Category: EGM (Electronic Gaming Monthly)


Darkest Pandora

If there’s one thing we learned in Borderlands 2, it’s that Pandora’s a sprawling planet with a bevy of different ecosystems supporting unheard of amounts of unique life-forms. This diversity looks to put itself on display once again in the game’s latest DLC: Sir Hammerlock’s Big Game Hunt.

After your glorious defeat of Handsome Jack, Sir Hammerlock feels that you and your fellow Vault Hunters need to be rewarded with a weekend of rest and relaxation—and nothing makes him feel better than shooting giant monsters in the face. Lucky for him, we feel the exact same way. So, the Vault Hunters are whisked away to the Hunter’s Grotto via Fast Travel and greeted by the smelliest, most bug-infested swamp you’ve ever seen. And to add insult to injury, the natives of this swamp aren’t too happy with you showing up and deciding to hunt their game. Oh, and a new Jack crony makes it his mission to wipe you out when he thinks you show up to mess up his plans, even though you had no idea he existed until now. Awkward. Have fun!

One of the most entertaining aspects of this add-on is the addition of hovercraft vehicles. After all, how else would you expect to get around a swampy marshland? The vehicles’ ability to transition from land to water—or vice versa—is critical in completing this DLC, as they offer a way to get around the half-submerged grotto with little effort, even if they’re a bit unwieldy. But these vehicles make up for their loose controls with a trio of new weapons that can be hardwired to the craft to crush the indigenous life found in and around the grotto. You can outfit your hovercraft with a corrosive grenade launcher, a shock grenade launcher, or a flamethrower, all of which clearly have their own advantages and disadvantages as you wage war in the swamp.

The most fun I garnered from the download, though, was discovering not just an entirely new section of the world, but the different enemy creature species that reared their heads (if they had heads to begin with, that is!). You’ll have to fight everything from exploding plant spores to giant scorpions—not to mention several new varieties of classic enemies like Skags.

The new tribal natives also prove a formidable threat, even if they’re similar to bandits in many ways—but they’re far less balanced than they needed to be. The natives are led by Witch Doctors, who typically control one of the game’s main elements (Fire, Shock, and so on). But they also wield the unique ability to heal themselves and the enemies around them—and they can even level up nearby baddies, too. This can often lead to a dozen or so Ultimate Badasses running around if you’re not careful, as even the most pitiful of tribal hunters can become a threat if you don’t remove the Witch Doctors quickly. However, because of their healing nature and the frequency with which they show up, they’re damn near impossible to take down. This often led me to just running past many of the tribal enemies I encountered on the way to my objectives. It often wasn’t worth the trouble to fight them, and this was a source of surprising frustration.

Besides these few moments, however, I really did enjoy this new side story. The new villain’s hysterical, and returning cameos by main game characters help the DLC feel like it’s really a part of the vibrant world of Pandora. And depending on how many of the sidequests you decide to do, you can expect somewhere between six to eight hours of brand-new content that flows along the same vein of the main game in terms of humor and gameplay, making it well worth the $10 asking price (800 MSP). So, if you love a plethora of blatant pop-culture references from the characters that inhabit the Borderlands universe, blowing up giant monsters with any combination of different weapons, or just need an excuse to hop online with your friends, Sir Hammerlock’s Big Game Hunt is a more-than-worthwhile DLC purchase.

SUMMARY: If the bulk of Borderlands 2 had you laughing till it hurt, then this DLC will certainly continue that trend. A couple of balancing issues with the new enemies introduced, however, will cause some headaches and encourage you to race through more daunting areas.

  • THE GOOD: Maintains the same humor and game play of the main game.
  • THE BAD: Some of the new enemies are poorly balanced.
  • THE UGLY: Hammerlock’s emotional barriers that prevent him from making friends.

SCORE: 8.5

Borderlands 2: Sir Hammerlock’s Big Game Hunt is available for Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for Xbox 360. 

It was a weird year for games in 2012. A lot of highly anticipated triple-A titles got delayed into 2013, and although a lot of great games still came out, there wasn’t a clear-cut winner for me this year like there was with last year’s Batman: Arkham City.

Thus, the deliberations between the voices in my head continued deep into the year, coming right down to the wire. It was neck-and-neck between a handful of titles, but when the chaos finally settled down, a Top 5 list emerged of what are—in my opinion—the best games of the year. These are those games—enjoy!

Ray’s Top 5 Games for 2012

#5: Sleeping Dogs

Publisher: Square Enix
Developer: United Front Games
Platforms: Xbox 360, PS3, PC

Mixing Batman: Arkham City’s hand-to-hand combat with Assassin’s Creed–style free-running, Grand Theft Auto–inspired open-world mechanics and gunplay, and Need for Speed’s driving sequences sounds like the ultimate videogame Frankenstein’s monster. However, unlike Mary Shelley’s rotting, mindless beast, Square Enix created an Adonis of a game with Sleeping Dogs. Although there may be little left to the imagination in terms of gameplay, developer United Front Games wove these aspects seamlessly together with an original, engaging plot—and that made Sleeping Dogs one of my must-play games of the year.

#4: XCOM: Enemy Unknown

Publisher: 2K Games
Developer: Firaxis Games
Platforms: Xbox 360, PS3, PC

It’s never fun to die in games. But in XCOM: Enemy Unknown, you must get comfortable with the concept of making sacrifices if you ever hope to complete it. In fact, the game kills most of your team right away in the tutorial just to help get this initial shock out of your system. After all, if humans were actually fighting a war against a superior foreign invader, losses would be commonplace. But even through all that failure, I still had tons of fun as I worked to save Earth from aliens.

#3: The Walking Dead

Publisher: Telltale Games
Developer: Telltale Games
Platforms: XBLA, PSN, PC, Mac, iOS

It’s not easy to make a comic or TV show into a videogame—especially when your fanbase is as rabid as the zombies they read about or watch. The Walking Dead, however, successfully captures the spirit of Robert Kirkman’s original comic while introducing us to an entirely new slice of life in that crazed, zombie-filled world. The young heroine Clementine is arguably the best new character gaming’s seen in years—especially considering the emotional range she’s forced through—and the story’s branching paths afford dozens of playthroughs. The Walking Dead lets you know that adventure games are back—and in a big way.

#2: Borderlands 2

Publisher: 2K Games
Developer: Gearbox Software
Platforms: Xbox 360, PS3, PC, OS X

I’ll admit that I don’t like to play games with other people. They slow me down—or I kill them too much, and they get frustrated, and it just ends up a mess with thrown controllers, slammed headsets, kids crying to their mommies, or me sleeping on the couch. One game is the exception to this rule, though: Borderlands 2. It’s got so many moments where you just wanna go “DID YOU SEE THAT?!” and you need to share that with someone. And if you do play alone, the game doesn’t suffer for it. Throw in probably the best all-around script of the year, and this should be on everyone’s Top 5 list.

#1: Assassin’s Creed III

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox 360, PS3, Wii U, PC

The new naval battles perfectly balance the addictive gameplay and historical accuracy for which the series is known. The plot has more twists than a Twizzler, keeping you hooked the whole way through. The new Wolf Pack co-op mode helps strengthen an already impressive multiplayer suite. Oh, and did I mention you can now stab people in the face more fluidly than ever before? By the time you get to the fifth entry in any franchise, it’s damn near impossible to continually raise the bar. And yet, Assassin’s Creed has done it so spectacularly that I can’t help but give Assassin’s Creed III my game of the year.

Ray’s Off-Topic Awards for 2012

The People’s Champ Award
Street Fighter X Mega Man
Mega Man X Street Fighter - Header This year marked Mega Man’s 25th anniversary…and yet, we didn’t get an official game. For some reason, Capcom cannot remove their collective heads from their asses long enough to be bothered with a new title starring the Blue Bomber. It was Street Fighter’s anniversary, too, and that got a game (even if it was a piece-of-garbage crossover with Tekken). Well, Capcom may not care about Mega Man anymore, but the fans do, and one devotee in particular—a Singaporean designer named Seow Zong Hui—honored Mega Man with his own Street Fighter–infused take!
The Marlboro Man Award for Most Unhealthily Addictive Casual Game
Marvel: Avengers Alliance
I rarely play casual or browser-based games, but when I heard about one based on the Marvel Universe, I figured I’d give it a shot. Any good comic nerd would! Now, nine months after its release, I find myself breaking the level-70 barrier with my custom-created character—and I’ve compiled a true dream team of superheroes. All while devoting far too much free time (and occasionally money) to this free-to-play Facebook addiction, as I continue my quest to save the universe from the element ISO-8!
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Dust: An Elysian Tail
I gave this award out last year, and I feel compelled to do so again—because it would be an indignity to not mention the stunning visuals of Dust: An Elysian Tail. Its hand-drawn animation left me in awe, and when you compound this breathtaking art style with the fact that it was created entirely by one man—Jazz Jackrabbit veteran Dean Dodrill—you can’t help but admire his extreme talents in crafting this intense labor of love.

There’s a storm brewin’…

Looking to capitalize on the success of its TrackMania brand and expand their repertoire, developer Nadeo looked to put their unique spin on old-school first-person shooters. Thus, we have ShootMania. And we were able to go hands-on with Storm, the first maps of the first environment for ShootMania.

The main theme behind ShootMania, much like it’s sister TrackMania, is providing entertaining head-to-head competition by simplifying things in order to hopefully minimize time spent not actually in game and to make the games fast-paced with frantic action. There are several ways Nadeo is doing that with ShootMania, starting with your primary weapon. Described as a rocket launcher (although it looks more like a beam cannon of sorts), the weapon fires streaking blasts of explosive light and so all it takes is two hits to eliminate your enemies in what feels like laser tag on steroids. Players also can utilize bunkers that they would hole up in to use “sniper rifles” that really just focused their lasers to maximize their blast distance.

This was all we saw in regards to weapon variety, however. This is so that players wouldn’t worry about needing to customize loadouts or the like as everyone basically plays on an even level. This not only gets you into the action faster, but also ensures that the competition comes down more to skill, and maybe a little luck, to determine the outcome.

There were items that weren’t offensive in nature though that could also help to the strategy. Reminding me of Metroid, each player is equipped with an energy-based grappling hook that can attach to several points on each map and allow players to swing across gaps to hopefully set up better positions for later offense. There is a risk to the grappling hook though as you cannot fire while swinging.

If you don’t like the idea of being defenseless when swinging through the air, there is also the wall jump. Not easy to time considering the game is a first-person shooter, players who master this maneuver can completely change matches by luring unsuspecting players into coffin corners and then leaping behind them by bouncing up the walls.

In regards to game modes, we also played a simplified version of Team Deathmatch where there were only three players on each team. Again, this affords faster matches, but also gives you the chance to really gel with a particular group of guys and tests your skill as a group. To make sure you don’t spend a lot of time searching for opponents though, as a 3v3 match doesn’t usually last long, you play a series of games with the same people where the overall match doesn’t end until a team gets three game wins and are up by at least two victories. Should a pair of teams trade wins back and forth, then it is the first to five wins overall.

Another way to speed up the action we found was by activating a beacon in the middle of most maps. This switched on an electrical storm field that starts closing in around the beacon. Anyone hit by the field is immediately eliminated and so your surroundings start speeding up the competition as well until there is a small patch of safe zone left and you are left in a Mexican standoff with your opponents.

Of course, some gamers may not be all about competing with other players. Well, any players who are transition over from TrackMania will be happy to know that ShootMania will have a similar map editor so you can build your own nefarious mazes with Halo-like launchers or camper paradises littered with bunkers depending on your own personal play style and share these with your friends. And considering there is minimal customization you can do with your in-game avatar, putting a kick ass map out into the community might be the best way for you to stand out if your kill/death ratio isn’t up to snuff.

In the end, veterans of online first-person shooters should quickly be able to pick up and play around with ShootMania, but mastering it will prove a bit more difficult considering its unique take on map design and game play pace. If you’re a fan of TrackMania and what Nadeo has done with that community over there, you can expect a lot more of the same user-interaction and strong community to develop here. And then again if you’re just looking for a cheap way to shoot some giant lasers, ShootMania: Storm looks like it’ll be a worthwhile romp when it launches January 23, 2013.

In Soviet Russia, Game Plays You!

World War II has long be fertile ground of video games, and for good reason. There are clear-cut good guys and bad guys, enough conflict to tell the story of countless heroes, and plenty of opportunities to romanticize the cultures and countries involved. There’s one area of the war, however, that games have long had a blind spot for: the Eastern Front.

As the Germans continued to spread out across Europe and into North Africa, they found their greatest difficulties arose when they attempted to cross the Ural Mountains and conquer the Soviet Union. The USSR, of course, fought using attrition warfare, whittling down German forces, take advantage of the long Russian winters, and even destroying some of their own resources to prevent them from falling into enemy hands. Many believe it was this strategy and prolonged conflict that finally led to the fall of the Third Reich.

But that’s enough history for today.

Company of Heroes 2, THQ’s follow-up to the popular real-time strategy game, looks to explore this rarely represented conflict—and take full advantage of those long Russian winters as well. Earlier this month, I got to go hands-on with both the single-player and competitive multiplayer modes, giving me a chance to see firsthand what it’ll take to survive along the Eastern Front.

During my single-player time, I tackled a mission that tasked me with building up the Russian forces and conquering three strategic points along a riverbed. The bleakness of the winter setting was immediately apparent, as a whirling snowstorm blew in and hindered my onscreen vision. I also saw the effects of hypothermia set in on my troops, causing them to take ill and requiring me to build fires to keep them warm while we waited out the storm.

As I started my advance across the frozen tundra, I approached the riverbank and experienced another new dynamic as German tanks started moving across the ice towards my position. The game advised me to use mortars to blow holes in the river to sink the German tanks. It would hinder my progress, shrinking the lanes my troops could use to cross the river, but considering the damage it would do to the German armor line, I was left with little choice. As the Panzers sank to their watery graves (in exquisite detail for an RTS game, I might add), I was able to advance across what was left of the frozen river and conquer the objectives with little resistance from the remaining German forces.

While much of this single-player excursion played out like most other RTS games with regard to stockpiling resources, building units, and attempting to use superior strategy to overcome our foes, the new environmental hazards and dynamic terrain were a joy to play around with. From minor visual details like tank tracks in the snow to the new tactical options afforded by the winter elements, there were enough innovations here to make the standard RTS gameplay feel novel and fresh.

After thumping the Germans in the single-player mode, I was afforded the chance to take on some human opponents in versus multiplayer. Wanting to continue to experience the cold Russian winters, I tried out some new maps—including one where the middle capture point was placed on a tiny sliver of land surrounded by a frozen lake. Here, after my experiences in the single player campaign, I made my greatest RTS stand in quite some time.

Allowing myself to fall behind early and basically giving my opponent the middle capture point, I settled in around my base and began to build. Tank after tank after tank would soon dot my base’s perimeter. With only 50 or so points between me and defeat, I sent my armor columns onward towards the middle point. My German opponent did not stand idly by while I built my forces up and had quite the armor division himself by the time we faced off for our grand conflict.

He had unwisely placed much of his armor on the fragile ice, though. With a few well-placed barrages from my tanks, I sent much of his armor to the bottom of the lake and deployed a single engineer to capture the point. Thanks to my shelling, I’d set up a natural barricade of broken ice that my opponent was unable to overcome. Victory was mine, and it was time to break out the finest Russian vodka to celebrate!

Much like the single player campaign, the multiplayer was tremendous fun, and having to balance the elements along with the unique terrain made for a RTS experience unlike any other. What’s more, the level of detail on each unit and locales is almost unheard of in an RTS. If the small snippet of game play we saw was any indicator, Company of Heroes 2 should be a must-have game for strategy fans and World War II buffs alike when it launches on PC in 2013.

You’ll Never See It Coming

When we think of most military shooters, we think of epic, Michael Bay-inspired moments and frantic, run-and-gun firefights, but sometimes you can change the world more with a single, well-placed bullet than a boxload of clips. There’s a stealthy aspect of war that’s sometimes forgotten about in the modern military first-person shooter—the men who, when they do their job right, you don’t even know they were there.

I speak, of course, of the sniper. While they’re commonly relegated to the role of a long-distance throwaway henchman in most games, real-world snipers are some of the most feared combatants in many environments, as they can decimate enemy forces before the victims even know what hit them. That’s why, when I got a chance to go hands-on with a couple levels from the upcoming Sniper: Ghost Warrior 2, I knew I was in for a very different FPS experience.

The first level had me decked out in jungle camo as we infiltrated an unspecified area of the Philippines. Working my through thick foliage and past meager riverside huts, I was quickly introduced to a variety of mechanics I don’t normally see in games. The first was the icon in my scope that let me know where my bullets would hit—and since every bullet is affected by wind and the force of gravity, it was seldom the precise spot where my crosshairs were aiming. With a quick pull of the trigger, I took out a guard smoking a cigarette and was startled as the camera violently shook. I was then informed that a smoother, slower squeeze of the trigger would lessen the recoil and make my shots more accurate, just as if I were shooting an actual sniper rifle.

The Phillippines level was a breeze for someone with as much FPS experience as me, but the devs were quick to note that I was playing on Casual, which means I had access to a few features that wouldn’t be accessible on the higher difficulty levels. On Normal or Hard, the enemies won’t be automatically marked on the minimap—I’d need to spot them with my binoculars. I’d also need to estimate the bullet drop myself, since that handy reticule wouldn’t be there to help.

Even on Casual, however, my skills were put to the test when we took on the next level, a flashback to war-torn Sarajevo in the early ’90s. Here, enemies were more numerous and frantically searching for insurgents, making it much harder to camp and take out enemies one by one. This is where the game’s heartbeat mechanic really came into play. In several instances, I found myself taking enemy fire, which caused my in-game heart rate to skyrocket. As a result, it was much more difficult to steady my rifle for a killing shot on subsequent enemies. And with only a pistol, knife, and said sniper rifle to count on, every time my adversaries tried to rush my position, I was in for the fight of my life.

This is when it really dawned on me, and the concept for the game started to come together. This wasn’t your standard military shooter as much as it was a stealth game. The scenarios you find yourself in may have the window dressing of your other military shooters, but Sniper: Ghost Warrior 2 is shaping up into something more akin to Hitman than Call of Duty. Fans of the first game will appreciate a lot of the changes that were made to also prevent this game from heading down that typical FPS path, like the removal of the run-and-gun assault rifle segments in favor of more dedicated sniping gameplay.

All in all, our time with the game was unfortunately very short, but I was amazed at how much fun I was having crawling through the tall grass and lining up headshot after headshot. The new mechanics added interesting levels of nuance to sniping. Fans of the first Sniper will love the new changes, while newcomers will appreciate the breath fresh of air this gives military FPS games. I can’t wait to see the full game when Sniper: Ghost Warrior 2 releases in late Q1 2013.

The battle for Middle Earth is about to begin

Some of my favorite comics growing up were Marvel’s “What If?”s. These comics would look at how things would change in the universe if one thing in the past turned out differently from what we could consider continuity. And when I started playing Guardians of Middle-Earth, a part of me flashed back to those comics of my youth because the concept of this game is much like those comics. Many of us know, or are at least mildly familiar with, The Lord of the Rings. I don’t know anyone who doesn’t recognize the names Legolas, Gandalf the Grey, Sauron, or Gollum. Well, what if 22 players, some more major than others, from The Lord of the Rings universe were all put onto the battlefield at one time. That’s what you get with Guardians of Middle-Earth.

Aside from the “What If?” scenario, there really isn’t much more to this story as Guardians of Middle-Earth is a MOBA (multiplayer online battle arena). The basic purpose of MOBAs is that you and your teammates must assault enemy towers along three lanes of combat. Each character has their own unique abilities, even with all 22 characters falling into one of five classes (striker, defender, warrior, enchanter, tactician). Being somewhat familiar with some of the characters, like Legolas being an archer, and Gandalf wielding magic, will definitely accelerate your learning curve as you’ll find who fits your play style a little faster, but you don’t need to be familiar with Tolkien’s classic fiction to really embrace a character once you find one in your wheelhouse.

The most impressive thing about this game is that MOBAs are traditionally PC games and yet this is the first game in this genre that has found a way to transition the PC control schemes many MOBA players are used to smoothly over to a console. The transition isn’t completely perfect as there are some minor issues with aiming and just seeing your character when the trenches get full with a few characters from each team and suddenly it seems like fireballs, lightning bolts, and every other matter of magical attack is flying across a small space on your screen. But usually it works itself out rather quickly when someone pays the price. In regards to how it feels though, the game handles smoothly and I found myself losing hours at a time with this game in what felt like a blink of the eye.

Something else that Guardians of Middle-Earth brings to the table besides its controls is that it introduces a new 1-Lane mode. This mode is all about great, fast-paced action where you and your foes will grind the battle out in the trenches and only the team that works the best together and is most familiar with their characters will be able to push the line of conflict.

Along with the 1-Lane mode, there is plenty of Lord of the Rings flavor beyond the characters if that is the primary aspect of this game that is making you curious about downloading it. Once you reach a certain player level, you can start unlocking custom loadout belts that you use by placing a variety of gems in to boost your health, defense, offense, magic, or combination of those. The custom loadouts are great because this can help you master several characters instead of just one or two and gives you something to keep working towards as you move through the levels. Not to mention it can afford you some flexibility if your friends want to throw down in 1-Lane or traditional 3-Lane for a while.

If you aren’t familiar with MOBAs because you are more of a console gamer than a PC gamer, this is a great way to jump into the genre. If you do like MOBAs, you’ll be impressed with how smooth Guardians of Middle-Earth feels on a console. If you like Lord of the Rings, you won’t be able to not try every character and work towards unlocking them all. All in all, I was blown away by how much fun I had with this game and it is definitely worth its $15 (1200 MSP) price tag.

SUMMARY:  Easily as deep and addicting a MOBA as you’d find on the PC, Guardians of Middle-Earth should appeal to newcomers and veterans of the genre alike. Add in the Lord of the Rings flair and this should be money well spent for most gamers.

  • THE GOOD: Sets a high standard for future MOBAs on consoles
  • THE BAD: Sometimes difficult to tell just where you are when the action gets overly frantic
  • THE UGLY: Gollum. Always Gollum.

SCORE: 9.0

Guardians of Middle-Earth is available on PS3 (PSN) and Xbox 360 (XBLA). Primary version reviewed was for XBLA. 

I’ll be Damned…

The last time many gamers saw the bald man with the barcode on the back of his head, Agent 47 and Diana Burnwood had taken down the Franchise in Hitman: Blood Money and things looked to be getting back to normal (well, as normal as they get for the world’s greatest assassin). When we begin Hitman: Absolution, however, things are far more different than we remembered, as 47 has a new handler and his new target is the previously mentioned Ms. Burnwood.

Although some of the pieces of this initial puzzle come together as you play Absolution, there are a lot of unanswered questions in regards to just what transpired between Blood Money and Absolution. Thus, we have Hitman: Damnation, a prequel novel by Raymond Benson (best known for having written several official James Bond novels) that reveals Diana’s fall from grace, introduces and fleshes out key Absoltuon characters like Birdie, Benjamin Travis, and his assistant Jade, and just what brings Agent 47 back into the ICA’s folds.

After Burnwood leaves 47 to die in the Himalayan mountains in the middle of a contract and drops off the grid, everyone’s favorite bald assassin finds himself drifting through life after recovering from yet another near-death experience. Wishing to leave the ICA behind, 47 survives on simple hits for various drug lords and other unsavory types. After all, old habits die a lot harder than most of 47’s targets.

It isn’t long before the newly reformed ICA wishes to reacquire their greatest asset, though, and with the promise of finding Diana and figuring out why she left him, 47 accepts being brought back into the ICA ranks. Wishing to see if 47 still has it, the ICA wants to test the hitman before sending him after Burnwood, should they be able to follow up on their guarantee of finding her. But what starts off as your run-of-the-mill political assassination quickly turns into a conspiracy of global proportions that will push 47’s bio-enhanced skills to their limits.

Considering how much I, like much of the EGM staff, enjoyed Hitman: Absolution, I relished the chance to see several of the blanks in the game’s backstory filled in. Benson shows off his Hitman chops almost right off the bat by how he easily allows readers to jump into the head of the near-emotionless assassin. Although 47’s internal dialogue and Benson’s narration can sometimes blend together a bit too much, getting a better feel for his motivations throughout this book really helped me enjoy what IO Interactive did with the game. This chapter in the Hitman franchise is easily the deepest slice of personality we’ve ever gotten from the cold-blooded killer.

Damnation isn’t just about deepening the character of 47, though. The book may get off to a bit of a slow start, but there’s more than enough action here to keep fans interested, as Benson beautifully describes several hits in stunning, meticulous detail. For the last 100 pages or so, I couldn’t put Damnation down as it ramped up to a thrilling, action-packed conclusion. Throw in some dynamic and interesting villains and I can’t see anyone who enjoys the Hitman games not enjoying this read. This book is more than worth the price ($9.99) considering how much enjoyment Hitman fans will get from its 300 pages. Damnation would make a great stocking stuffer or wishlist addition if you have a huge Hitman fan in your household.

SCORE: 8.5

Not always lucky there’s a Family Guy

It’s never easy to capture the essence of a licensed product in a videogame. Sure, games like Batman: Arkham City show it can be done, but for every gem, you get South Park: Tenorman’s Revenge, X-Men: Destiny, a half-dozen Simpsons titles (excluding Hit and Run), and the worst of them all, Aquaman: Battle for Atlantis (just beating out the equally awful Superman 64). So, when it came time for Family Guy to take another crack at a video game, six years after their first failure on the last console generation, it was hard not to think “Here we go again.”

Inspired by the Season 8 episode “Road to the Multiverse,” Family Guy: Back to the Multiverse centers around the machinations of an alternate universe incarnation of Bertram, Stewie’s evil half-brother who was destroyed in the main Family Guy universe episode “The Big Bang Theory.” This version of Bertram has built his own multiverse remote control and vowed revenge on Stewie for killing him in any universe. Knowing that their own vast multiverse experience makes them the only ones capable of putting a stop to the plan, the show’s beloved odd couple, Stewie and Brian, embark on a quest across 10 parallel dimensions to stop Bertram from putting together an unstoppable army that will squash the Griffin family once and for all.

As a fan of the show, I admit the premise sounded promising. When you consider that the plot was written by the Fuzzy Door writing staff and that everyone from the cartoon reprised their voice for the game, the story side of Back to the Multiverse didn’t worry me one bit. And it did, indeed, deliver in most instances, as there were many moments during the game’s cutscenes where I found myself laughing out loud as Brian and Stewie found themselves in a Pirate World, an Amish World, a world ruled by handicapped people, and much more.

Unfortunately, when it came to being a fleshed-out game, I found Back to the Multiverse lacking. The third-person shooter gameplay quickly became tedious as wave after wave of cookie-cutter enemies swarmed me in each level, yet still provided almost no challenge. Surprisingly, the handful of platforming obstacles in several levels—along with one very special level with Peter—provided some enjoyable variety to the grind of shooting everything in sight, but these brief departures from the blasting bonanza were too few and far between to save the game from becoming repetitive, dull, and simple.

The game is also extremely short and linear, and in order to try to cram in a couple extra hours of playtime, each level is littered with pointless item collection side quests that reward players with nothing but concept art and multiplayer skins. Somewhere between collecting my 10th wanted poster in the Amish world and my 7th handicap placard in the “Handicapable” level, I was already done with the hoarding.

And speaking of the multiplayer, what were developers Heavy Iron thinking by not making the co-op or versus modes online capable? The multiplayer suite here is impressive, with challenges, Deathmatch and CTF, a horde mode, and campaign co-op. Though far from revolutionary, Multiverse definitely has the potential to stand up to many other titles out there, but since all the modes are restricted to local play, they quickly lose their luster. The multiplayer levels, especially in Team Deathmatch, seem better designed for larger groups of players with their scope and size. With only up to four people locally, everyone is constantly wandering around, desperate for someone to shoot. I appreciate local play as an option, but it just doesn’t work well as the only option, not in this day and age.

In the end, this game is like many of those other licensed products that have come before it. There’s a very solid core here, with the visuals and the humorous writing capturing the animated heart of the show. If the fat from the single player had been cut out so there was only maybe only five or six more polished and varied levels, I could see this being a great downloadable or budget title in the $20-30 price range. For a full $60 though, Family Guy: Back to the Multiverse is far too flawed to be worth it for all but the most passionate (and delusional) of Family Guy fans, as this falls into place with the rest of the long list of other mediocre adapted media property video games out there.

SUMMARY: A solid comedic core cannot save what becomes tedious gameplay as you move through the 10 different dimensions of the Multiverse. Throw in the mind-boggling lack of online multiplayer for a suite that clearly could have benefited from it, and Family Guy: Back to the Multiverse should only appeal to fanatics of the FOX animated sitcom.

  • THE GOOD: Much of the game captures the humor of the show.
  • THE BAD: No online multiplayer, tedious side quests.
  • THE UGLY: Amish women. What? It’s not like they’re going to read this on the Internet or something.

SCORE: 5.5

Family Guy: Back to the Multiverse is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360. 

Crash and burn

Up until yesterday, I had no idea what Crashed Ice was. If you came up to me on the street and asked me, I’d probably say it was some sort of alcoholic beverage. And considering Red Bull puts on the event, I may start experimenting with that one later (I’m thinking some blue grenadine and vodka needs to be in there). But, no, Crashed Ice is actually a winter extreme sport involving skating downhill at breakneck speeds while dressed as a hockey player on a closed track. So, considering my love of hockey and my unfortunate experience playing many Kinect, sports, and Kinect sports games over the past couple of years, I figured “How bad could it be?” Famous last words if there ever were ones.

Released to coincide with the first event of the 2012-2013 World Championship season, Red Bull Crashed Ice Kinect allows your avatar to don pads and blades and try to become the faster skater out there as you avoid various real-life and in-game exclusive obstacles. Featuring avatars based on actual Crashed Ice competitors like Kyle Croxall and Jasper Felder, you and three others race to the finish in each event, just like in the actual sport. Being that the game is Kinect based, you’d expect maybe some leg movement, but instead of moving your legs to gain speed, you just swing your arms back and forth as fast as possible in a motion that is more reminiscent of skiing rather than skating. And, unfortunately, Red Bull Crashed Ice Kinect happens to be yet another prime example of a game that fails primarily because the Kinect sensor can’t pick up your motions a majority of the time if you go too fast, obviously defeating the entire purpose of what a race is supposed to be.

The controls aren’t the only failure of Red Bull Crashed Ice Kinect, however, since it’s not like there’s much strategy to this game. The entire concept is “you go downhill as fast as possible.” The faster you swing your arms, the faster you go (if the sensor picks you up), and so the challenge centers more around your level of aerobic fitness than anything the game actually throws at you. Sure, some sensationalized jumps and a Hulk-like stomp move to help knock your competition down to try to give the game a fun, arcade-like feel. But again the Kinect often fails to pick up the rare moments you need these over-the-top maneuvers to advance through the game.

Of course, it’s not like there’s much of a game here to begin with, either; the game consists of only five events. And given the brevity of these races, you can blow through the entire campaign in less than an hour. Even with online leaderboards and the ability to download ghosts of friends or top racers to go against, the game basically equates to a dollar per track. You spend more time on load menus than actually playing this game. So, with the control problems and lack of depth—and the fact that most people don’t even know what Crashed Ice is—this game could be free instead of $5 (400 Microsoft points) and it still wouldn’t be worth it! After putting in far too much time with this, I can say it’s a game everyone should avoid—and that I need to go comfort myself by experimenting more with my Crashed Ice drink recipe (maybe I should put some Natty Ice in there?).

SUMMARY: Even with its cheap price of only 400 Microsoft points ($5), when you combine the game’s poor recognition of your body movements and a severe lack of content, there just isn’t enough of a game here to warrant any sort of purchase.

  • THE GOOD: Head-to-head racing with ghosts.
  • THE BAD: Everything else.
  • THE UGLY: This may be the only skating we see this year with the NHL labor impasse (I miss you, hockey!).

SCORE: 2.5

Red Bull Crashed Ice Kinect is an XBLA (Xbox 360) exclusive.

It was an interesting week in the comic world as IDW brings back another old-school hero while Marvel and DC continue to try to spin our old heroes into something new. So let’s just get right to it with this week’s Pullbox!

IDW – Judge Dredd #1 – The year is 2100. Most of the world is a radioactive wasteland aside from a small strip along the North American east coast where all people can do is build upward at this point. The facilities of this last bastion of humanity are mostly automated, but occasionally man’s primal urges to break the law rise to the surface and when this happens, there is only one true form of law. The Judges And the most severe of this militant law-enforcement group is Judge Dredd.

Capitalizing on the fair success of the Dredd movie, this comic is the start of bringing Britain’s most infamous comic book hero ever here to the States in a way that stays true to its dark, dystopian future. This first comic is a joy for any comic reader that is even just vaguely familiar with the character as it throws you in head-first to Judge Dredd’s world without pulling any punches. Pick this up and stick with it folks because it is going to be one hell of a ride from here on out.

DC – Talon #2 – Calvin Rose begins his war against the Court of Owls in earnest in the hopes of finding the women who helped prevent him from succumbing to the same fate as all other Talons. When he looks to hit one of the Court’s primary fund reserves, however, he realizes that he may have bitten off more than he can chew and will need to push his skills as an escape artist to the test if he hopes to live.

Even though this book is only a couple of issues in, and I didn’t even really enjoy the whole ‘Court of Owls’ concept, Talon shows a lot of potential as it is already introducing new and unique characters, and looks to be working hard to give Calvin some nemesis of his own to do battle against. The idea of bringing back Owls from the dead could get old quickly, but it definitely works through a couple of issues and it should be interesting to see how Calvin’s war on the Owls continues in the coming months This is definitely one book to keep an eye on.

Marvel – Astonishing X-Men Annual #1 – In this one-shot story, we again see how being an X-Man affects Northstar and his marriage as The Friends of Humanity terrorist group has started targeting the loved ones of mutants instead of just the mutants themselves. Labeling them gene traitors, Northstar must aide his friends in hunting down the hate mongers before his husband becomes the next casualty.

If you’ve been reading Astonishing X-Men, this Annual issue really helps put a nice little bowtie on the recent events that have happened with Northstar and his wedding and all that. It doesn’t really feature a lot of action, but does a nice job of fleshing out some characters, including Karma, Northstar, and his husband, and feels like it is setting them all up for something big in the future. A solid read, but not a must have unless you’ve been following this series very closely.

DC – Batman, Inc. #5 – Batman claims he’s had a vision of the future where Damian becomes Batman and Gotham gets wiped off the map because of it. Everyone Bruce knows and loves die in the future and so in order to prevent this from happening, Bruce wishes to send Damian back to Talia as a peace offering.

A little confusing at first, as is typical of most of Grant Morrison’s more recent works, it all comes together in the end as this issue has an old-school ‘Elseworlds’ feel to it that I appreciated. Also, having the Joker being the villain the brings about the end of Gotham was a nice touch as any time you can work in the Clown Prince of Crime is a bonus for sure. It would have been nice though if aside from explaining Batman’s insane vision, if this issue has actually done something, like, I don’t know, forward the story, perhaps. Not the best issue of Batman, Inc. in how it relates to the series, but I’ve read worse.

Marvel – Secret Avengers #34 – Captain Britain and Hawkeye are trapped in the Earth-666 parallel universe where all the heroes we know are classic movie monsters (Thor is the Mummy, Wolverine is a vampire, Punisher is a Frankenstein monster, etc.), Venom and Valkyrie are ejected into space, and Hank Pym gets turned into a Deathlok!

This was one of the most difficult issues for me to follow in a while what with so many different stories going on at once. I usually love Rick Remender’s work, but he needs to get a grip on the reigns of this one fast because it feels like an out of control train ready to wreck at any time. And it’s not like I tried jumping into this one cold turkey. I’ve been following this series and still had trouble trying to piece together everything that was supposed to be happening. The whole feel of Secret Avengers seems to have taken a downward turn ever since Hawkeye took it over from Captain America and even though I’ve been with this book since the very beginning, it needs to pick up soon or I’m jumping ship.