Category: EGM (Electronic Gaming Monthly)


Ray needs remake…badly

While it hasn’t had nearly as many remakes as some of its arcade brethren over the years, Gauntlet still holds a special place in many gamers’ hearts. EGM even listed the beloved “needs food…badly” quip as the No. 3 greatest videogame line of all time back in 2002. Now, Warner Bros. has secured the rights from Midway after the latter went bankrupt (and after Midway acquired the rights from Atari in the same manner), and they’ve tapped Swedish developer Arrowhead Game Studios—best known for 2011’s Magicka—to bring the series back for a modern audience.

Obviously, tailoring Gauntlet for younger gamers means some changes. I’m going to brace myself, because this is where the old-school trolls start licking their chops. But there’s actually not that much of a difference here from what arcade junkies know and love. The most immediate change you’ll notice is that you don’t continuously lose health anymore. This forced “time limit” was originally designed as another way to suck down your stack of quarters, and it would probably just piss a lot of people off nowadays. This new Gauntlet isn’t a cakewalk by any means, though. While before you’d pump in more quarters in order to revive yourself, now you need to spend the gold you find in levels.

This works because a lot of modern games have put less of an emphasis on score. It also means this remake has its own skill-based life limit in line with the spirit of the original game. An extra nuance is that when playing cooperatively, all the gold is communal, so if you have a friend who really sucks, all that extra gold you risked your life for may not be there when it’s your turn to finally kick the bucket.

Another interesting thing about gold is that it’s not used to buy weapons like in later Gauntlet ports. Instead, you get new weapons and items by finding “relics” in levels, which then give you special powers like an ice blast or better speed. As you find more and more relics, you need to make some tough choices. You’ll keep them forever, but you can only carry two at a time into a level and can’t spam them because of a recharge meter.

Beyond this, the 4-player hack-n-slash co-op action you know and love still feels a lot like it did back in the day. The four classes—Warrior, Elf, Valkyrie, and Wizard—return, but you can only have one on each team (no clones). You can choose to turn friendly fire on in order to add some extra griefing potential, but because of the communal gold, the game feels less like a competition and more like a true co-op experience, kind of like the Gauntlet Legends spin-off for the N64.

The game also features some classic dungeon designs. I played a level with an Egyptian-tomb motif that was filled with hundreds of undead mummies, and at the end, I faced off against a boss that looked a lot like Death. The classic top-down view is still present, and everything just looks like it’s received a modern coat of paint. I can’t deny that it was tons of fun to swing my Warrior’s axe while surrounded by dozens of foes.

My only real disappointment is the fact that this is currently a PC/Steam exclusive. I miss games where you could sit around a couch and play with a bunch of friends—and I don’t think of that when I hear “PC.” This feels like it’d be perfect for the Xbox One and PS4 with four controllers, but we’ll have to wait and see if Warner Bros. reconsiders after seeing how well Gauntlet does when it hits this summer.

The C stands for charming

Constant C, a puzzle-platformer where players take control of an intrepid robot trying to right science gone wrong, immediately intrigued me when I first saw it at Tokyo Game Show last year. With a couple of simple button presses, gravity and time were mine to command, so the possibilities for countless physics-based puzzles instantly became evident. The only real question: Would the cute little bot’s platforming escapades have enough of a soul to motivate me through the dozens of stages in the final game?

The bot in questionknown as Rescue Robotis designed to activate if his space-station home ever succumbs to some calamityand, as is quickly relayed via the master AI system, it has. After experimenting with time travel and gravity manipulation, one of the scientists’ devices runs amok, enveloping the entire station in a stasis field that’s frozen everything in placeexcept you, thanks to inhibitors in your robo-parts that let you walk and jump around. So, it’s fallen to your metal shoulders to see if there’s a way to turn the field off and save the facility.

The biggest hook here is how you can interact with the immobile world. Starting off only able to pull nearby objects out of stasis, you can ride the momentum of boxes that froze while falling to get to another part of a stage. Alternatively, you can clear other boxes out of your path to open up exit doors. As the story progresses, more complex obstacles, such as lasers, moving platforms, and globes, all start to hinder your progress.

Later on, your powers increase and diversify, mirroring the smooth, upward flow of difficulty you’ll see over the dozens of stages set across six levels. These include the gravity skill mentioned earlier, which allows you to turn the world on its axis by either 90 or 180 degrees, and a second stasis-dampening field that allows multiple objects in motion at once. The expansion of your powerset also, unfortunately, opens up your playtime to potentially devolve into a comedy of errors. The gravity abilities allow Rescue Robot to use momentum to fling boxes around corners and into normally unreachable positions, which fast becomes a cornerstone of gameplay.

I found having the 90- and 180-degree rotational shifts relative to your position maddening at times, howeverI kept wishing that the buttons were instead assigned to specific walls in the room, and I’d often rotate myself the wrong way, thinking the leftmost wall was still X, even though now it had changed to B after my initial rotation. Yes, this is largely user error, since I kept slipping into a way of thinking that the game obviously wasn’t designed for. To do it the way I would’ve preferred would’ve required a different control scheme, possibly setting up all four directions to the D-pad or the second analog stick. Having to take a step out of the game, though, and methodically plan out my button presses instead of letting them flow naturally was a bit disappointing.

The second stasis-dampening field also comes with problems, but these are clearly on the technical side. Rescue Robot’s presence brings objects into and out of stasis at an ever-quickening rate, and the later levels require more precise timing and movements. As a result, the use of the second stasis field would often culminate in some screen tearing and lag, and it would occasionally lead to frustrating deaths for reasons that weren’t always clear.

The more I played Constant C, though, the more I forgave these shortcomings. Besides solving puzzles, you’re also encouraged to collect special data tubes. Not only do these unlock later stages, but also they allow the master AI to “remember” security footage from before the accident, letting you see what led to the space station’s eventual downfall. These movies include a surprising amount of character development by showing you the fates of your creators and provide an unexpectedly delightful, compelling backstory.

The data tubes also serve another purpose, though. Some levels are simple and straightforward, tempting you to just press on and let the station’s secrets remain undiscovered because the data tubes are tucked away behind near-impregnable defenses that truly push your reflexes. It’s here, in the optional objectives, where the overall difficulty can spike. You could probably rush through the game in about four hours, but if you want to collect all the tubes and have a more fleshed-out and enjoyable story, you’re looking at easily twice as long. If you’re a completionist like me with a penchant for punishment, however, you won’t be satisfied until you collect every last one. Plus, it always felt rewarding when I figured the puzzles out, and the process never felt daunting.

Of course, once you beat the game and collect all the data tubes, there’s not much in the way of replayability. But considering the 100-plus puzzles that push your skills with a controller, charming story, and interesting mechanics, Constant C shows—much like its plucky protagonist—that it has more than enough to overcome its shortcomings.

Developer: International Games System, 5pb • Publisher: Mages, 5pb • ESRB: E10+ • Release Date: 03.12.2014
8.5
Some minor bugs and a lack of replayability can’t hold back Constant C, a puzzle-platformer full of memorable conundrums and surprisingly charming characters.
The Good Inventive puzzles; delightful characters.
The Bad Lack of replayability; controls take some getting used to.
The Ugly Realizing how much time you spent struggling to get those last couple of data tubes.
Constant C is available on Xbox 360 and PC. Primary version reviewed was for Xbox 360. Review code was provided for the benefit of this review.

This is why dinosaurs are extinct

For many gamers who grew up in the SNES era, Super Mario World 2: Yoshi’s Island was nothing short of extraordinary. Not only did the game look and play great, but no one would’ve figured that playing babysitter with Yoshi—a character himself just introduced in Super Mario World­—would be as charming or as addictive as it was. Since then, we’ve visited Yoshi’s Island a couple more times, but those subsequent sequels and spin-offs never quite lived up to that original outing that featured Baby Mario.

Nintendo never stops trying to improve on past iterations, however, so they brought in Takashi Tezuka—the original Yoshi’s Island creative director—to find a way to finally top his 1995 surprise hit. So, with the help of relatively new developer Arzest, Tezuka, now in a producer role, presents Yoshi’s New Island. But you can’t recapture the magic of Yoshi’s Island without the proper team in place, from top to bottom.

Chronologically, Yoshi’s New Island picks up immediately after Super Mario World 2. That dumb stork that let Baby Luigi get kidnapped in the first game realizes that he delivered the Mario Bros. to the wrong house. Taking flight, bundles in beak, the stork begins to search for the Bros.’ proper parents. Kamek, Baby Bowser’s caregiver and head Magikoopa, sees another opportunity to kidnap the twins. He again snatches Baby Luigi, and again lets Baby Mario slip through his fingers and fall to an island below. Luckily for Baby Mario, this happens to be the Yoshis’ second island—their summer home (kind of like those jackasses from my home state of New Jersey who vacation on Long Island). The Yoshis snatch up the future plumber and quickly realize they must unite the twins, no matter the cost.

At the very least, most of the elements you’d expect to be quality in a Nintendo game shine through here. The music’s great—I found myself sitting on the title screen while writing this review simply because I found the theme song that enjoyable. The game also looks very nice, providing the bright colors and stark contrasts that make enemies and allies alike really pop off the screen with the series’ trademark coloring-book art style. If only the same could be said of the 3D effect, which doesn’t do all that much to the world except provide a little roundness to Yoshi and some of the enemies.

Yoshi’s New Island also controls nicely, and Yoshi can use all the same moves from previous games like his stutter-step float and chowing down on enemies to turn them into eggs. He also gets some new moves that provide a little variety compared to the original game, such as making giant eggs out of giant Shy Guys to destroy the environment, or making giant metal eggs out of—you guessed it—giant metal Shy Guys to help him sink to the ocean floor.

As a fan of Super Mario World 2, I really wanted the game to reinvigorate this spin-off series. Instead, Yoshi’s New Island falls far short of its ambition. On paper, it’s as long—and features as much replayability—as the original. Six worlds, each with eight stages, and each with a bevy of collectibles in the form of stars, red coins, and flowers, could keep completionists busy for hours on end. Here, though, the stages are far shorter than in the original Yoshi’s Island, and I completed the game, with most items found, in fewer than 10 hours. This lack of depth in each stage meant I felt no joy of discovery when I came across a new warp pipe or hidden crevasse, no sense of accomplishment when I found every item on a stage. It all just felt like a cheap—and far easier—rehash of the original.

How easy, you ask? This is possibly the easiest Nintendo game I’ve ever played, and I died only a little more than a dozen times. And that’s after I killed myself several times stupidly in the last few stages because I’d become so disenchanted with the entire experience. Before this game, I don’t remember any Mario game feeling like a grind, no matter how simple it may have been at its core. Here, I found myself running into enemies a few times and letting Baby Mario cry until the timer ran down to zero, just to punish the little brat. That incessant whine served doubly as a personal torture for the fact that I ever got my hopes up in the first place.

While on the subject of torture, the game also features a multiplayer. At first, the six minigames (each unlocked after beating a world), sound like they could be a positive element if they proved worthwhile. Instead, they’re the biggest facepalm moment of all (as EGM’s Andrew Fitch can probably attest to, since he helped me test them out). Instead of versus minigames, they’re all co-op-oriented, so you’re just trying to work with a buddy to beat your own high scores over and over again. How sweet and innocent and not at all what I want from a multiplayer minigame. Could it have been that bad for the two players to face off against one another in competitive enemy-eating, coin-collecting, or balloon-popping?

Even the things Yoshi’s New Island gets right feel watered down compared to the original. I loved the boss battles from the first Yoshi’s Island.  I remember Burt the Bashful, Salvo the Slime, and Naval Piranha like it was yesterday. And while the bosses start off well here, they fall into simple patterns and die in a predictable three-hit fashion, which most of the original Yoshi’s Island bosses never did. Three hits to kill not just the first boss, but every boss, just seems so antiquated now, and it’s shocking games so often still adhere to that rule.

The Yoshi transformations remain a lot of fun but falter for different reasons. Like before, our tongue-happy dinosaur pal can become a helicopter and a submarine, but he can now also change into a bobsled, a jackhammer, a mine cart, or a hot-air balloon. But even this is spoiled by the fact that you’re forced to use the 3DS’ gyroscope to control Yoshi through the special sections, making what could’ve been a saving grace clunky and awkward instead.

You can’t blame Nintendo for trying to capitalize on a character that clearly holds a special place in many gamers’ hearts. In retreading ground most of their audience will be familiar with—and doing it less successfully this time around—it just seems they went about it the wrong way. As a platformer, Yoshi’s New Island works fine, but it’s definitely not up to Nintendo’s usually stellar standards.

Developer: Arzest • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 03.14.2014
6.0
It may say “new” in the title, but there’s simply not enough to get excited about in Yoshi’s New Island. Fans of the original will probably be turned off by this inferior and all-too-familiar retread.
The Good Fun boss battles; new eggs and transformations for Yoshi.
The Bad Relies too heavily on nostalgia to cover up gameplay deficiencies.
The Ugly The return of the most annoying sound in videogames: Baby Mario’s crying.
Yoshi’s New Island is a Nintendo 3DS exclusive and was reviewed using a retail code provided by Nintendo.

Ubisoft Toronto is working on five unannounced projects, two of which are being co-developed with other studios, managing director Jade Raymond revealed to Toronto’s The Star at SXSW yesterday.

While her talk was devoid of details for these projects, Raymond did provide a peek at Ubisoft’s mindset, talking about more blockbuster, AAA-franchises with comic book and movie tie-ins coming down the line. Even though the idea of potential “transmedia” IP is at the forefront of many minds at Ubisoft, Raymond reiterated that the company’s focus remains on games first.

“Our business is making games, so we have to make sure we’re making good games, first and foremost,” Raymond said. “I don’t think we can think out the gate, ‘How is this going to be a good movie?’ I don’t know anything about movies. I’ve never made a movie in my life.”

Raymond also mentioned that diversifying Ubisoft’s library beyond console/PC titles and having exclusive mobile franchises is a priority for her as well. According to her, games with a strong social element will only continue to grow in popularity over the coming years.

Jade Raymond is probably best known in game development for her role as producer on the original Assassin’s Creed before helping found Ubisoft Toronto in 2009. So far, the studio has only worked with their older sister Ubisoft Montreal on last year’s Splinter Cell: Blacklist. They are currently, supposedly, helping out with the constantly-in-limbo Rainbow Six: Patriots.

Cannot stand on its own

After nearly three months between episodes (the holiday break no doubt adding to the delay), we finally get a chance to play out the cliffhanger ending from the first episode of The Walking Dead: Season Two from Telltale. Because I want to avoid spoilers, I’ll talk about Episode 2 – A House Divided in broader terms than usual.

For as much as I looked forward to it, A House Divided is my least favorite episode of the eight Walking Dead chapters we’ve received so far. While it’s clearly designed to set up events for the last three parts of the season, it develops at a much faster pace than players may be used to. In only 90 minutes, the entire group changes, both in terms of its personality and its makeup. This accelerated storytelling meant that the gravity of most situations didn’t hit me until after I’d finished the episode, so many of the “gut check” moments that have come to define the series just weren’t there in my eyes.

I think part of the problem is that there’s so much focus on action in this chapter. A House Divided offers almost no exploration or puzzle-solving to speak of, moments that normally allow players a chance to catch their breathor at least lull them into a false sense of security. Here, it seemed like Clem was just thrown into crisis after crisis where lives were at stake, dulling the effects of members added or subtracted from the group. Plus, the couple of conundrums thrown Clem’s way are overly simple and not really worth being called “puzzles.”

One story element that is enjoyable? Ramifications from Season One and 400 Days finally start to crop up. Even though I was partially expecting it, a powerful reunion took place that was one of the more moving moments I’ve ever seen in a game.

Other problems arise beyond the quickened pace, however. The most glaring is that Clem, an 11-year-old girl, has become the leader of the group. While it makes sense that everyone sees her as wise beyond her years due to what she’s been through, putting the fate of so many lives solely in her hands feels wrong. Maybe it’s the idea of her having lost so much innocence that really doesn’t sit well with me, but seeing her pretty much boss around middle-aged physician Carlos, twentysomething Luke, and the rest of the group just doesn’t work.

Also, with all the action on display in this episode, I rarely felt as if what I did with the controller mattered. We’ve had to shoot zombies in the series before, and you have to do it again here. Clem’s known how to shoot a pistol for two years now, and she’s shot zombies from point-blank range plenty of times. So, when placed once again into such a situation, why does it take three tries for Clem to get the satisfying, brain-blasting explosion when I put the aiming reticule on a zombie’s forehead to get a headshot kill? You still have a large enough zombie horde to trigger the familiar click of an empty chamber and lead into the predictable scene where Clem has to run for her life and fend off one of the undead hand-to-hand. Don’t make me feel like I’m wasting my time.

And that’s the thing about A House Divided: While it does a nice job of changing up the setting and puts all the pieces in place for what should be a crazy third episode, Episode 2 is mostly just filler, and I felt like it wasted my time to a degree. If you’re a fan of the series, obviously, you should play it, because your decisions will continue to carry overand you can’t play Episode 3 without getting through this first. You might want to hold off until the third episode is about to be released, however, so that you can quickly get the taste of Episode 2 out of your mouth with what will hopefully be a nice payoff.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 03.04.14
6.0
A House Divided is the weakest episode, by far, in Telltale’s Walking Dead series. Much of the action and plot “twists” are predictable and don’t hold nearly as much weight as in previous episodes.
The Good Old friends from Season One and 400 Days finally make their presence known.
The Bad A faster, more action-oriented pace dulls the effects of the more “dramatic” moments.
The Ugly An 11-year-old ends up bossing around a ton of adults in the middle of the Zombie Apocalypse.
The Walking Dead: Season Two: Episode 2 – A House Divided is available on Xbox 360, PS3, PC, and iOS devices. Primary version reviewed was for the Xbox 360 with a retail code provided by Telltale.

Wolfenstein: The New Order, The Evil Within, and Dishonored art books are on their way through a partnership with Dark Horse Comics, Bethesda announced today.

The first of these books, The Art of Wolfenstein: The New Order, takes a look at MachineGames’ upcoming first-person shooter set in an alternate timeline to the original Wolfenstein games. It will be released first at comic book retailers May 14, then bookstores later on May 27. The art book spans more than 200 pages and features concept art, designer commentary, in-depth looks at settings and technology, and more.

The Art of The Evil Within will be released sometime in August. Bethesda did not mention a specific date, but it is currently  listed on Amazon as the same date as the game: August 26.

The third and final art book Dark Horse and Bethesda are producing is Dishonored: Dunwall Archives, expected to hit shelves sometime in November.

All three books will retail for $39.99.

Rocksteady has confirmed that no multiplayer mode will be present in Batman: Arkham Knight. 

Even though last year’s disappointing Batman: Arkham Origins had a versus multiplayer component handled by Brink developer Splash Damage to go along with Warner Bros. Montreal’s sad attempt at a prequel, Arkham Knight game director Sefton Hill has already gone on record saying that won’t be the case with this game.

“[Arkham Knight] is a single player game. There is no multiplayer. Right at the start this was our vision.  It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer,” Hill told Game Informer (via VideoGamer).

“We want to focus on making the best single player experience we can. We don’t feel that it needs a multiplayer element. Warner Bros. backed that up right at the start.”

I don’t know about the rest of you Bat-fans out there, but I, for one, am thrilled by this announcement, as the multiplayer in Origins felt tacked on and completely unnecessary. Thank goodness the franchise is back in Rocksteady’s trusted hands.

Batman: Arkham Knight is due out sometime later this year for the PS4, Xbox One, and PC.

Sources close to Microsoft, as well as a recently pulled job listing, point to Microsoft wanting to go cross-platform with Xbox Live according to a report from The Verge.

People who own a Xbox One or Xbox 360—and the three of you out there who have a Windows Phone—understand how Xbox Live allows for multiplayer matchmaking, a cross-platform friends list, and, of course, all those precious Achievements. As it stands now, though, it’s a pain in the neck for developers to make games for the platform due to the lengthy and rigorous certification process Microsoft puts titles through.

As part of a movement to try to win back developers and make it easier to get more games on Xbox Live, Microsoft now apparently plans to build a platform to allow for Xbox Live functionality to extend to iOS and Android.

“We will create a modern framework that is open-source, lightweight, extensible and scalable across various platforms including Windows Store, Windows Phone, iOS, and Android,” a job listing for the project read before it was yanked from the interwebs.

Microsoft has already experimented with Achievements on these platforms before with Wordament, a word puzzler that came to iOS at the end of 2012 and hit Android just a few months later.

Expanding other Xbox Live services onto iOS and Android and dropping some of the shackles from the certification process could lure back some of the folks turned away by Microsoft’s old way of doing things. This holds especially true if the thought of importing already established friend lists and Achievements from consoles could draw in more gamers.

Gonna have ourselves a time

Sick and tired of licensing out their beloved series to game developers who constantly failed to capture the essence of the show, South Park creators Matt Stone and Trey Parker eventually decided that the only way to do it right was to do it themselves. Enter The Stick of Truth, a project the comedic masterminds helmed from the get-go. They handled all the writing, personally picked a developer, and even navigated the bankruptcy of their first publisher, THQ, and the transition to Ubisoft—all in the hopes of finally conquering the last realm of media they hadn’t been able to strike gold in.

One big reason The Stick of Truth works so well? Parker and Stone penned a tale that puts players themselves in the middle of the crazy Colorado mountain town. As the New Kid, you’ll begin your adventure with the most innocent of tasks: making some friends. And it’s not long before you stumble upon Cartman, Kenny, and all our favorite foul-mouthed youths. Because you refuse to speak, however, the boys resort to calling you “Douchebag” in lieu of a real name.

The refusal to speak isn’t some cruel joke, though. It’s intentional from a game perspective and helps portray your avatar as somewhat of a blank slate. This allows you to customize your character and have some say in how he’ll look, as well as which one of four classes (Fighter, Thief, Mage, or­—appropriately, for the series—Jew) he’ll represent. I ended up making my particular “Douchebag” a Fighter that looked like Walter White from Breaking Bad for most of the game. The only typically standard customization feature locked in stone? Your character must stay a boy, even if you want to dress him up as a girl. Before you get up in arms, this actually makes sense when you analyze it from a plot perspective, because pre-teen boys (especially Cartman) would never want to play make-believe with girls.

After your class and customization options are set, the boys welcome you into the fold with the official title of “Sir” Douchebag. Being named “Douchebag” and having Cartman tell you that if you choose to be a Jew, you can never be true friends is just the beginning of a near-constant barrage of crude humor that might rub more casual fans the wrong way. But as a huge fan of the show, I laughed throughout. Every story beat helps The Stick of Truth feel like an extra-long episode and makes for a joyous celebration of what’s kept South Park such a cable staple for nearly two decades.

The writing isn’t the only thing that makes the game match the mayhem any fan of the show would expect. Parker and Stone clearly spent copious attention on even the tiniest details—you’ll be amazed at how much the animation and art style resemble an actual episode. So much so, in fact, that I actually felt I was a part of the town as I explored familiar landmarks like City Wok, South Park Elementary, and Stark’s Pond.

The old-school, turn-based combat, meanwhile, took me back to my days playing Super Mario RPG, complete with similar timing-based blocks and attacks. Each character has hysterical special attacks appropriate to them, like Cartman farting on a match to roast the entire field of foes. The New Kid’s comparable flatulence-based abilities, meanwhile, can be used as standalone attacks or to bolster normal moves, providing a bit of nuance to what starts out as a simple, straightforward system. But the more I battled, the more I noticed the lack of balance caused by overpowered status effects. If I didn’t knock enemies out in one hit, they’d often die after their first attack due to all of the freezing, burning, bleeding, and “grossing” (the game’s equivalent of poisoning) I’d stacked.

The New Kid’s farting is at its most interesting outside of battle, however, providing four of the ways you interact with the world. “The Sneaky Squeaker,” for example, can be used to distract enemies, while the “Nagasaki” can break down obstacles blocking your path. I just wish it were easier to switch between the different abilities. I’d have preferred if this mechanic were handled by the D-pad, which is instead used to quickly open up tabs in the cluttered menu screen.

The Stick of Truth offers other ways to feel immersed in the South Park universe beyond how well you can clench your sphincter, though. Some are simple, such as firing your toy bow and arrow to hit far-off switches. Others are more complex, like activating an anal probe to teleport between two points (OK, so even some of your other powers deal with your butt). When you use these abilities in tandem with your farting prowess, the world in The Stick of Truth opens up and shows a lot more depth than you might see on the surface.

The only thing about The Stick of Truth that left me truly disappointed is that it’s easily the shortest RPG I’ve ever played. I was able to finish nearly every sidequest, the main campaign, and max out my abilities in only 10 hours. The story felt like it had a natural ending and didn’t feel rushed at all, but I sure do wish there were more to it. If they left me begging for more, it’s not necessarily a bad thing, though, right?

The Stick of Truth is finally the game Parker and Stone have wanted to represent their beloved comedy series. Not only does it pay tribute to some of the show’s best moments, but it also builds new lore on top of that. As a game—and not just a story—it certainly could be better, but South Park fans will still feel immensely satisfied with the effort.

Developer: Obsidian Entertainment, South Park Digital Studios • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 03.04.14
8.5
Finally, fans of South Park have a game worthy of the TV show. The writing, animation, and little details are all outstanding, and while a few balance issues surface during combat and the main quest is a little short at around 10 hours, those aren’t dealbreakers. No South Park game has captured the sleepy Colorado mountain town quite like this, and show creators Matt Stone and Trey Parker delivered on their promise to create a gaming experience that matches the Comedy Central hit.
The Good The Stick of Truth is a game finally worthy of the South Park name.
The Bad A bit short, a bit easy, and a bit unpolished.
The Ugly The poor odds of getting a sequel.
South Park: The Stick of Truth is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360 using a retail code provided by Ubisoft.

A less perplexing puzzler than expected

With its bounty of conundrums complemented well by a cast of charming charactersall wrapped in narratives that have players guessing until the very endthe Professor Layton series has established itself as one of gaming’s premier puzzle franchises. But it seems that even the brainy Layton couldn’t figure out one last riddle: how to end a prequel.

That’s not to say that Professor Layton and the Azran Legacy is a bad game. In fact, it still hits many of those aforementioned franchise staples. Azran Legacy features more puzzles than any previous game in the series, and while some definitely require a lower barrier for entry than others, a few challenges will likely have even the most experienced puzzle fiend cashing in hint coins.

The game also offers a bevy of enjoyable minigames that unlock as you progress through the story, including a fashion-themed one wherein you try to put together the best-looking outfits for eight different ladies. I almost felt like Eric (our executive editor), with his love of Style Savvy! I had a lot more fun than I ever would’ve expected playing dress-up. There’s easily more content here than in any previous Layton game, and even if you do the bare minimum, you’re still looking at a solid 15-hour experience.

The cast is also just as lovable as ever. Whether it’s innocent Luke trying his best to impress his mentor or new characters like Aurora, who you’ll meet early on in the adventure, it’ll be hard for gamers of any age not to fall head over heels with the Professor and his crew. A big reason? There’s just as much effort put into the dialogue and rapport between characters as the puzzles themselves.

Azran Legacy falters in two key areas for me, though. The first is a technical issue. I’m among the few who actually likes using the 3D feature on Nintendo’s current handheld. Typically, I use it on just about every 3DS game I play. Using it during Azran Legacy, however, gave me a horrendous headache within five minutes. It might have something to do with the anime-style backgrounds and cutscenes, but I couldn’t find a slider setting or a position for the 3DS itself that didn’t make my head start pounding or cause most of the scenes come across a little fuzzy. Turning off the 3D is a small sacrifice, and an easy solution to a minor problem. Plus, the game still looks great in 2D (and this option nullified the pain!).

But something I couldn’t fix with the flick of a slider was the actual story. The plot of this particular Layton adventure is the weakest in the series. Part of this comes from the fact that it’s a prequel forced to tie up particular storylines in order to maintain the continuity established in The Curious Village. This corner that Level-5 painted themselves intoa pitfall in pretty much all prequelsleft the adventure absurdly predictable. Even the first two entries weren’t as unsurprising as this one; there, the writers still had room to maneuver narratively. Here, certain things had to happen, and I knew 20 minutes in how everything would unravel. The twist that usually comes at the end of every Layton game, therefore, was nonexistent here. Sure, the story shoehorns in some soap-opera-quality drama, but it’s so forced and so unnecessary that I could only shake my head in disappointment and power through the last dozen or so puzzles.

Professor Layton and the Azran Legacy is a valiant effort to show that there’s hope to be had for prequels, but in the end, it succumbs to all the same traps as many franchises before it, leaving it a bit bland and predictableespecially when compared to the rest of the series. This shouldn’t deter Professor Layton fans from the game, though. If you can look past the low points of the story, it’s still an exceptionally well-designed puzzler. If you’re looking for a game to simply promote more critical thinking, Professor Layton still reigns supreme.

Developer: Level-5 • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 02.28.14
7.0
With the most puzzles in series history, Professor Layton and the Azran Legacy will force players to rack their brains, and the Professor and his crew are as lovable as ever. Unfortunately, the prequel limitations really put a crimp on the overall narrative.
The Good Puzzle-solving is still a lot of fun.
The Bad The story’s even more predictable than expected from this series.
The Ugly Not even Professor Layton can escape underwhelming prequels.
Professor Layton and the Azran Legacy is a Nintendo 3DS exclusive that was reviewed using a retail code from Nintendo.