Category: EGM (Electronic Gaming Monthly)


Darksiders gets a heaping helping of Death

It’s not easy for new franchises to break through in today’s videogame market, but the first Darksiders was able to find an audience by incorporating mature themes with familiar gameplay that hearkened back to classics like Metroid or The Legend of Zelda. So, with such a promising start, you wouldn’t expect a sequel to completely overhaul many major features. Darksiders II does just that, though.

In fact, if you were to put Darksiders and Darksiders II side by side in front of a player, they’d be hard pressed to say they come from the same universe. Yet not only does Darksiders II take place in the same universe, but it expands upon it in numerous ways, along with adding in features and gameplay mechanics from dungeon-crawling RPGs.

Darksiders II takes place at the same time as the original game; while War attempts to figure out who’s set him up for the crime that triggered the Earth’s early demise, Death figures the only way to absolve his brother of his punishment is to rectify the crime and try to restore humanity back to what it once was. To do this, Death travels to strange and foreign lands and meets creatures so fantastic and monstrosities so twisted that his own ghastly visage may have a run for its money.

From the second the story starts, in fact, the art design demands your attention, whether it’s Gothic architecture contorted into mountainous landscapes or massive rivers of lava weaving their way through hollowed-out gorges. And when you combine this with the epic scale—the open world’s four times larger than in the first Darksiders—you can easily get lost in the beauty of this distinct universe.

But Darksiders II isn’t just pretty on the surface. The hack-n-slash combat flows smoothly as you string combos together, the tight free-running controls make it feel like nothing’s unobtainable if you really pay attention to your surroundings, and the new RPG elements mean that your weapons and armor are constantly changing and upgrading due to the thousands of pieces of loot (which also directly affect how Death looks). No two players should have the same Death by the time they finish the game, as you can buff him up to the point where he resembles a traditional tank, make him more of a field general as he taps into his Necromancy abilities and calls forth his own undead army, or find a balance between the two.

My favorite part of being able to collect all the items is that you can actually dispose of trinkets you no longer need in an interesting fashion—massive piles of loot usually lead to inventory problems for many of us natural hoarders, after all! By finding possessed weapons, you can actually feed your junk items to these special treasures to power them up and cause untold levels of havoc. It’s definitely a lot more efficient out in the field than waiting to find a store, that’s for sure.

While many problems from the first game have been fixed—like imparting a more clear-cut feeling of character progression this time around due to the leveling system and a less-linear world outside of the dungeons—several new flaws have replaced the old ones.

The most glaring issue is the low level cap, which was instituted in order to prevent the idea that you might need to grind out levels to advance through certain dungeons—or that, by grinding early on, you’d have an easier time working through the game as a whole. Instead, if you naturally progress through the game, you’ll always be right about the same level as the enemies. But in Darksiders II, many sidequests require constant backtracking, so the low level cap means that the game doesn’t reward you any XP for vanquishing enemies several levels below you.

Despite minor annoyances with the level system and the occasional free-running glitch, Darksiders II is superior to its predecessor in every way. It’s got a larger, deeper world with a wide breadth of characters, a thrilling story that sucks you in and doesn’t let go, and some insane over-the-top combat. All those elements make this a must-have for fans of action-RPGs.

SUMMARY: Darksiders II trumps the first entry in almost every important way, even if a few new minor annoyances crop up in the process.

  • THE GOOD: Massive, beautifully designed open world.
  • THE BAD: RPG system creates a couple of new problems.
  • THE UGLY: Well, the dude’s called “Death” for a reason.

SCORE: 9.0

Darksiders II is available on PS3, Xbox 360, and PC, and will be available for Wii U. Primary version reviewed was for Xbox 360.

As much as Black Ops 2 looks to ensure that the single player campaign isn’t just lost in the shuffle, it’s not like Treyarch has completely forgotten about multiplayer, either. By taking advantage of the new 2025 setting and completely overhauled killstreak and create-a-class systems, Black Ops 2 is looking to give Call of Duty fans the most intense yet streamlined multiplayer experience yet, as we saw during our hands-on preview

The most striking difference was the overhauled create-a-class system, which boasts some big, readily apparent changes. Not only does the interace look completely different, the feature now acts similarly to an RPG inventory. Whereas previous games in the franchise presented you with a rigid set of inventory options, Black Ops 2‘s system is much more flexible, allowing you to assign weapons, perks, and equipment to fill up the slots you’re allotted in any way you see fit.

As game design director David Vonderhaar explains, this new system—dubbed “Big 10” internally—will work to provide players with a truly customizable experience. “You can take any ten pieces of content in the system—and this is the key differential between all create a classes before and the one in Black Ops 2. In Black Ops 1, you had to take content. You had a secondary weapon. You had a tactical grenade. You had those things whether you cared for them or didn’t care for them, whether you used them or you didn’t use them, but in the create-a-class for Black Ops 2 you don’t have to take those things. You can straight up not take a secondary weapon if you’re never going to switch to it, and then use that freely allocated point and put it somewhere else. That could be an attachment. That could be an extra perk. That could be a second lethal grenade. That’s the core of the system. That’s the difference, the key pivotal difference between this and the systems that have come before.”

David also pointed out that you’ll need to get to Level 4 in Black Ops 2 before you can unlock the create-a-class. With 55 levels and 10 levels of prestige, you’ll need to prestige at least once before you can unlock all possibilities this time around. In the hopes of us playing around with it some, though, everything was unlocked for us from the start, and I was immediately able to appreciate the changes.

I dropped my secondary weapon—admittedly, I rarely stay alive long enough to need it—and second lethal grenade, affording me two points to play around with. I then made sure my tactical grenade was what would become the bane of riot shield users (now referred to as an “assault shield,” as much like Gears of War 2‘s Boomshield, you can plant it in the ground and use it as makeshift cover), my electro-dart. Basically, this handy little device would temporarily paralyze anyone who walks by it with a mildly damaging electric shock. Of course, whoever was unfortunate to walk past it and start twitching violently didn’t need to worry about the pitiful damage, as I was more than happy to finish them off with whatever assault rifle I was messing around with.

These extra two points though I took and equipped a second top-tier perk, as David explained to us the concept of create-a-class “wild cards.”

“Wild cards are an entirely new type of create-a-class content. What makes these wild cards special is they allow you to break the rules of the traditional system. So, by allocating one of your points on a wild card, you can do things like take a third attachment for your gun, take a second Perk 1, take a second lethal, take two primary weapons, or add additional attachments to your secondary weapon. It’s wild cards that really open up the create-a-class possibilities, and there’s an intrinsic cost. They cost one of your ten. You can break those rules, but it will cost you. So, wild cards are the rule breakers.”

To be of any effect though, the wild card cost me my two open points—one to unlock the card and one to actually equip the extra perk. It would be worth it, though, as I really only needed the one weapon and its attachments.

And speaking of attachments, this is where things got really wild. I could barely wrap my head around how many different goodies I could strap onto my assault rifle. Some are your first-person shooter staples, like laser sights and what not, and others have been heavily influenced by the 2025 setting, like the millimeter scanner, which could well be the greatest anti-camping tool conceived. By equipping the scanner, you’ll actually be able to see through walls to find players who are standing still and allow you to eliminate them before they cause any real havoc. But, as David was quick to point out, the idea of gun attachments have been taken to a new level as well.

“The laser sight increases accuracy, specifically hip-fire accuracy. Now, if you’re a Call of Duty player, you know that as Steady Aim, and you know that as a perk, but in Black Ops 2, there are no perks that modify a gun. If you want to modify a gun, you will take an attachment for that gun. That is the best way for us to allow you to have an experience with that gun that’s appropriate for that gun. Whereas a perk might modify all guns evenly, this allows us to, if we think that perk-like ability is inappropriate for that weapon, then that attachment’s not available for that weapon. It’s a very key pivot here, because I can also tune this laser sight specifically for the gun, so if it’s already a gun that hip-fires very accurately, this laser sight might modify it differently than something that would have to modify all weapons evenly. That gives us a really good opportunity to balance all these weapons, because there are so many guns and so many combinations of attachments. It’s a very important part of our strategy.”

So, I had my rifle, I had my gun, I had my perks, and I had my grenades. I was ready for combat! This was your more traditional Call of Duty experience: running around, trying to capture objectives and mow down your enemies as much as possible before they got to you in order to not only win the match, but also achieve killstreaks—now called score streaks—to help your cause as much as possible. But this was another aspect of the game that had been overhauled. Not only were there rewards that were unique to the 2025 setting, like the various robotic drones you could call upon and control to bring death to your enemies, but now there were added benefits to using rewards that helped your team, like the Call of Duty staple, the UAV.

“The UAV doesn’t get kills for you, but it still helps you win, and it helps your team win,” David explained. “Those are the only rewards that stack in, that actually give you score. So, a UAV is up and your teammates get kills, those are giving you +25 every time. +25 every time someone gets a kill while your UAV is up. Well, that assures I’ll make the enemy team shoot down UAVs, right? No longer something to just be ignored, and you’re not doing much except helping your team, which is helping your team win. So this strategy is super-important to us. We want to reward players who are helping their team win the game mode—not just the game, the game mode—and we want to reward players who are helping their team. There are lots of scoring events like this. The UAV is just an example of one. Anything that doesn’t directly generate kills for you but helps your team gives you a little bit of score. Not a lot. 25. Normally, one fourth of a kill.”

This also explained the name change, as acquiring points was what allowed you to unlock rewards and so heavily objective based players (like myself) could help out the team or capture objectives and see his score increase without ever firing a shot. We saw this some in Modern Warfare 3 with obtaining experience points like in Kill Confirmed mode by just picking up dog tags, but now we’ll see a more direct advantage to this within the game.

The effect is surprisingly noticeable. When I was carrying the flag in CTF, I saw my score multiplier double each time I got a kill. There was one match where I took down four guys who’d been unlucky enough to bunch up around my electro-dart (electro-dart for the win!) and got the point equivalent of 15 kills because of the multiplier that was added on for being the flag carrier.

Aside from the standard Team Deathmatch and CTF games, we also saw Hardpoint, the newest game mode added to the Call of Duty multiplayer repertoire. The best way to describe Hardpoint is that it plays exactly like Gears of War’s Annex mode. There is one point on the map worth a set number of points, and when those points run out, the hot spot moves to another section of the map. When one team captures enough points, they win the match.

When all was said and done, I was rather impressed with what I had seen of Black Ops 2’s multiplayer. The four levels we saw—Aftermath, Yemen, Cargo, and Turbine—were designed in the usual Call of Duty fashion to keep the action fast and frantic, and they all looked great graphically. The create-a-class really made me feel like I had a say in how I went into a fight and helped me perform better than I usually do because I could make my class conform more to my strategies. Last but not least, the new score system helped me feel like I had a fighting chance to help the team out with some rewards that are normally  just out of reach for me. From what I saw, it definitely looks like Treyarch is definitely upping the ante with Black Ops 2‘s multiplayer. I’ve got a hunch that Call of Duty fans will be very pleased come mid-November.

EGM Game Over Podcast 008: BandcampVille

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Brandon Justice, Andrew Fitch, Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] August 10th, 2012

[What We’re Playing] Sound Shapes, Darksiders II

[News] THQ decides not to go InSANE, major patches coming for games nobody expected patches for, the war between EA and Zynga, in ten years you’ll be shooting real people in first-person shooters, and Microsoft make a mistake with their digital price gun.

[EGM Reviews] The Expendables 2: The Video Game, New Super Mario Bros. 2, Persona 4 Arena
[Bargain of the Week] Kane & Lynch 2, Mirror’s Edge for $10 each

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
[Subscribe via Feedburner] http://feeds.feedburner.com/EGMRadio

 

A decent haul this week saw a couple of new number ones permeate the pile and make things interesting for this week’s Pullbox!

Note: Due to EGM’s presence at Gamescom, the Pullbox will be put on hiatus next week.

DC – Batman and Robin #12 – The new villain Terminus finally reveals himself to Batman and looks to not only destroy the Dark Knight and Boy Wonder, but all of Gotham as well!

This book was one of the most anti-climactic ends to a story arc I’ve read in quite some time. Not only did Batman easily dispose of this new villain, permanently, but the entire sequence with the bomb played out way too much like The Dark Knight Rises and it makes me wonder how much comics and movies go hand-in-hand nowadays. At the very least, we know now Batman can hopefully move on to a villain with a little more gravitas than the awful Terminus and get this book back on track after this issue jumped off the rails. Not pleased with it at all right now.

DC – Deathstroke #12 – Lobo is ready to wipe the Earth from the galaxy baby and only Deathstroke is in his way! How Lobo escaped in the first place also surfaces and it makes Deathstroke realize he has a lot more problems on his hands than just the last of the Czarnians.

Now this is how you finish off a story arc. The end battle between Deathstroke and Lobo was epic and Deathstroke’s finally few pages of dialogue really helped you see the inner workings of the character more than anything else up to this point. The art is classic Rob Liefeld meaning you either love it or hate it, but considering how much action this book had in it, I think he was the right guy for the job. The big question now is to figure out where Slade goes from here after collecting one of his biggest bounties in quite some time.

Marvel – Deadpool Kills the Marvel Universe #2 – Deadpool has a new voice inside his head calling the shots and it spells disaster for the entirety of the Marvel Universe as no one is safe as Deadpool hasn’t just broken the fourth wall, he’s shattered it!

I really thought I would be enjoying this spoof spin-off of Deadpool’s usual over the top antics a lot more, but it may in fact be too crazy even for him as it moves away from the goofy and into the dark comedy realm a bit, and I’m not really sure how I like that. The Avengers, Spider-Man, Dr. Doom, and The Incredible Hulk all fall victim to Wade Wilson in this issue and do so far too easily for my liking. I mean, I’ve wanted to shoot Spider-Man in the head for a long while, too, but this left a surprisingly poor taste in my mouth, even if Spidey’s gruesome demise was at least awesome to watch. I’m still not sure how to feel about this one, but I’ll definitely be picking up Issue Three to see just where it can go from here.

Marvel – Gambit #1 – Out of the bayou, off campus from Wolverine’s school, and on a mission to get himself into some old school trouble, Remy LeBeau, best known to the Marvel Universe as Gambit, is looking to cause some trouble with some very interesting characters.

I really didn’t know what to expect from this comic, but a cross between the spy gadgets you might get in an Ed Brubaker book crossed with the crazy thieving scenarios of something like the movie Entrapment, but with a Marvel twist (and no Catherine Zeta Jones in spandex unfortunately), left me just scratching my head in a perplexed, and definitely not entertained sort of way. The coolest thing about Gambit is his power and we barely saw even a glimmer of that in this book and then the entire ending was like diving off a cliff into three feet of water. It made no damn sense and didn’t make me want to do it again. A disappointing start for this new book and yet another Marvel #1 in recent weeks that just left me asking ‘why?’.

Valiant – Archer and Armstrong #1 – The top 1% of America is actually part of a sadistic religious cult who trains children inside an amusement park and only lets the one who can rise above them all out into the real world. His mission is simple: destroy the evil that cannot be named, but who conveniently hangs out in a dive bar in New York City as is actually named Armstrong. What the…

So, yeah, my summary is exactly what happens in this first issue of this new series from Valiant Comics. And as crazy as it sounds, wow, it was really good. It got off to a slow start and I admit it gave off a weird vibe, but by the time I finished it, I seriously cannot wait to see what happens next in what could turn out to be one of the most enjoyable odd couples to watch as Archer, the boy who rose above it all, and Armstrong, a tank of a man who doesn’t seem all that bad but is branded evil by this religious cult, will have to work together in short order I’m sure. Take what you will from the comic’s clear political statements, the point is the comic is well-written, thoroughly entertaining, and setting itself up to be something that could be a regular here in the Pullbox. Do yourself a favor, and pick this up.

Mario loves da gold! Wa-hoooo!

Ever since Mario had to traverse eight definitely different worlds, donned his first set of raccoon ears to fly, and bashed Bowser’s seven nasty Koopalings, the formula to making a great side-scrolling Mario game hasn’t changed much over the years. New items have been introduced, and Bowser Jr. sometimes takes the place of Larry, Morton Jr., Wendy O., Iggy, Lemmy, Roy, and Ludwig, but for the most part, things have stayed relatively the same.

And this formula’s maintained once again with New Super Mario Bros. 2 for the 3DS. The Koopalings, who have a bit more of a grown-up design—they’re technically of legal drinking age now, after all—and their dad, Bowser, have kidnapped Princess Peach for the billionth time. So, it’s once again up to Mario and Luigi to storm through the Mushroom Kingdom and leave kicked turtles shells and flattened Goombas in their wake, whether alone, or by linking up for some brotherly co-op action.

The twist this time is that the Mushroom Kingdom has apparently gone through some sort of economic boom, because coins are everywhere. New Golden Fire Flowers turn blocks into coins or cause enemies to yield coins when defeated. Golden turtle shells leave a path of coins in their wake for Mario and Luigi to collect. The brothers can even carry around golden blocks that drop more coins as they jump, run, and fly through eight more worlds based in familiar Mushroom Kingdom locales. Along with these new items are the returning regular Fire Flower, Super Mushroom, Invincibility Star, and Raccoon Leaf. With the Raccoon Leaf, we also see the P-Meter return—which, when full, allows Mario and Luigi to temporarily fly through the skies of a given stage.

Aside from the new items, New Super Mario Bros. 2 does offer something that’s been critical to all Mario games, side-scrolling or 3D: tight controls and intricate puzzles that can be solved using Mario’s bevy of jumps and other abilities like the butt-stomp. This platforming perfection is what makes Mario games so fun, and in that regard, New Super Mario Bros. 2 definitely succeeds with its own share of secrets, collectibles, and branching pathways that can be unlocked depending on how you should advance through the game. The more time you put into practicing your jumps, the more you should get out of this Mario adventure.

It’s also nice to see the Koopalings gimmick taking a necessary step forward to provide us wily old Mario veterans a little bit of a challenge this time around. Not only do the Koopalings have their trademark magic wands that allow them to blast fireballs at Mario, but each one also has a lair uniquely designed to their strengths, requiring Mario to overcome extra obstacles he’s never seen before from Bowser’s seven brats. This adds a tinge of excitement to reaching the end of each level; you never knew what to expect next, as the lairs are definitely brand-new experiences.

And speaking of new, the newest game mode, Coin Rush, is probably what will help keep New Super Mario Bros. 2 fresh in people’s minds more than anything, as it provides an arcade-like replayability we haven’t seen in a Mario game in decades. Traversing through three random stages with one life and trying to set a coin high score to share with your friends via StreetPass not only keeps in line with the theme of the game—which promotes you to try to collect 1 million lifetime coins—but also gives you a chance to readily compare scores with your friends like you’d see with online leaderboards.

All in all, not much has changed since the last New Super Mario Bros., but not much really needed to change in the first place. The controls are still as tight as ever, the look and sound drips classic Mario, the platforming puzzles are expertly designed, and even the Koopalings have seen a bit of a facelift. The new Coin Rush mode adds some needed replayability, and the StreetPass leaderboards can become addictive if you’re into that arcade style of play.

The only thing you might not enjoy is the fact that the Princess still hasn’t figured out how to keep out of Bowser’s clutches, but then again, it wouldn’t quite be a Mario game if she did. New Super Mario Bros. 2 succeeds in finding a way to stay entertaining using a formula first used 25-plus years ago, and fans old and new shouldn’t wait to jump into the world’s most famous plumber’s latest adventure.

SUMMARY: Though we’ve seen this formula before, New Super Mario Bros. 2 finds a way to keep itself just fresh enough while still hitting platfroming perfection.

  • THE GOOD: Still the tightest platforming out there.
  • THE BAD: We’ve seen this formula before.
  • THE UGLY: The Mushroom Kingdom’s imminent economic collapse.

SCORE: 9.0

New Super Mario Bros. 2 is a 3DS exclusive.

At SDCC 2012, EGM Reviews Editor Ray Carsillo had a chance to catch up with Mortal Kombat co-creator and creative director for the upcoming Warner Bros. game, Injustice: Gods Among Us, Ed Boon.

EGM Game Over Podcast 007: Virtual Reality Is Coming For YOUR Children

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Andrew Fitch, Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] August 3rd, 2012

[What We’re Playing] Ico, Persona 4 Arena, The Binding of Isaac

[News] Oculus Rift promises to bring us a revolution in virtual reality, Borderlands 2 will remain uncut via a “gore toggle” option, the trials of Star Wars: The Old Republic, players are in love with pre-orders, and Batman writer Paul Dini won’t be working on the next Batman Arkham game.

[EGM Reviews] Deadlight, Growlanser: Wayfarer of Time
[Bargain of the Week] Amazon: Buy a Vita, get Gravity Rush for free

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
[Subscribe via Feedburner] http://feeds.feedburner.com/EGMRadio

The 25th anniversary of Summerslam is right around the corner and with the card only half-booked, it would be interesting to see how storylines continued to develop before heading into one of the most anticipated PPVs of the year.

Note: Due to EGM’s presence at Gamescom next week, there will be no Sleeper Hold until the week following Summerslam.

Main Plot Overview: CM Punk is tired of being disrespected and confronts AJ at the top of RAW to demand that the main event at Summerslam no longer be a triple-threat match as he can lose the belt without even being pinned or submitting. AJ does not care though, looking fantastic in an all-white power suit (have I mentioned before on this how much I love her?) and continues to supposedly disrespect Punk by making the main event of RAW John Cena vs Daniel Bryan in a warm up match for the two before Summerslam (the Big Show and Randy Orton were also in action). Punk demanded a match though and so AJ said it wasn’t up to her, but the WWE Universe as they got to vote to see if Punk would face Kane, Rey Mysterio, or The Miz (the two not picked faced off later that night, in this case being Kane and Miz).

Later in the evening, after the brilliant main event match (more on that in a bit) Punk would continue his gradual heel turn as after Big Show again stormed the ring and John Cena went for an AA, Punk pushed the two of them again. Punk then talked about how he felt he was being walked all over and that part of the reason is his fault, as Cena pointed out in an earlier promo, and so it was no more Mr. Nice Guy from CM Punk. The show then ended with Punk looking to do more damage to the two men in the ring, but Big Show popped up and knocked out both Cena and Punk with a pair of WMD punches, which basically is just to instill doubt in people’s minds that Punk may not walk out of LA the champ.

Match of the Night: I was pleasantly surprised that the best match of the night was actually the main event. Nothing else was particularly special, although the CM Punk vs Rey Mysterio and Christian vs Alberto Del Rio matches had some very good moments.

Yes, amazingly, the John Cena vs Daniel Bryan match was the match most worth watching last night as Bryan carried Cena with a match that saw several finishers countered into submission maneuvers, submission maneuvers countered into finishers, high flying moves off the ring apron, and Daniel Bryan’s continued descent into madness as he tore up ‘YES!’ signs in the crowd and even got into shouting matches with some of the more vocal members of the WWE Universe.

No surprise that Cena was put over in this match with Summerslam less than two weeks away and him in the WWE title match, but Daniel Bryan continued to impress with his in-ring skills, including a flying headbutt clear across the entirety of the ring, Sure, Cena hit his few patented maneuvers, but see Daniel Bryan work with him though the match was a thing of beauty and it actually made so you couldn’t look away as you didn’t know what was going to happen next.

Promo of the Night: Although it was the shortest promo of the night, when CM Punk knocked over Cena and Big Show and grabbed the microphone after Cena’s main event match, the venom he spewed for the next minute solid was spectacular. With shades of the anger he exhibited when he dropped his infamous pipe bomb last year, Punk’s monologue called out everyone around him, including Jerry Lawler, and talked about how important the WWE Championship really is and that the WWE Universe did not truly understand what went with carrying that belt around.

The promo was also critical as it took another step towards Punk’s heel turn, even though much of the crowd still agrees with Punk and so he is in the murky ‘anti-heel’ phase now where he may be mad all the time and he might take some cheap shots (although he legitimately beat Mysterio earlier in the evening), he makes good points and is still one of the best wrestlers in the WWE, making a strong portion of the fan base able to forgive some of the things he says and does. And for that single minute there, backed up by the pure rage that Punk holds at bay, many of us hoped Punk wouldn’t stop talking and RAW would end on another of his rants.

Shocker of the Night: This was a difficult one in that there wasn’t really much to be shocked by over the course of the night. But if we had to choose something, it would probably be a couple of things in the CM Punk vs Rey Mysterio match. The big shocker here was that Rey Mysterio hit his patented 619, but since the WWE didn’t want the champ to look weak against a random opponent, and so Punk could keep yelling ‘Best in the World!’, Mysterio supposedly got greedy and Punk countered Mysterio’s high-flying maneuver follow-up to the 619 and was able to capitalize for the win.

Also just as shocking was that Mysterio looked like he was dressed up as The Riddler from Batman Forever as he was wearing all white with a big green question mark in the middle of his chest. And I thought I was a big comic book fan.

Cheap Pop of the Night: Alberto Del Rio made the mistake earlier in the evening of calling AJ ‘crazy’ and in doing so prompted her fury, putting Del Rio in a match against Christian, that also could have been a Match of the Night contender had it not ended cheaply with a distraction by Ricardo Rodriguez. After the match was over though, with Del Rio victorious, he was shocked to see Sheamus on the Titantron, with Del Rio’s keys to his custom Ferrari. Sheamus then proceeded to talk about how he was going to see how San Antonio (the location of last night’s RAW) treated him and in doing so got thunderous applause from the crowd.

It was humorous to see Sheamus TOUTing his escapades the entire evening throughout San Antonio, continuing the cheap pops, but the best part of the night was when he brought back a filthy Ferrari that Ricardo then had to clean up. But for this blatant imagery and constant mentioning of San Antonio, Sheamus gets our Cheap Pop of the Night.

Worst. Movie Game. EVER.

Most movie games are rushed projects that require developers to take an idea loosely based around the corresponding film, staple some play mechanics together, and hope it holds up enough to warrant even making the game at all. So, when I heard that a game based on The Expendables 2 was coming out just before the movie, I definitely didn’t think we’d be getting a masterpiece—but it’s been a while since I’ve seen a pile of slop this bad.

Understandably, the game took the twinstick-shooter route, since it’s easier to create a fully realized 3D world in a short amount of time in this genre (just look at all of the twinstick-shooter indie titles on XBLA). This also allows for 4-player drop-in, drop-out co-op, the one thing that actually works here. But on every other level, this game is a horrible waste of time. Oh, The Expendables 2 Videogame, how do I hate thee? Let me count the ways…

The first—and most obvious—offense to your eyes comes with the graphics. The models lack any sort of detail whatsoever once you enter a story chapter, and the game only utilizes two colors, it seems: brown and gray. Not only does this have the effect of blending everything together so you can barely tell who or what is shooting at you, but it also means that most levels blend together as well.

And while we’re on the aesthetics, let’s get to the second point of hatred: the putrid voiceover work. I appreciate Dolph Lundgren and Terry Crews actually lending their voices to the game (not like they got a lot on their plate these days), but the Stallone impersonator is just awful, and the dialogue is horribly written. “What’s the plan, Barney?” “Same as always! Kill everything between us and the objective!” Are you kidding me?! I know elementary-school kids who have a better grasp of dialogue. At least the music’s somewhat enjoyable and gives the game an epic action-movie feel, even if nothing else about the game does.

And just think—I haven’t even gotten to my hatred of the actual gameplay yet! Twinstick shooters don’t usually allow for a lot of gameplay variety—you simply mow down the same two or three enemy types for however many levels the game entails—so I appreciate the fact that the game attempts to break up the monotony that can sometimes plague these titles with some on-rails shooter levels. But bizarrely, the one element the game insists on realism is the gun clips, which cause you to constantly reload and never let you get into any sort of pace when on foot, making you miss many targets during the on-rails levels.

Plus, making the player hold the right trigger in order to fire when on foot defeats the purpose of using both sticks for much of the combat. And since only the sniper character has a laser sight, unless you’re constantly firing—which you can’t, due to the clip sizes—you have no idea where your chosen character is aiming, making the combat feel choppy all around. Additionally, the glitchy hit mechanics mean that you don’t even get proper feedback half the time on whether or not your shot actually hit an enemy, leaving you guessing until they mercilessly fade away instantly after falling to the dirt.

Finally, I hate the story. The dialogue definitely doesn’t paint a vivid picture, but what’s worse is that the game offers no opening cinematic to explain anything and just throws you right to the wolves. This left me hating the experience even more, as your purpose is constantly and consistently murky.

And that sums up The Expendables 2 Videogame in a nutshell: This game has no purpose. It’s one of the worst wastes of time I’ve ever had to review. It has no direction, shoddy controls, an ugly look, and possibly the most absent plot in the modern console generation. It’s an embarrassment, even as movie games go. I implore you to steer clear of this title at all costs.

SUMMARY: Aside from the seamless drop-in, drop-out co-op, this is one of the worst videogames I’ve had the displeasure of playing in a long time. It looks awful, controls horribly, and the plot is nonexistent. 

  • THE GOOD: 4-player drop-in, drop-out co-op.
  • THE BAD: Everything else.
  • THE UGLY: The one-liners, the voice acting, the entire premise…

SCORE: 1.0

The Expendables 2 Videogame is available for XBLA, PSN, and PC. Primary version reviewed was on PSN. 

This was an interview I did back at E3 for Injustice: Gods Among Us and forgot to post here. Sorry folks! Expect a more recent interview with the main man himself behind Injustice, Ed Boon, to be posted in the next day or so!