÕs main philosophy seems to be Òquantity over quality.Ó That makes it an adequate hack-ÕnÕ-slash title that can be enjoyed while half-sleep and listening to Lady Gaga, but it still deserves its spot in the bargain bin. GBUThe Good: Slaughtering enemies is fun with a friendThe Bad: Bad guys just arenÕt smartThe Ugly: Simple, repetitive gameplay gets old in a hurryScore 6.0
DeathSpankPublisher: Electronic ArtsDeveloper: Hothead GamesPlatforms: XBOX 360PS3Players: 1-2ESRB Rating: T - TEENRelease Date: 7.13.10Ron GilbertÕs Latest Is Heavy On The Humor, But Light On Everything Else By David WolinskyThough heÕs dabbled with games since the release of his adored, early Ô90s Monkey Island masterpieces, DeathSpank stands as Ron GilbertÕs first true foray back as a designer. A send-up of hack-and-slash looting games like BaldurÕs Gate and Diablo, DeathSpank casts you as the booming and generically heroic titular character whoÕs on a quest to uncover a mysterious artifact called, uh, The Artifact. Its purpose isnÕt clear, but the game says itÕs important, and youÕll have to level-grind, dungeon-crawl, and side-quest a ton to get it, and DeathSpank thinks those weary mechanics are somehow made more enjoyable with GilbertÕs characteristic and teasing wit. (DeathSpank pines about leveling up like a pre-teen about puberty; later he has the opportunity to uncover the true secret of Monkey Island, but opts out, as he isnÕt interested.) After logging some hours, though, DeathSpankÕs catchy, rockabilly soundtrack and its silly writing become the titleÕs sole strong points: ItÕs all been done before, though admittedly with a more self-serious tone. Side quests and even the main quest quickly devolve into familiar formulas: You kill everything to your heartÕs content, buy up every item in every shop, and can still make your way without keeping track of what it is youÕre supposed to be doing at any moment. And thatÕs usually the weak point of any parody:Overly dependent on its source material, the talent and the name behind DeathSpank is unable to push the genreÕs boundaries, and instead settles for a clothesline full of thong jokes. The Good: Ron GilbertÕs sense of humorThe Bad: It plays like countless othersThe Ugly: Clunky item, map, and quest systems SCORE7.0
LimboPublisher: Microsoft Game StudiosDeveloper: Playdead StudiosPlatform: Xbox Live ArcadEPlayers: 1ESRB Rating: T - TEENRelease Date: 7.21.10A Dark And Twisted JourneyBy Nathan MeunierThe haunting world of Limbo is full of beauty and shadows. Devoid of all color and almost completely silent, itÕs a mesmerizing realm to explore. But if the first tenuous steps into this foreboding landscape prove anything, itÕs that Limbo is not a friendly, welcoming place. It wants you to dieÉpainfully.As a young boy with glowing white eyes, you awaken in this creepy realm and set out to find your sister. Your journey takes you through grim forests, macabre tree forts, underground sewers, rain-slicked village rooftops, and beyond. The obstacle-laden path in this stark 2D puzzle platformer is bristling with danger. Death is inevitable, and it comes in some truly gruesome forms. YouÕll be skewered by giant spiders, impaled on spiked prongs, crushed beneath slabs of concrete, decapitated by hanging leg-hold traps, and sawed in half by whirling blades, among other horrible demises. Each presents a learning experience.ItÕs remarkable how the trial-and-error puzzle work forces you to take an unconventional look at each obstacle. The obvious solution is typically the wrong one, and the game often pushes you to immerse yourself in the experience in unsettling ways. At one point, I even used the bloated body of a drowned boy to prematurely trigger a trap ahead. Getting your hands dirty can be uncomfortable, yet figuring out how to persevere is immensely satisfying. LimboÕs dark charm is infused with a refreshing level of depth and intelligence, yielding an adventure thatÕs as enchanting as it is disturbing. Score 9.0GBUThe Good: Incredible atmosphere and puzzlesThe Bad: Some rough challengesThe Ugly: Crossing water on the corpses of drowned kids
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