Category: EGM (Electronic Gaming Monthly)


Just the two of us

The first time we had seen Army of Two: The Devil’s Cartel, we had played an over the top sequence ending with a helicopter crash that would put many action movies to shame. It was also the first time many of us met Alpha and Bravo and saw the Overkill ability in action where, when triggered, it granted our heroes the ability to turn their surroundings to Swiss cheese with gunfire, courtesy of the power of the Frostbite 2 engine of course.

Recently, we got to go hands-on again with Army of Two: The Devil’s Cartel, and although this slice of game play was promised to be more in line with most of the game’s tone and pacing and not the adrenaline fueled sequence we had played earlier, it still provided us with an interesting look at Alpha and Bravo and how they don’t always have to work together to be effective.

When we started, Alpha and Bravo were making their way through a Mexican cartel stronghold, but events transpired that had separated the two. Bravo was then trapped, downed and bleeding out inside an open courtyard and was fending off enemies left and right. I was playing as Alpha, and had to work my through the stronghold as quickly as possible, for not only was I facing off against other gun wielding maniacs, but was racing the clock to get to Bravo as quickly as possible before he bled out completely. And yes, Bravo can die at this moment forcing you to restart the checkpoint so you had better have your running shoes on.

This sequence was interesting because it showed some role variety for each character, while the Overkill meter also reminded us that these two guys are inexorably linked as each kill either one of us did helped fill the meter for our partners. And a full Overkill meter is always useful when taking on hordes of guys out to kill you. Once I actually got to Bravo and revived him, we then took cover in a fountain and had to clear out the remaining gaggle of hired guns before moving on to a container yard.

In the container yard, a flood of cartel members had us in their sights so we triggered the Overkill ability to turn the crates and other cover many of the bad guys were using into confetti and mow them down with the greatest of ease. We quickly wished we hadn’t been so quick to trigger the Overkill however as after clearing the yard, another helicopter soon appeared over the horizon to makes things difficult for our duo.

The game didn’t penalize us too badly here though as they gave us some cannon fodder enemies with the chopper to rebuild our Overkill. After a few dozen clips into the metal hull of the whirly-bird and she crashed down, again in epic action movie fashion, bringing down a clock tower and a ton of brick red rubble with it.

This wrapped up our time with this new sequence with Army of Two: The Devil’s Cartel and in terms of action the game definitely looks to deliver on all levels if this sequence was what most of the game is meant to be like. The game, again powered by Frostbite 2, also looked fantastic, especially when you start using Overkill to destroy objects in the environment. If you’re a fan of co-op and a fan of third-person shooters, then Army of Two: The Devil’s Cartel looks like it might a game you’d want to keep an eye out for when it releases at the end of March 2013.

Double Trouble

As frightening as the new Dead Space 3 may hope to be, the thing that most gamers feared from it was the new drop-in/drop-out co-op feature. Many were worried about what having a second person next to them would do for the survival horror aspects of the title. We had a chance to test out this new feature recently, however, and I can attest to the fact that if you thought Isaac Clarke was messed up in the head, just wait until you meet EarthGov Sergeant John Carver.

I was allowed to play as John while another journalist grabbed the reigns of Isaac and we went off trudging through the snow in an unspecified section of the game. The first, and most obvious, major advantage of having a partner popped up almost immediately as we were swarmed by some necromorphs and with two weapons unloading at the same time, we made short work of the twisted creatures. Once we moved inside and out of the cold though, the differences in our experiences started to come forward.

It seems that John Carver has some demons haunting him, much like Isaac, since as we entered the base the walls were adorned with Nutcracker inspired toy soldiers. At this time we were told to look at our partner’s screens and both myself and the person I was playing with were shocked that only my screen had the toy soldiers. A shared play experience with singular hallucinations was definitely an interesting twist as players who communicate well with one another could actually freak the other person out depending on what other surprises the Visceral team had in store for us. And indeed the toy soldiers were not the end of our different game play experiences.

After dispatching maybe a dozen more necromorphs who had crawled out of the vents, we approached a door that only Carver could open. As I laid my hands on the door though, Carver was transported to a world within his mind with children taunting him and shadows clawing at him from all directions, doing monumental amounts of damage. Meanwhile, my partner simply saw my character suddenly spasm and start freaking out as the Carver on his screen was screaming in agony with his hands over his temples. And necromophs love nothing more than screams of torture and torment as a swarm of them came out of the walls.

While I was fighting (mostly running) from John’s demons, Isaac had to make sure neither of our actual bodies got torn to shreds. If I escaped from my moment of insanity, I could help Isaac clear out the necromorphs, but should I have succumbed to my demons, the game would be over and we’d have to start a checkpoint just before my craziness started. I know this, because I did succumb several times before realizing it’s better to run from the demons than fight them.

After finishing our short hands-on time, I can say that the personalized hallucinations and detailed back-story that John begins to exhibit have definitely renewed my faith in the co-op mode for Dead Space 3. The fact that Visceral took the time to fully develop and craft a story for this character lets us know that there is a lot more going on with John Carver than what we’ve seen and what kind of a survival horror game would it be without a few surprises? Knowing that you can play a role possibly in scaring the other player just as much as the environment or enemies around you is a great idea and one that will make me want to play the game through a second time for sure. I only wonder now what special moments may be in store for Isaac that leave John wondering just what is going on inside his partner’s head.

The Return of Some Coin-Operated Classics

I wouldn’t trade modern consoles for anything. I love what they can do, the stories they tell, and the experiences they give. But I also fondly remember the days where I would feed my dad’s jar of quarters into giant cabinets to play what at the time was “cutting edge” technology under a bunch of pink neon lights. Some days I’d pilot little starship sprites firing endlessly into the heavens to prevent foreign invaders from raining death and destruction below. Others I was a brave knight riding the noble ostrich against foes on despicable vultures. And others still I was a rally car driver racing for the championship trophy.

Well, if you’re like me and grew up during the Golden Age of arcade gaming, then Midway Arcade Origins should pique your interest. Gathering up 31 different arcade games from the early ’80s through the mid ’90s, this is the mother of all compilation discs. Considering its $30 price tag, that’s a better price than if you tried to gather all these titless individually via the iTunes store, plus you get the added benefit of hunting down achievements (or trophies) for each and every blast from the past.

Here is the full list of games on the disc that come with their original look from their pixelated glory days:

  • Joust
  • Joust II
  • Defender
  • Defender II
  • Gauntlet
  • Gauntlet II
  • Rampage
  • Total Carnage
  • 720
  • APB
  • Arch Rivals
  • Bubbles
  • Championship Sprint
  • Tournament Cyberball 2072
  • Marble Madness
  • Pit-Fighter
  • Rampart
  • Robotron 2084
  • Root Beer Tapper
  • Satan’s Hollow
  • Sinistar
  • Spy Hunter
  • Spy Hunter II
  • Smash TV
  • Super Off-Road
  • Super Sprint
  • Toobin’
  • Vindicators Part II
  • Wizard of Wor
  • Xenophobe
  • Xybots

As you might have noticed, that’s a lot of games. I doubt there’s any person out there who loved every single one of those particular titles. If you have a handful of loves in that list though, this disc features local co-op—just like if you were actually standing at a cabinet—and worldwide online leaderboards. Of course, if they were going to go online with the leaderboards, I think it would have been nice to have gone online play for the actual games themselves, probably the most glaring omission from this collection. At least you don’t have to place quarters on the TV in order to call next game.

Another drawback is that, yes, if you’re under the age of 25, it’s highly likely that this collection won’t appeal to you, since these games probably don’t carry the same amount of nostalgic weight as they do for the older set. It might serve as a nice history lesson or offer up some quality bonding time with your mom or dad, but I don’t see it holding younger gamers’ attention.

When all is said and done, though, this is a collection that anyone who considers themselves a gamer should have. A lot of these titles laid the foundation for what we know as gaming today—and are still some of the hardest games I’ve ever played, to boot. If you grew up in the same era as these games, the nostalgia alone should be enough to prompt you to relive these classic experiences all over again.

SUMMARY:  Younger gamers out there may not see the appeal, but this nostalgia-driven collection is a must have for gamers who remember placing quarters on cabinets to call next game.

  • THE GOOD: One of the best bang for your buck collections out there.
  • THE BAD: No online capability beyond leaderboards.
  • THE UGLY: Being old enough to remember when those graphics were cutting edge.

SCORE: 8.0

Midway Arcade Origins is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360. 

Flimsy Paper

The Paper Mario franchise is that rare video game spin-off that succeeded and then stuck around. Part of this is because it presented a unique way for us to look at one of gaming’s most cherished protagonists. Playing on the physics of Mario, Luigi, Princess Peach, Bowser, and the rest of your expected Mario cast of characters being cardboard cut-outs of themselves added different and entertaining game play that has allowed this to flourish. But could this series’ first portable title stand strong and continue the franchise’s trend of great RPG games, or would it be lost in the wind?

Paper Mario: Sticker Star starts off like most every other Mario adventure. The Mushroom Kingdom is throwing a party, this time to celebrate the annual “Sticker Fest” where the magical “Sticker Comet” will come and grant the wishes of everyone who truly believes in its power. Bowser hears about this, crashes the party, and runs right into the Sticker Comet, shattering it into six separate pieces that enhance the abilities of all those who come into contact with them. It’s then up to Mario to once again set off and put the comet back together, all the while fighting Bowser’s army of classic baddies, from the Boomerang Bros. to Spikes.

The great thing about Sticker Star is right off the bat you can tell it maintains all the charm and personality of those that came before it. From the physical humor that plays off the 2D nature of the characters to the music and bright colors of the Mushroom Kingdom, Sticker Star doesn’t lag behind its console predecessors in any way. It really feels like a Paper Mario game. In fact, the 3D-effect only enhances the visuals further, as more depth-of-field tricks can be performed with hidden passageways or items.

These hidden passageways don’t just lead to coin filled treasure rooms, however. In reference to some classic Super Mario Bros. titles, the overworld map is broken into stages and worlds based on themes (desert, forest, water, etc.). Many of these stages, reminding me of Super Mario World, have multiple exits that will open up alternate paths to Mario’s end goal of one of the Sticker Comet fragments. This leads to Paper Mario: Sticker Star having the largest and most sprawling world the series has seen thus far.

There are some flaws with Paper Mario: Sticker Star, though, and the most glaring resides with the new combat system. Scrapping a more traditional, XP-driven system, Sticker Star relies on the item the game is named after: stickers. You must go around the world and collect as many stickers as possible in order to fill up your sticker book. Then when you enter combat, you must spend these stickers, which only have one use each, to perform vintage Mario maneuvers like jumping and swinging a hammer.

Instead of feeling innovative or entertaining, this mechanic instead made me feel like I was in my very own episode of A&E’s Hoarders, as I’d fill my sticker book to the brim and then refuse to ever use them. In fact, since there are no rewards for defeating enemies, I actually started to avoid combat altogether for fear of running out of stickers once the really difficult, scripted battles rolled around. Even the extremely powerful real-world sticker items made me fear combat, as they also took up more space in my sticker book. I ended up becoming so obsessed with organizing and maintaining my inventory of stickers that by the time I reached the first major boss, I had stopped having fun with Sticker Star.

Another irritating aspect of Sticker Star is the constant need to backtrack. Now, I understand this is a common mechanic in many RPGs, but I don’t understand how designers would think having to retreat to your central base (in this case a small town in the Mushroom Kingdom called Decalsburg) all the time or having to re-visit stages you’ve beaten several times over is fun. And Sticker Star is by far one of the worst culprits of this we’ve seen in some time, as you often have to retread the same ground literally dozens of times.

If you can overcome these two major hurdles, there’s a solid concept for a Paper Mario game buried at the core of Sticker Star. Unfortunately, the new sticker-driven combat forcibly removes a lot of the fun from what would otherwise be a stellar portable title, and since so much of the game is progressed through the combat, the experience suffers tremendously as a whole, making this a recommendation for only the most diehard of Paper Mario fans.

SUMMARY:  The plot and adventure are both more than worthy of the Paper Mario name, and the game is set in a massive, beautifully designed world for gamers to explore. Still, these aspects can’t hide the fact that the sticker fighting system is flawed and removes a lot of the fun from the RPG combat.

  • THE GOOD: Massive new world, branching paths, and references to many previous Mario games.
  • THE BAD: New combat system is nowhere near as effective as what we’ve become accustomed to from previous games in the series.
  • THE UGLY: I still miss Mallow and Geno from Super Mario RPG.

SCORE: 6.5

Paper Mario: Sticker Star is a Nintendo 3DS exclusive. 

One MOBA to rule them all…

J.R.R. Tolkien’s massive Lord of the Rings universe has provided us some of media’s most memorable characters. From Gandalf to Gollum, you’d be hard-pressed to find someone not familiar with this fantasy realm. Rarely though do many of these great characters ever exist in the same place at the same time in the books or movies and so in the vein of a classic ‘What if?’, Warner Bros. Interactive Entertainment is bringing us Guardians of Middle Earth.

This MOBA (multiplayer online battle arena) game allows players to control one of 20 different iconic characters from the main series, as well as the expanded universe, as two teams of five players battle to eliminate their opponent’s towers. The major difference for this game, however, is that unlike most other MOBAs, Guardians will be available on consoles. Normally, this would be a problem in regards to the control schemes of most MOBAs that dictate a mouse/keyboard combo as the proper way to play. But Guardians of Middle Earth blew me away when I went hands-on with an Xbox 360 controller and found it had been simplified to a point that made it manageable, yet still a ton of fun.

Each character has a simple basic attack set to the right trigger and a variety of special powers that unlock as you level up with them set to the four face buttons. You could also carry a hodgepodge of different potions that perform the expected functions of restoring health or boosting stats for yourself or your party.

There are also the expected character classes depending on whom you choose. Sauron is a tank, Gandalf is your magic user, and Legolas is your hit and run ranged character. Along with these series staples there are characters from the expanded universe you can use like Wulfrun, a dark magic user best utilized as a defender, and who may be recognized for his role in The War in the North video game. There is also Hildifons the Hobbit, who is only briefly mentioned throughout Lord of the Rings canon, but who makes his first spectacular appearance in this very game as a brilliant tactician whose powers can set up barricades and force opponents into well laid traps.

We also saw for the first time customizable loadouts. Depending on which Guardian you wish to use, you may wish different abilities or buffs and by equipping a gem-laden belt, you can boost many different attributes of your characters. Also, there is a one-lane option aside from the MOBA standard three-lanes so depending on what match you may wish to take part in, may change how you wish to fortify your chosen Guardian.

When all was said and done, although our time with Guardians of Middle Earth was short, I walked away very excited for this game considering its status as a download title. With a bevy of competitive options ready to be explored and with all the attention to detail you’d expect for any game set in the Lord of the Rings universe, I can see myself pouring way more hours than I should into this title as it stands to be the first legitimate offering of the MOBA game style on a home console. I can’t wait to see how ‘precious’ this game ends up being when it hits December 4th.

No assassination without representation

The American Revolution is one of the most significant moments in the history of the world. And I don’t just say that because I’m an American; I say it because it set off a chain reaction like few other events in history. It marked the beginning of the end of British Imperialism. It would inspire other countries to similar revolts. It would also completely change how trade could be conducted. But we’re not here for a history lesson. After all, it might be moot; as Assassin’s Creed III shows us, the history we know and true history may not be the same thing.

Assassin’s Creed III sees us relive a new ancestral life of protagonist Desmond Miles as the remnants of the Assassin Brotherhood continue to try to stay ahead of the Templars and unlock the remaining puzzles revolving around the Pieces of Eden. After jaunts in the Crusades-era Middle East and an extended run through Renaissance Europe, we find ourselves learning how Desmond’s bloodline traveled across the pond and settled into the American Colonies—and just how much an effect Connor Kenway, his half-British, half-Native American ancestor, had on the American Revolution and what role he played in the Assassin-Templar war.

Much like the previous installments of the Assassin’s Creed franchise, the clear emphasis in Assassin’s Creed III is on the conspiracy-laden plot as Connor tries to use a steady hand and a clear moral purpose to guide history in favor of the Assassins, while Desmond tries to learn from his ancestor key clues in order to unlock advantages for the Assassins in the present day. More than ever before you will be blown away as this newest chapter in the franchise is chock full of twists and turns that quickly turn everything you know on its head both in terms of actual history and the canon laid out thus far in the series. The only gripe I can see some folks possibly having is that in order to introduce and establish a lot of the new characters this go around, the game starts off a bit slower than you might be used to with an Assassin’s Creed title.

A lot has changed though besides just a new protagonist in Assassin’s Creed III and some plot twists. In terms of game play there is a marked improvement in both variety of missions and the hand-to-hand combat system this go around. In regards to variety, the new naval missions are the prime example as you explore the waterways around the Colonies as the sea battles of the American Revolution were integral to the Colonies winning the war. You get to pilot your own ship around key strategic ports and carry out specific missions as you order your crew to blast away at various British ships that impede your quest.

Most of your time will still be spent on land, however. And if you are to make any progress, you need to be well versed in the tools of the assassination trade. Channeling his Native-American heritage, Connor uses traditional weapons like his bow and arrows and tomahawk to wreak havoc on British troops. The fluidity you now have in combat is at an unprecedented level though as you can counter and kill multiple enemies at once and perform killing strikes in quick succession with everything in your possession including the new rope dart or pistols or weapons in your enemies’ possession. And don’t worry, Connor still has his traditional hidden blades as well, although this was the first Assassin’s Creed game where I found other weapons, specifically the tomahawk, to be more to my liking.

So, you’re definitely going to get your combat fix in with this game, but there is so much more to do besides just hack your way through red coats (although that is my personal favorite element of the game). The new frontier affords so much exploration that you could get lost in it as you get in touch with Connor’s roots and get back to nature. From hunting animals for their pelts to trade to helping other folks around the frontier in order to procure their services later, the open world frontier affords you a bevy of side quests that could occupy just as much of your time as the main story if you let it.

But if you don’t want to occupy your time in the single player (you might be a few feathers short of a headdress though), there’s also the top-notch multiplayer. The Assassin’s Creed multiplayer has always had the benefit of being unique compared to what’s out there, but now they’ve decided to put their originality to the test by incorporating their versions of classic versus mode Domination and a co-op mode called Wolf Pack. Domination was thrilling in Assassin’s Creed III because it requires you to think more than your standard-take on the mode. Wolf Pack though was the real eye-opener as you and three friends must perform assassinations in unison in order to score points within a time limit and only by truly working together to get the highest scores do you have a chance of advancing through the mode’s 25 levels.

When all is said and done, it’s hard to argue with how polished and deep Assassin’s Creed III is. From new game play elements like the naval battles, the expansive frontier, new multiplayer modes, and the smoothest combat to date, any fan of the franchise will not be able to put this down and newcomers will be awe-inspired by the world laid out before them.

SUMMARY: The more fluid combat system and diversity of gameplay combined with the series’ most expansive setting and a still-engrossing story makes this the best Assassin’s Creed yet.

  • THE GOOD: Bigger world, better combat, and more diverse gameplay.
  • THE BAD: A bit of a slow start to the story.
  • THE UGLY: Have you actually ever tried to skin a bear?

SCORE: 9.5

Assassin’s Creed III is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.   

A bionic redneck’s dream

I’ve been a wrestling fan for most of my life. It started with watching Hulk Hogan take on Andre the Giant with my grandfather. Then IRS came along and tried to make Tatanka pay his taxes. However, for a short time period I admittedly fell out of wrestling fandom. But with a crazed man from Long Island being flung from the top of a demonic structure and the rise of a certain bionic redneck, I was sucked back in and rarely strayed since.

These iconic moments in WWE history were just some highlights of what is now known as ‘The Attitude Era’. Stone Cold Steve Austin, D-Generation X, The Brothers of Destruction, and many other iconic men and women of that time period would cement their legacies as well as establish WWE as the dominate wrestling brand as they overcame WCW’s mid-90s advantage in the Monday Night Wars. And now, WWE 13 is having us relive some of those great moments like never before.

With cover boy CM Punk possibly marking the creation of a new era himself after last year’s infamous pipe bomb promo, it was only fitting that WWE 13 gave fans a brand new mode this year to replace past years’ story modes by using actual storylines from 1997-2000 and having players re-enact some of the most iconic matches of Stone Cold, The Rock, Kane, Undertaker, Mankind, HHH, HBK, and more. Not only does this give younger wrestling fans an overdue education, but it gives those of us who grew up in the era the most legitimate stories we’ve seen from the franchise since WWE No Mercy. It doesn’t hurt that it cranks the nostalgia factor up to 11 either, of course.

There are numerous other improvements to this year’s iteration of the WWE franchise though in terms of both presentation and game play. No, unfortunately not all of the hit detection and in-ring glitches we’ve almost become accustomed to were worked out. But besides these occasionally troublesome setbacks (its hard to suplex someone when they are cemented in the middle of the announcers table), there are new outside the ring features like ‘OMG!’ moments where you can sacrifice a stored finisher to spear a foe through the barricade or with super-heavyweights like Big Show and Mark Henry, actually smash the ring with a superplex.

Something the WWE franchise is known for, its creation features, has also seen marked improvements as additional layers and items have been added to wrestlers, like an individual layer for kick-pads on your shins. You can also now customize the stage and Titantron in Create-an-Arena, and even make your own Championship belt if you’re really old school and want to introduce something like the old AWA belt back into the mix. Altogether, this is amazingly the deepest creation suite we’ve seen yet.

There has also been a lot of fine-tuning in terms of the game play. Due to many matches from last year’s game seemingly ending much too quickly, many wrestlers health bars have been extended to help add some length to every time you step into the ring. This can sometimes lead to the precarious position of needing to hit a pair of finishers before your foe is in a weak enough state to the get the pin, but it definitely adds the desired length to matches. The counter system has also been tweaked, giving a larger window of opportunity for you to the hit the counter button in order to reverse your buddy’s maneuver. This allows many of the matches to take on a more natural feel as now even the most green of wrestling gamers can turn the tides should they be taking on a counter-happy veteran.

The online modes have also seen some major shifts as bots are now allowed into online matches meaning players no longer have to wait for six players to actually show up to do Elimination Chamber matches or the like. You won’t get any online experience in terms of moving up levels for beating a bot, but if you just want to have a match with some friends online and there aren’t enough for the match, this is a nice quick fix.

All things told it’s hard not to say this is the best WWE game of this console generation. Sure, there are still a few glitches, and the camera transitions aren’t as smooth as they could be, but when you consider everything that has been crammed onto one disc with the ‘Attitude Era’ mode, new matches like ‘I Quit’ and the King of the Ring tournament, the still stellar WWE Universe mode, the bevy of new customization features and improvements, and the high quality most of these improvements have been made with, if you are a wrestling fan this game is simply a must have.

SUMMARY: The bevy of unlockables, still stellar WWE Universe mode, even deeper customization features, and the nostalgia driven Attitude Era mode makes this the best wrestling game of this generation.

  • THE GOOD: Attitude Era mode hits every right note for long-time WWE fans
  • THE BAD: Still some seemingly ever-present glitches and hit detection problems
  • THE UGLY: That it isn’t an option to have Good Ol’ JR call ALL the matches

SCORE: 9.0

WWE 13 is available on Xbox 360, PS3, and Nintendo Wii. Primary version reviewed was for Xbox 360.   

Gimmicks Assemble!

Every time you walk into a comic book store nowadays, it seems there is some sort of new major event going on, especially with Marvel. This constant bombardment of universe changing stories makes it so that mighty Marvelites barely get a chance to breathe when it comes to keeping up with the flood of fiction usually before them. Fear Itself, World War Hulk, House of M, Dark Reign, Avengers vs X-Men, Civil War, Chaos War, Schism, and Spider-Island, are just some, not even close to all, of what has happened in the past few years of Marvel. So when we first heard we were getting a Marvel Avengers Kinect game based off of Secret Invasion, most of us were shaking our heads at the idea since in modern comic terms, this four-year old story arc was already considered ancient in the mythos of Earth-616 and is not nearly as beloved as some other stories.

The basic premise of Secret Invasion was that the shape-shifting Skurllls had found a way to transform themselves to resemble many of Earth’s Mightiest Heroes without being detected and then inserted themselves as sleeper agents amongst the super hero populous. Once it was revealed with Skrull-Electra’s death, the event had everyone guessing as to whom they could trust and just where all the original heroes had gone. And so the idea of jumping into the shoes of everyone’s favorite heroes to bash those green-skinned, three-chinned, would be conquerors led to Marvel Avengers: Battle for Earth.

The game has you play as 20 different characters from the Marvel Universe and take on both regular and Skrull versions of many of these heroes and villains in a fighting game style as you loosely follow the events of Secret Invasion. From the infiltration of the Baxter Building where the Fantastic Four make their home to the attack on the S.H.I.E.L.D. Helicarrier, you must fend off dozens of foes overall as each level has several conflicts associated with it.

Each round of fighting features a pair of heroes or villains on each side, but should one character’s lifebar be depleted, the match is over. In terms of the motions you must perform, anyone who played Ubisoft’s previous Kinect hero game, PowerUp Heroes, should be familiar with the actions as you kick, punch, and swing your arms around to mimic moves that the actual Marvel characters might do. From clasping your fists together and swinging upward for a massive Hulk uppercut to opening your arms up wide for an Iron Man Repulsor Beam, the game does a very good job of recognizing your movements and what exactly you want to do with each character. To immerse you in the experience even more, there are even voice commands where if you scream certain phrases during Ultra Attacks, like ‘HULK SMASH’, your moves are even more powerful and as cheesy as you may sound, the gimmick is surprisingly fun.

As tight handling as the game may be for a motion game though, its core mechanics are overly simple and the motions become repetitive and boring as you quickly realize just how many battles you have to work your way through in order to beat the game’s campaign mode. The story adaptation also clearly needed more work than it got and if you are a diehard fan of the comics, you won’t appreciate the characters and scenarios that were randomly added to try to force some longevity into this title that even then should really only require a few hours to beat.

Despite its fatal flaw of being as repetitive as every other Kinect game out there though, Marvel Avengrs: Battle for Earth actually has a lot more polish than you might expect from a game of this nature and is a great way to get your butt out of your chair to pummel some of your all-time favorite comic book characters. Along with some tight controls, there is a versus and co-op feature that allows you to play with or against your friends and could prove to be a great way to kill a rainy day should your living room have the space for it. The look and sound of the game also helps give the game an authentic comic book feel. All told, if you’re a Marvel fan really looking to get into the shoes of one of your favorite characters, there are worst things you can do than play Marvel Avengers: Battle for Earth.

SUMMARY: As usual, the gimmicks quickly become evident and tiresome, especially for folks familiar with the comic arc this game’s story is based off of. However, there is some surprising polish here and you might have more fun with it than you’d expect as it is one of the few Kinect games where the controls actually work.

  • THE GOOD: Great look and sound to the game that mimics the comics well
  • THE BAD: Simple game play that can become boring quickly
  • THE UGLY: Skrulls and their triple chins

SCORE: 7.0

Marvel Avengers: Battle for Earth is available currently for Xbox 360 and will later be available on Wii U. Primary version reviewed was for Xbox 360.    

Hello City

I admit to never being much of a PC gamer growing up. However, there were always a few titles that crept their way onto my harddrives, and possibly because of rarely using my PC for gaming purposes as a child, those few games hold extra special memories. One of those games was SimCity 2000, where I would actually stay after school in middle school and head down to the computer lab to try to build more and more fantastical cities. As subsequent SimCity titles were then released, it remained one of my favorite game franchises. So, when it was then officially announced at GDC this year that the first new entry into the series in six years would be coming in 2013, I admit a huge smile crossed my face.

Flash forward to a very recent EA event where I was able to get several hours of hands-on time with this title that intends to re-launch this classic franchise and really pick it apart. Mind you, the version I saw still had a lot of work to be done, but if you’re as much of a fan of SimCity as I am, then I think a lot more people are going to be smiling as well comes early March.

You start by obviously selecting a swath of land and building roads outward from the main highway to where you would like to lay the foundation for your, hopefully, soon-to-be megalopolis. And as soon as you wish to start developing this new city, you realize that more so than ever before, every decision you make is a major one and it affects the world around you in ways that you’ll need to see to truly start understanding.

After cutting out a square of roads and designating land for houses, factories, and retail centers, I knew I would need a few basic necessities for my starting population to survive and the first necessity I wished to tackle was power. I had to choose between coal or wind. Now, not only would coal pollute the city I had just founded, but if my initial land choice wasn’t rich in minerals, I might be forced into wind. The same problem could arise if my burgeoning city was at a low altitude and didn’t get very many gusts, I might be forced into coal, showing how even where you start to set up your city is important.

But if neither of these were an option, the new kink in the game is the social aspects where if I had some friends who had a surplus of power in a nearby city, I could trade them resources for access to their electrical grid, at least until I could afford nuclear power or some other option. This option was demoed for us, but wasn’t as clear to me in my game, but it also could have been because we are on a closed server and there really wasn’t anyone for me to trade with to really test it out.

All this then continues as you expand ever outward in the hopes of bringing in more people to your city to bring in more cash. In turn, more people then need more necessities ranging from very basic things like water and power, to trash collection, sewage disposal, police and fire departments, and much, much more as you tackle the problems your populous encounters. And there were a lot more problems than you might think as there were also new side missions that featured some more vocal members of your community. These civic-minded folks could bring dilemmas to your attention and as mayor, should your choose to intercede as all choices have consequences, could earn extra cash for your budget.

With all this serious stuff going on like managing power grids via the amazing layered graphics provided by the GlassBox engine or watching your people dynamically cause new problems for you to solve, it wouldn’t be a SimCity game if there wasn’t some zany fun stuff either. Beyond being able to transform your city in various ways from that of a potential gambling den to the ideal slice of American suburbia and more, there is also the power to destroy that which you create. Yes, you don’t have to just bulldoze what you’ve built to start over if you so choose, you can do it in glorious fashion via divine acts. Earthquakes, tornadoes, meteor showers, UFO invasions, and more can have you wreck all that you have created in the hopes of re-building it better, or just having some fun with wonton destruction.

After carving out a small, but sustainable little paradise for myself in the mountains, my time with the new SimCity ran out. It wasn’t nearly as long as I would’ve hoped, and the build was somewhat early so it still had a few bugs, but overall a lot of great memories were getting ready to possibly be supplanted by some new ones as this game is shaping up to be special for a whole new generation of gamers and I can’t wait to get my hands on the final product come March.

Peace, Love, Horizon

Forza has been one of the premier racing series for quite a while; the franchise has constantly provided top-tier physics, an impressive lineup of elite cars, and a variety of options to help personalize your driving experience. The setting of the game, however, has never really strayed from enclosed tracks and menus asking you where you wanted to race that day.

Enter Forza Horizon, the first open-world entry for the franchise. Horizon is set in a semi-fictional slice of Colorado where many real-world roads from the Centennial State cut together to form a twisting, turning spattering of insane driving roads along beautiful mountains, a rural expanse, and a suburban outcropping. So, what’s the reason all the in-game racers have gathered at this perfect storm of road racing? The (fictional) Horizon Festival, the Woodstock of car racing. And, naturally, you play as the young, up-and-coming nobody looking to make a name for himself and be crowned king of the festival.

Starting off in a crappy 1995 Volkswagen Corrado, you’ll race in beginner events in the hopes of earning credits to not only obtain better cars, but also to work your way up to stiffer competition until you’re finally ready to take on the champion in standard racing game fashion. Unlike previous entries in the series, Horizon offers many other ways to earn extra credits: illegal street races, promotional events where you take on unconventional vehicles like hot-air balloons or biplanes, and even racing for slips against the game’s seven bosses. In total, you’re looking at hours upon hours of racing outside of the 70 festival-sponsored races in single-player alone.

Along with the robust racing choices and the game’s main plot, there’s also the underlying quest to become popular. Yes, it does sound like something you may have had to do in high school, but in Horizon, this extra quest to do tricks or cause destruction in the environment to earn popularity points helps keep the long drive between some races entertaining as you look to move up from 250th amongst the racing fans to becoming the number one driver in their hearts. And performing enough of these tricks also adds to the in-game achievements where you can unlock more credits by performing specific stunts and maneuvers.

These new elements are all well and good, and when you jump into Forza Horizon to start, this new take feels original and exciting with the atmosphere of the festival, the radio DJ’s script, and the phenomenal soundtrack adding even more life to the scenes before you. But, as you get deeper into the game, if you’ve played any racing series besides Forza, you start to realize you’ve actually seen many of these tricks before.

Forza still does what it is known for very well in terms of physics, car choices, and customizing the driving experience. And the plot and quest for popularity are very enjoyable. But as an open-world game ,it still needs a bit of work, and the minor annoyances start to add up. The fact that the game doesn’t present a clear difference between what’s breakable in the environment and what isn’t particularly grinded my gears. I could smash up some fences but not others, and I’d be able to drive through some foliage only to be stopped suddenly by a single piece of lone shrubbery in the wilderness.

Another aspect of the open world that bothered me, especially later in the game, was how the area outside of the main festival felt like a ghost town. I loved how expansive and detailed the world was, but it barely felt like there was anyone else in it; much of the civilian traffic felt more like more random obstacles than actual people in the world. Many of the tracks also start to repeat themselves toward the end of the game, which was puzzling, considering how much unused open road there was. I also would have loved some character customization or at least some depth to the character you’re forced to play as. If I got called the “Mystery Driver” one more time, I was just gonna drive off a cliff!

All in all, Forza Horizon is a fine new take on this venerable racing series. It has a few quirks that come with the franchise’s first attempt at an open-world game, but at its heart, it’s still a solid Forza title. I can see Horizon being the start of a continuing bold new direction for the franchise, and with a bit more polish, I can even see it becoming the Forza standard. If you’re a Forza fan, this is definitely worth checking out.

SUMMARY: A different turn for the Forza folks maintains the high level of racing the series is known for, but their first open-world attempt falls flat in some ways.

  • THE GOOD: Same tight Forza physics and handling.
  • THE BAD: The open world feels empty and hollow.
  • THE UGLY: Starting the game off with a Volkswagen Corrado.

SCORE: 8.5

Forza Horizon is an Xbox 360 exclusive.