Category: EGM (Electronic Gaming Monthly)


After a lengthy hiatus, The Pullbox has returned! After careful thought, we have decided to bring it back in a way that hopefully improves it and also makes it more timely, for you, our faithful readers. Instead of picking a Top 5 every week, we will simply pick five books, still in the two Marvel, two DC, and one indie format, to give our thoughts on. This way we can warn you of what may not be a good book as well raise up those that are worthy. And so, without further ado, here is the beginnings of The Pullbox, Volume 2!

DC – Batman #10 – As ‘The Night of the Owls’ story arc begins to wind down, Batman still must tie up the last few loose ends that plagues his city. More specifically, the remaining members of The Court of Owls. Little does he know though that the menace that has tormented him over the past few nights of his life has roots as far reaching as his parents and his becoming Batman.

I understand that in order to try to modernize Batman within this ‘New 52’ that new villains have been created and small changes have been made along the way to Batman and his history and that as a whole, he has received the least amount of changes of many of DC’s classic heroes. But when you couple last week’s Batman Annual #1 that radically changed the origins of Mr. Freeze and now you create basically a main universe Owl Man that is related to Bruce Wayne and I’m just left shaking my head. The ‘New 52’ isn’t even a year old and it has already jumped the shark with most of its major characters and this is just another example of taking things too far. Much like Batman Annual #1, this issue started off fantastically and then took a nosedive off a cliff and has me worried for the future of The Dark Knight.

DC – Batman: Arkham Unhinged #3 – Delving deep into the stories that took place between Batman: Arkham Asylum and Batman: Arkham City, this month’s issue re-examines the relationship between the Joker and Penguin and just where their now infamous feud started that would of course carry over into the game.

At first the idea of a continuing comic book monthly telling the untold stories within the Arkham City universe sounded tremendously appealing to me. But after reading this issue I came to realize there is nothing original about these stories at all really. These comic stories are based on a lot of the recordings that you collect in game revolving around various villains because I remember hearing this actual story being told in Nolan North’s over-the-top cockney accent from the game. As much as I enjoyed Arkham City, there is really no reason for me to waste my time reading stories I’ve already been told in comic book form. It just seems like another way for DC to try to capitalize on the Batman franchise as many of their other books struggle along. The only positive was the short scene where the Joker was in ‘human face’ in order to blend in with the public a bit before unceremoniously having it removed to reveal his true color and causing havoc in the Iceberg Lounge.

Marvel – The Incredible Hulk #9 – The Hulk has realized that whereas he used to occupy Banner’s body, the gamma bomb that was set off on Banner’s own Island of Doctor Moreau early in this recently re-launched series has turned the tables and now Banner occupies Hulk’s body instead. And Banner only emerges when Hulk calms down. And much like how Banner had no idea how he ended up in the various predicaments the Hulk used to get him in, Hulk is always surprised to find the surroundings Banner takes him to when he’s in control. This time, they end up at the bottom of the ocean.

For as much as DC has screwed up their universal relaunch, it seems that Marvel has gotten a lot of their individual relaunches right and that includes this monthly. Basically picking up right where the old series left off, The Incredible Hulk relaunch marked a different tone, different writers, and reset the numbering, but kept in line with the continuity and in this case found a way to turn the Hulk on his head for the third or fourth time in the past decade as a character and still kept him interesting. And he still smashes everything in sight. Everyone wins. This was another exciting issue that had a great beginning, middle, and end, but still left it open enough that we want to pick up the next issue as Hulk starts under the sea, and ends up in deep space. A terrific adventure as the Hulk continues to battle the enemy within makes The Incredible Hulk a monthly to definitely to keep an eye on.

Marvel – Deadpool #56 – The Merc with a Mouth continues trying to adjust to being without his healing factor and feels he needs to get his mojo back as years of relying on the healing factor has taken away his edge. So he calls on Taskmaster to help him. But Taskmaster obviously is someone who can’t be trusted and so Deadpool learns a hard lesson in dealing with the world now that he is powerless.

Even without his healing factor, Deadpool is still one of the funniest books out there as the inner dialogue with the voices in his head, and the rise of Paste Pot Pete as his new nemesis, is just great to see develop over the past couple of issues and continue here. The thing that I worry about is that it took 50 issues for Deadpool to change even slightly as a character and although still entertaining to read, now that he is without his healing factor and blowing himself up a lot less, the book seems to have lost something. So I hope that Marvel gets Deadpool out of this ‘finding himself’ funk sooner rather than later because this self-pitying ‘pool could get old fast.

 

Archie – Mega Man #14 – The anti-robot activist group known as The Emerald Spears has trapped dozens of robots in the convention center and its up to Mega Man and the rest of the robot masters to make sure that humans and robots alike make it out alive! Meanwhile, Dr. Wily is lost in the wilderness concocting his next scheme and getting ready to deploy his next group of robot villains.

I was worried a bit about this monthly because in only 12 issues, they blew through the first two Mega Man games basically. But introducing new enemies like The Emerald Spears to delay moving into Mega Man 3 really makes me think that this book could have a long and ongoing shelf life. And that thrills me to no end because this is possibly the best-written monthly video game inspired comic book we’ve ever seen. It gives a lot of great characters personality we didn’t know they had and delivers on the action that we grew up actually playing. And as new robots are introduced like Quake Woman in the last issue, you wonder if the comic book may lead to some new game inspirations down the line for the Blue Bomber. It may be because the Mega Man franchise has always been one of my personal favorite gaming properties, but I can’t get enough of this book. I love the tone, the character arcs, and the fact that a lot of the robot masters that Mega Man liberates return to Dr. Light’s care and add a lot of surprising depth as the roster grows as the stories move through the games. If you love Mega Man, then get on board with this book NOW.

Gotta conquer it all

Since the “Gotta Catch ‘em All” superfad days of the late ’90s, Pokemon’s been a gaming staple that’s transcended audiences due to its addictive, turn-based RPG base and its cute, family-friendly humor and themes. But like all great Nintendo cash cows, it also needs to break away from the formula every once in a while in order to possibly reach new audiences (and wallets). That’s what led to the creation of the Pokémon Mystery Dungeon spin-off, after all—and to the game we’re looking at today.

Pokémon Conquest is a cross between the pocket monsters we know and love and the classic Tecmo Koei strategy series Nobunaga’s Ambition, which tasks players with uniting feudal Japan under one banner. In this game, you’re the newest daimyo in the land of Ransei, a Japanese-inspired realm. Along with your loyal pet Eevee, you’ll build an army comprised of the best Pokémon trainers in the land in order to conquer the 17 other daimyos and rule Ransei. Each daimyo, just like in all the other Pokémon games, battles using themes based around specific types of Pokémon—and, with 17 daimyos to conquer, you’re sure to see each type represented once.

But if you’re expecting a traditional Pokémon game beyond those aspects, you’ll be sorely disappointed. The Pokémon you wield are simply tools to carry out macro and micro strategies on a gridlike battlefield. In fact, Pokémon traditionalists may well be irked by the gameplay. But if you can look past what this game isn’t and focus more on what it is, you’ll find a deep, well-polished, engrossing strategy offering.

The bulk of the actual gameplay sees you positioning your Pokémon around a field, moving them square by square in standard strategy-game fashion and then either choosing to attack, hold your position, or use an item, which reminded me of a poor man’s Fire Emblem. One downside to this, though, is that each Pokémon only has one attack move instead of the traditional four. That means that once you choose to attack, your turn with that Pokémon is all but over. For a game revolving around strategy, removing that classic Pokémon element is somewhat puzzling. That, and when—or if—a Pokémon evolves almost seems to come at random, as the leveling-up system we know and love has also been replaced by a Pokémon’s “strength rating” and a meter measuring the relationship with their respective trainer.

The biggest key to success in Pokémon Conquest, though, is that instead of capturing new Pokémon, you recruit new trainers and their specific Pokémon to your cause and build your army up. This is an interesting dynamic, as you can fight with up to six Pokemon per turn; once you reach the limit of six trainers in your party, though, you’ll need to start distributing other trainers to previously conquered lands. But since each land can also only hold six trainers at a time, you’re very limited in who you can or can’t recruit—and this will surely frustrate players used to trying to complete their Pokédex (now replaced by a common gallery) and having as many Pokéballs they could buy and then just storing them in a massive PC.

Though the Pokémon label might be slightly disingenuous, Conquest does offer a novel, enjoyable take on the strategy genre—and the Pokémon brand also gives the traditionally hardcore strategy genre a modicum of accessibility to a wider audience. If the wider Pokémon fanbase can look past a few curious decisions in regards to this odd franchise marriage, they’ll find a strong strategy title that should provide some severe addiction in its own right.

SUMMARY: Another solid Pokémon spin-off, but die-hard fans will quickly miss much of the gameplay from the main series.

  • THE GOOD: Interesting blend of turn-based strategy elements with Pokémon.
  • THE BAD: Hardcore Pokémon fans will miss the traditional catching and leveling aspects of the main series.
  • THE UGLY: Some of the simplest level design you’ll ever see.

SCORE: 8.0

Pokémon Conquest is a Nintendo DS exclusive.     

Something new we’ve been mulling over for some time at EGMNOW.com is to look at professional wrestling. All of us here in the office are huge fans of the WWE brand and often we get into arguments over how plotlines are developing, who should and shouldn’t be getting put over, and just how much power John Cena gets from his trademark jorts. In that vein, we hope to give you a brief overview of our thoughts on what is transpiring each week and maybe even entertain some of you in the process.

Main Plot Overview: The big overarching plot of June 11th’s Monday Night RAW, which came to us live from Hartford, CT (gives Mick Foley thumbs up), was whether or not John “Big Johnny” Laurenitis would finally be fired, as Vince McMahon would step back into the squared circle for the first time in nearly nine months and re-take the reigns of his company. Giving Laurenitis one last chance, McMahon wanted Big Johnny to put on the card of a lifetime in a special 3-hour edition of RAW (really a test run for the expanded format starting July 23rd, which I’m all for because it will allow a lot of wrestlers and the lesser belts to be put back into the spotlight on a regular basis).

Laurenitis would seemingly fail at this task though, and at the end, when he was about to be fired in classic McMahon fashion, Big Show would storm the ring to side with Big Johnny, soon followed by John Cena who would side with McMahon. This would lead to a scrum (of course) and the stipulation that Cena vs Show at No Way Out, this coming Sunday’s PPV, would have Laurenitis’ job on the line (again).

Match of the Night: A decent subplot that emerged from last night came really from the fact that Alberto Del Rio was injured once again in his last match. This left the number one contendership for the World Heavyweight Championship wide open and so an impromptu Fatal 4-Way Elimination match was signed between Dolph Ziggler, Jack Swagger, Christian, and the Great Khali.

Once Khali was quickly eliminated (his continued presence after all is only there for the obligatory Indian audience demographic bump), the match really did a great job of impressing. Swagger, Ziggler, and Christian are three of the better in-ring tacticians the WWE roster has right now and when it came down to Christian versus Ziggler, the crowd couldn’t get enough of it.

Ziggler was going to get the obvious bump when it was down to them though since Chrisitian is already the IC champ, and many more expected it would’ve been Ziggler vs Swagger in the end anyway since both are in such desperate need of a bump, but to see the Show-Off walk away as number one contender was the right move and may make the PPV Sunday actually watchable.

Promo of the Night: Vince’s return to the ring was a great moment and his banter with Laurenitis to open the show was comical and necessary, but this award goes to CM Punk and Daniel Bryan in preparation for Sunday’s Triple Threat WWE Championship match. And not just because these two know how to drop pipe bombs that always push the right buttons with the crowd, but because when the third participant in that match, Kane, came to the ring, it added a nuance to the “I’m better than you” angle that Punk and Bryan have going with each other right now.

What really put this over the top was AJ though. Aside from being insanely hot (she’s a pro wrestler and a fellow geek…yes, I am in love), her crazy chick motif got the biggest rise out of the crowd during this segment and the jokes that King and Cole were cracking about her was probably their best moment of the night as well. From her gushing over Punk, to saying how D-Bryan has her first love, and that like the tin man, Kane actually has a heart, this love quadrangle train wreck kept everyone talking long after it was over.

Shocker of the Night: Although some people are still shocked that John Cena has finally won the crowd completely back over to his side by pitting him against some great heels in Big Show and Laurenitis, the shocker came in the glorified handicap match that was D-Bryan and Kane vs CM Punk and AJ, which was a result of their aforementioned promo.

Mind you, it wasn’t the match itself, but how it was won. By AJ planting a 30-second kiss on Kane that took the Big Red Machine completely out of the match. And yes, it was literally a 30-second kiss, with just Kane standing there, looking completely dumbfounded, and AJ going to town while having her legs wrapped around his waist. The crowd started cheering…and the kiss was so long that the cheers turned to leers as we all just couldn’t help but watch this unfold in the ring. Did I mention that I love AJ?

Cheap Pop of the Night: It was revealed late in the show that Vince had brought with him a classic wrestler from RAW’s past to help ring in the event in a few weeks that will be the 1000th episode, that he was to be in action that night, and that his opponent was to be Heath Slater.

And when we all found out who it was, the crowd went absolutely nuts. Because it was time. It was time. IT WAS VADER TIME! That’s right, the Mastadon himself, looking much slimmer than during his prime, so much so that his mask didn’t even fit right, came storming down to the ring and everyone threw up the V’s with their fingers in a salute to this legend.

And to his credit, even in his late 50s now, Vader put on a solid show. Part of this I think was also Slater doing a solid job of taking bumps and selling everything, including the patented Vader bomb, but Vader got around the ring very well and showed he was still in decent wrestling shape. It wasn’t a long match by any means, but the crowd went absolutely bonkers for it and admittedly, as a long time Vader fan, it was great to see him in action one last time.

The Big Question: Can Injustice: Gods Among Us deliver a quality fighter using DC Comics characters?

The last time we saw our favorite heroes from the DCU mix it up in a classic-style fighting game, it was 2008 and it was one of Midway Games’ final projects: DC Universe vs. Mortal Kombat. Those who were able to look past the spectacle of seeing our favorite heroes mix it up with magical ninjas and underworld wizards though saw the game was flawed from the get go and so it was quickly swept under the rug.

Last year then, one of Midway’s key franchises in Mortal Kombat, now under the new banner of Netherrealm Studios and Warner Bros. Interactive Entertainment, saw a renaissance with parallel dimensions, a slimmed down roster, and a bevy of new modes to offer replay-ability rarely seen in any fighting game of that nature. The positive response and new look at how to do an old-school fighting game got the folks at Netherrealm thinking that maybe doing a fighting game with DC Heroes wasn’t such a stretch after all. And with Warner Bros.’ backing, as they also have all the rights to the DC characters, it should be much easier than last time to consult and push out a higher quality product that appeals to both comic book and fighting game fans.

So legendary game maker Ed Boon unveiled to us at E3 2012 Injustice: Gods Among Us. This brand new fighting game takes place entirely in the DCU and uses a modified version of last year’s Mortal Kombat engine. Injustice will feature 20-30 characters, including the already revealed Harley Quinn, Solomon Grundy, Wonder Woman, Superman, Batman, and the Flash, and capitalize on the larger-than-life personalities at their disposal with massive arenas to do battle in and even more massive finishing and special maneuvers inspired by the spandex-clad superheroes’ most impressive moments. For example, Superman can actually fly his opponent up into orbit before then slamming them back to the Earth below to do massive damage.

One nagging problem that could hold this game back though is the same thing that crept into the story mode of DCU vs MK and that is how will Netherrealm level the playing field between humans like Batman and near-omnipotent beings like Superman? We’ve been assured that the story will work this all out for us, but it was supposed to back in 2008 as well. Maybe the interactive environments allowing you to fire missiles out of the Batmobile at your opponent or slam them through a skyscraper will allow us to overlook the story though as long as it makes a reasonable amount of sense. And you hope it does because with the great visuals we saw, tight looking game play, and over-the-top action, this fighter is surely shaping up to be a contender to be reckoned with.

Are you folks excited for this game? Does the thought of 2008’s MK vs DCU still make you worry about Injustice? What characters do you want to see make it into the title? Let us know your thoughts with comments below!

A little less Private Ryan, a little more Inglourious Basterds

“We wanted to get back to a bit more of the rock ‘n’ roll spirit. To do that, we wanted to get you off the front lines, stop being a grunt, and doing the same old Normandy-to-Berlin run.”

—Stuart Black, creative director, Enemy Front

When asked how City Interactive’s WWII first-person shooter, Enemy Front, would differ from WWII games we’ve seen in the past, Stuart Black, veteran of Black and Viking: Battle for Asgard, talked candidly about just wanting to kick ass and take names—and he’s made a few design decisions in order to ensure just that. As insinuated in the quote, the path your characters will take through Nazi-occupied Europe doesn’t end on Berlin’s doorstep. Instead, you’ll start in Dunkirk sneaking behind enemy lines during an Allied retreat, move on to Poland to help the resistance and assault a Hitler think tank, and then take on a secret base in Norway at the game’s climax, wreaking havoc on the Nazi war machine all along the way.

Black’s story is also moving away from the drama and relationships of soldiers in a unit serving on the front lines. Plenty of war movies served as inspiration for this game—but Saving Private Ryan wasn’t one of them. Instead, your character’s an old-school badass in the vein of vintage Clint Eastwood. Just one man taking down entire platoons of Nazis all by himself…and getting the hot French chick in the end after doing it.

But it wouldn’t be a Stuart Black game if you didn’t get great feedback on the chaos you’re creating. Destructible environments—filled with tons of exploding barrels, of course—and different, more obscure weapons than you’d typically see in a WWII shooter will help make this a bang-up confrontation of the Axis versus the Allies. And, yeah, even though we all know how WWII ends, Enemy Front looks to bring fresh experiences to our grandfathers’ war. All I know is that with all the “future war” games currently in vogue, it’s nice to see a developer remember their roots—and remind us of them as well.

Will the return of the Attitude Era in WWE ’13 finally allow wrestling fans to let go of WWF: No Mercy?

When you talk to fans of wrestling videogames, many still claim—to this day—that the N64’s WWF: No Mercy, released in November 2000, is the best wrestling game they’ve ever played. Whether it was the storyline dynamics the game introduced, the massive roster and customization features it boasted, or the unavoidable truth that the game released during the most popular wrestling era in history, one fact is clear: Players just refuse to let go of this game.

Flash forward 12 years later—so long, in fact, that the WWF’s now been the WWE for 10 years—and take a quick look at the current wrestling scene. CM Punk’s currently the most popular personality the WWE has—and it all started last summer when the straight-edge superstar went allegedly “off script” in a rant that shook the company to its very core. His feud with John Cena—and, ultimately, the WWE brand itself—led Punk to walk out of his hometown of Chicago as the WWE Champion, but supposedly no longer under contract. All this did was rile up fan support for Punk even more. He was this generation’s Stone Cold Steve Austin. Someone you couldn’t censor, couldn’t predict—and, most importantly, couldn’t stop.

So, naturally, Punk needed to be the cover wrestler for WWE ’13, as the momentum he started in 2011 hasn’t slowed down at all. But Punk isn’t just the most popular wrestler of this era; he also hearkens back to the nostalgic time of WWF: No Mercy—the Attitude Era. The late ’90s were dominated by D-Generation X, Stone Cold versus the Rock, and Mick Foley and that damn stinky Mr. Socko. CM Punk reminds a lot of wrestling fans of those larger-than-life personalities from that era—the ones that helped make WWF: No Mercy so great.

So, in order to strengthen the bridge between now and then, WWE ’13 is introducing a new option called “Attitude Era” mode, where you’ll get to play through eight classic storylines from that era all over again. Whether it’ll have the branching paths of No Mercy is yet to be seen, but the idea of being able to play through those classic storylines with those legendary wrestlers—but with a modern gaming engine—might be too good to be true. We also have no word on just who these classic eight might be, but I think I made a few decent suggestions in the previous paragraph!

When you combine that homage to the past with an even beefier WWE Universe mode, refined Predator animation technology, the new WWE Live system that features “Spectacular Moments” like ring breaks and barricade crashes, and a brand-new audio system, the only question that remains is this: Will the Rock’s storyline end with him in the midst of a mediocre movie career? That, and where the f*** are our ice-cream bars?!

Ever seen a clown cry?

SPOILER WARNING: If you haven’t finished Batman: Arkham City, major plot spoilers follow.

After the amazing ending of Batman: Arkham City, fans everywhere were left wondering just what would happen now in the dark, gritty, urban nightmare the boys at Rocksteady had cooked up—and had comic fanboys ranting and raving for months. Well, with the new Harley Quinn’s Revenge DLC, players will get a little more light shed on the endgame situation as they once again don the cape and cowl of the Caped Crusader.

Set several days after the end of the main game, Harley Quinn’s Revenge revolves around the Joker’s No. 1 girl looking for vengeance on the man she blames for slaughtering her poor ‘Mistah J’: the Batman. Using the GCPD as bait, Harley hunkers down in the Joker’s hideout from the main game—the Sionis Steel Mill—gives it a feminine flair, and dares Batman to rescue the Gotham pigs from the fryer. Things don’t quite go according to plan for the Dark Knight, though, and Harley manages to get the jump on Bats, leaving it up to Robin to rescue Batman, bring down Harley, and shut down the last villainous bastion of Arkham City once and for all.

Harley Quinn’s Revenge succeeds in doing a lot of things right, and fans of the main Arkham City campaign will immediately be able to jump right in. The DLC maintains the tone and pacing of the main game very well and gives everything a special Harley flair, as you see her thugs dressed in garb to match her traditional red-and-black playing-card jumpsuit; meanwhile, Harley gives herself a slight redesign by dyeing her hair black and donning a widow’s mourning veil.

The story also gives a bit of closure to Harley as a character. Though the DLC’s only two to three hours in length, it does a great job of providing her motivation—and possible future motivation—as well as confirming that the Joker, at least for now, has indeed passed on. It also gives an interesting look at how the Joker’s death is actually affecting Batman—and, in turn, the rest of the Bat-family, planting seeds for some interesting future plotlines.

Plus, Harley Quinn’s Revenge gives Batfans what they’ve wanted for a while—and that’s some gameplay with Robin. In fact, half the DLC sees you controlling the Boy Wonder, and he definitely feels much different than Batman. Aside from a different array of gadgets, Robin’s also a lot quicker than the Caped Crusader, but he also needs to land more hits to take down foes. His bo staff definitely helps even the odds when it comes to ranged attacks, and his bullet shield (which I’d like to think is a small homage to the Adam West/Burt Ward Bullet Shield) provides a novel aspect to working past armed thugs.

The biggest problem with this DLC, though—and it’s most evident when playing as Robin—is the lack of an option to go back out into the glorious open world which most of the main game took place in. The entire DLC is set in and around the Sionis Steel Mill, and you have almost no opportunities to go back and explore, making it feel very linear—and like a completely separate entity from Arkham City. I would’ve loved to have seen some objectives scattered about the city, just to see what Arkham looks like a week after the endgame chaos, but instead, you’re just moving through a small dungeon and typically have to go back over the same areas, as the story forces you to switch back and forth between Batman and Robin as the latter follows the former’s trail.

Still, Harley Quinn’s Revenge does a great job of bringing players back into the universe of Rocksteady’s Batman. The story and characters are just as compelling as before, the combat’s still amazingly tight, and the limited view of the world you get still looks and feels great. The only problem really lies within the linearity of the story, which makes you feel like you’ve taken a step backward and are playing a level from Arkham Asylum instead of Arkham City. Despite this, Batman fans of all shapes and sizes should get this DLC—and revel in Harley’s short time in the spotlight as the main villainess.

SUMMARY:  Harley Quinn’s Revenge is limited in scope compared to the main campaign, but fans of Arkham City should still jump at the chance to play this DLC, which adds two to three hours of original gameplay in Rocksteady’s gorgeously gothic world.

  • THE GOOD: Combat and story are just as tight as if they shipped with the main game.
  • THE BAD: Lacks the open-world feel of Arkham City.
  • THE UGLY: Harley dying her hair black while mourning.

SCORE: 9.0

Batman: Arkham City—Harley Quinn’s Revenge DLC is available on Xbox 360, PS3, and PC. Primary version reviewed was on Xbox 360.

As has become the standard for major releases nowadays, Activision has announced a pair of exclusive retail offers today in regards to the August 28th release of Transformers: Fall of Cybertron.

Fans who pre-order the game at Amazon will get a unique code for the G2 Bruticus skin that you can use during his single-player campaign mission and that should instantly be recognizable by his iconic hodgepodge color scheme.

Fans who pre-order the game at GameStop will get the bigger bundle though as they get the full G1 Retro Pack that features G1 weapon designs for Megatron to be used in the single player campaign and full G1 Optimus Prime skins that can be used in both the single player and multiplayer modes so you can transform and rollout in classic retro style.

NO JOE?!

Children of the 80s will have to wait a while longer to see Cobra Commander in the White House as G.I. Joe: Retaliation has shockingly vacated its prime June 29th summertime blockbuster slot.

Paramount Pictures is claiming that the action-flick, starring Dwayne “The Rock” Johnson and Bruce Willis, is being pushed because they found an opportunity to add 3D in post-production and with that becoming more prominent in populous overseas countries, the studio feels they can garner a larger international box office by sending the movie back into the editing room. Unfortunately, Paramount has already dropped huge truckloads of money on advertising for the movie and it was even a point of contention between The Rock and John Cena leading up to their Wrestlemania 28 match in April.

Now slated for March 29th, 2013, (also just before Wrestlemania 29) Paramount is confident that, as proven by The Hunger Games this past March, that March can still be a huge money making month. Others agree that the move could work out for G.I, Joe: Retaliation, but mostly because there is sure to be less competition around it making it seem more like the idea of going up against The Amazing Spider-Man and The Dark Knight Rises in the weeks shortly after the original release date is what really helped prompt this move.

Moving into its spot is Seth MacFarlane’s highly-touted movie Ted about a foul-mouthed teddy bear, which is happy to be around for what looks to be a massive July 4th weekend this year.

Some mediocre abracadabra

Everyone loves the allure of magic and believing in the unbelievable. Typically, we know that it’s all really just illusion, but games give us a chance to suspend our disbelief a little further with fantastical characters and by immersing us in stories based in myth and legend. Well, Sony hopes that even after countless delays, that by putting a ‘wand’ in your hand with Sorcery and the PS Move, that you’ll be able to immerse yourself just a little bit further than ever before.

You play as Finn, an orphan taken in by a sorcerer named Dash and his cat familiar, Erline. When Dash goes off on some errands, Finn decides its time to have a little bit of fun of his own and breaks into Dash’s storehouse. There, he finds an enchanted wand and soon after the real antics ensue as what starts off as some simple childish hijinx, like turning sheep into pigs and pots into fishbowls, quickly turns into an epic quest to protect Erline, as she is not who she really seems to be.

I admit that Sorcery shocked me in a lot of ways. It’s very easy to just write off a lot of these motion-control gimmick based games as we’ve had a steady stream of disappointment from most every one of them for quite some time. But Sorcery succeeds in crafting a highly detailed world with interesting, well-acted characters and a bevy of ‘out of this world’ powers that can appeal to gamers of all ages and providing some actual depth. Even after the game’s countless delays since the PS Move’s launch though, there are still some serious problems with execution.

Although the game’s lack of a targeting reticule or lock-on system is intended to give you a sense of freedom in the somewhat linear world before you, all it does is lead to constant frustration. It is far too easy to mishandle your wand and fire off magical bolts of various natures in the complete opposite direction of your intended targets, even after later learning how to weave your elemental spells to create a volcanic wall of fire or an electrical storm. Often instead you’ll find yourself just running around in circles on the battlefield as you try to finally get the PS Eye to pick up your wrist movement just right in order to smack your enemies with some of these devastating spells. And when you add in that some enemies have rejuvenating lifebars, the fun can get sucked out of this game more quickly than you can say ‘hocus pocus’ due to poor controls.

When all is said and done though, Sorcery is easily one of the better PS Move games. But this is still not saying much and when placed side-by-side with various traditionally controlled RPGs or action-adventure games, Sorcery, like many gimmicky motion-based games, simply falls short due to the gimmicks that gave the game inspiration in the first place. If you’re desperate to shake the dust off of your PS Move or have children that won’t easily lose patience with the controls, Sorcery does provide an entertaining, although predictable, story for gamers to play through, but otherwise shouldn’t cause any money to magically disappear from your wallet in order to purchase this title.

SUMMARY:  The gimmick driven combat system holds Sorcery back, as fun quickly turns to frustration after each misfire from your wand. And this is a shame given the predictable, but charming story that Sorcery tries to tell through vibrant characters and the beautiful world they occupy.

  • THE GOOD: One of the more well-rounded PS Move games available
  • THE BAD: Too many basic short comings and control glitches to be anything of real note
  • THE UGLY: Talking cats just ain’t right

SCORE: 6.0

Sorcery is a PS3 exclusive.