Category: Written


I am Clementine

With the new season of Telltale’s The Walking Dead now underway, I was able to pick the brains of Game Designer Sean Ainsworth and Writer Pierre Shorette about the changes this season brings to the series and some specific elements we saw in Episode One: “All That Remains.”

EGM: Clementine isn’t your typical video game protagonist and she’s a drastic shift from when you play as Lee. How do you strike a balance between making her a character all kinds of players would want to play, yet still maintain the vulnerability she naturally has being a little girl?

Sean Ainsworth: It was really difficult for us to figure out what that balance is. You don’t want people running over her with a bunch of adults telling her what to do, but you also can’t have her speak up and take charge of things because she’s 11 and that just wouldn’t happen. It’d be ridiculous. So, coming up with ways for her to have agency in the world and to feel like you have things to do with her is quite a challenge. But it feels like it’s worth that effort. It’s so different from being a big, burly, black guy now. You just can’t intimidate somebody and I think it factors more now into the group dynamics. We had to figure out ways around that and that was really cool.

Pierre Shorette: I think in Season One that you’re so enamored with protecting Clementine that it’s an interesting approach now where you have to go through a season where you’re protecting her literally, but then you’re also trying to role-play. I think it’s almost like striking a balance that’s realistic, but also allowing players to express themselves and get out of each situation what they really want. The last thing we’d want is for this to feel like some 90s kid-friendly movie and they’re running around, taking charge, driving cars around, and handling every situation. But it’s the first stumbling block we have to overcome in every scene, trying to figure out how to make her important in it.

EGM: You mentioned that Clem can’t really intimidate people, but through her dialogue choices, she can have a bit of an attitude to her depending on how you wish to play her. She can be antagonistic. She can rile the group up. She can make enemies. Is this just the natural evolution of Clem after everything she’s been through?

SA: Yeah, I think so. Living in this zombie-infested world, she’s had to grow up a little quickly to survive. That’s definitely part of it. Part of making her a little older now is that she’s had some experiences since last season. She’s still speaking straight from her heart, though.

PS: Of course, you don’t have to say anything at all. You can often choose to remain silent.

SA: Right, but she at least knows enough now to know what to say because she’s talking from experience.  And depending on how you’re playing, you can extrapolate that there may be repercussions for what you say.

PS: I think it’s interesting because depending on the scenario, I’m sure some people would be like “Clementine would never say that”, but sometimes when you’re in the moment and you’re role-playing as the character, some of those one liners are just too shiny a nugget to pass up and not see what happens next. They want to see what happens and the drama of the moment is what’s so compelling. People just want to know how it would play out. If you’re that into the role, then it can take you in a different direction and then it’s the decision you live with and it becomes the reality you’ve chosen.

SA: Yeah, it’s weird because you’re now playing as someone who was an NPC in Season One. So it’s interesting what direction you can take this NPC now as the player-character. We were a little worried actually when we started talking about making Clementine the main character, if there would be a disconnect, but when you’re playing it you just get into it and really, that’s our goal. That you get into it enough that you forget all of that.

PS: Can we ask you, now that you’ve beaten it, how did you play it? Did you go in with the goal of just protecting Clementine? Were your decisions affected by that? Or did you role play?

EGM: I went into wanting to make the best decisions possible to continue protecting Clem all I could. That was my main goal. But after the first couple of sequences and seeing what choices I had to make, I really started to play as if I was Clem and not some ethereal protector. The best way for me to protect Clem was to be Clem.

PS: Right. You began to identify yourself as her. That’s cool. I’m glad that happened with you because like Sean said, there was a fear people would be removed from the story and make everything black and white in their minds and just play god and control Clem’s existence but be detached from it. But I’m glad that you got into it.

EGM: In the group of people Clem meets, there’s a father/daughter dynamic there that reminded me a lot of Clem/Lee from Season One. The girl is a bit naïve and the father is protective of her, and its interesting that Clem is now on the outside looking in on a relationship like that. Was that parallel an intentional addition on your part?

PS: I think it just sort of emerged naturally. The opportunity to see almost a more naïve version of the girl Clem used to be is unique because now she can have an opinion on how the father is raising his daughter. I mean that’s crazy that an 11-year-old would have a valid opinion on his parenting skills and how he may be doing some things wrong or what he should be doing more of and that’s actually an example of giving her a level of agency that, from the outside looking in, might not click with the group. But we know from being in the background that Clementine has valid opinions to share on how to grow up in this world and stay safe and survive. And that’s the kind of stuff we’re seeking out all the time to make sure this is a compelling experience.

EGM: Talking a little bit more about this first episode of Season Two, it ended on even more of a cliffhanger than usual. Why did you guys decide to end the episode where you did?

SA: We obviously can’t go into a lot of detail without giving too much away, but I think we ended it here because all the ramifications that stem from your last decision in the episode will trickle out and affect the rest of the season. So, to dig into even the beginnings of that, and dig into those ramifications would require a lot more time than we had at that point in the episode.

EGM: At the beginning of Season One you guys had Glenn as part of the group, and made your way to Hershel Greene’s farm. Have you guys ever entertained the notion of intersecting again with the comics?

SA: We have an ongoing discussion about it. We’ve never ruled it out. It just has to make sense. It can’t be something that we’re shoehorning in.

PS: What’s nice is this addition, with the game existing on its own and what we did with it, shows that The Walking Dead is just a really big universe. That this is unique for the IP and not just a story that’s somewhere in a pocket in Georgia. It’s something that’s shaking up the entire world and I like that it makes the universe feel large.

SA: Also, it’s really hard to tie in dead people. [Laughs]

PS: Yeah, we were just talking about this the other day where if you go to The Walking Dead’s wikia page and under the comic book section for the characters, everyone just has a big red “X” on their faces. It’s just what they do. It’s what happens. If you stay with the main gang long enough, you’re going to get killed. So, that’s part of it, too, for sure.

EGM: Alright, last question. Telltale has worked on a lot of licensed properties over the years (Back to the Future, Jurassic Park, etc., etc.) and you just announced two more with Borderlands and Game of Thrones. If you could add another new license to the list, what would it be and why?

SA: There are so many I would love to do, but it would have to make sense for us to spend the time on it. And it’s hard to even say because we never know what we may be working on in the future. It’s just so hard to say.

PS: And even that, everyone is so excited for what we have coming up, like with Game of Thrones. It just fits what we do so well. I will say, though, that before I even worked here I was a fan. I played the first three episodes [of The Walking Dead] before coming on, but I always thought that in terms of what Telltale does, even before I was an employee, that Brian Azzarello’s 100 Bullets would be a cool adaptation because of its nature. I mean, it would be a game where the bullets matter a lot. It’s not just a number up in the corner of the UI. When a gun gets shot, it means something, when a person gets shot, it really means something. So how precious that is, or how devastating that is was something I always thought was interesting.

Swedish MMA fighter Alexander Gustafsson will be paired with New York’s Jon Jones as co-cover athlete for EA Sports UFC, publisher EA Sports announced.

While it had already been set in stone that Jon “Bones” Jones would be one of the cover athletes for EA Sports UFC, to maintain what has become tradition for EA Sports games, a tournament was held for the fans to determine what fighter would join Jones on the cover.

After 11 million votes were cast over a four-week period, Alexander “The Mauler” Gustafsson emerged from a field of 16 candidates as the winner. Gustafsson beat out longtime UFC Welterweight Champion Georges St-Pierre in the finals to claim the honor. This was due in large part to the huge amount of votes that came in from Gustafsson’s native Sweden and the rest of Europe.

What makes the cover fitting, though, is the history shared between Jones and Gustafsson. Jones narrowly beat Gustaffsson to retain his UFC Light Heavyweight Championship back in September at UFC 165, but the win did not come without controversy.

Gustaffsson cut Jones’ eye open in the first round of their bout and is the first man on record to take Jones down in the Octagon. Despite ringside doctors wanting to end the fight due to Jones’ cut, Jones implored them to let it continue. The fight went the full five rounds and narrowly, although unanimously, Jones edged out Gustafsson on the judges’ scorecards.

Experts believe the judges scored in favor of Jones because he landed a great deal more “significant strikes” over the course of the bout than Gustafsson. The title defense was Jones’ sixth, a record in the Light Heavyweight division of UFC. Many can see a rematch between the two happening sometime next year.

EA Sports UFC is due out spring 2014 for Xbox One and PS4.

Oh my darling, Clementine

EDITOR’S NOTE: THIS REVIEW MAY MAKE REFERENCE TO EVENTS THAT TOOK PLACE DURING SEASON ONE OF TELLTALE’S THE WALKING DEAD. IF YOU DON’T WANT IT SPOILED, I IMPLORE YOU TO GO PLAY IT AND THEN COME BACK. ALSO, WHAT TOOK YOU SO LONG? IT’S BEEN OUT FOR A YEAR ALREADY. WELL, WHAT ARE YOU WAITING FOR?! GO! THEN COME BACK.

Last year, Telltale captivated gamers everywhere by capturing the essence of what makes The Walking Dead comics great: human drama that just happens to take place during the zombie apocalypse. In the process, we got to know—and fall in love with—protagonists Lee and Clementine. Their unique dynamic is what kept many players going to the very end, when Lee finally succumbed to his infection. Clementine’s story was far from over, though, and now in Season Two, instead of serving as her protector, we get to play as Clem herself and see just how the world around her begins to take its toll during some of her formative years.

It’s been a little over 12 months since we played the end of Season One (the first time, anyway) and six since 400 Days, so in order to get players back into the groove of surviving the end of modern civilization, the episode starts off by punching you in the gut several times with some sequences you will not see coming. If you thought you might coast for a while and get your bearings playing as Clem, you’d best think again.

This sink-or-swim approach is a brilliant move by the gang at Telltale, as it serves two purposes. Not only does it prepare you for what’s to come over the rest of the episode—both in terms of point-and-click gameplay and dramatic tone—but it also forces you into Clem’s shoes faster, preventing you from “meta-gaming” scenarios as though you were still protecting Clem (a possible side effect of your role in Season One). This habit would be harder to break later on if you became used to that idea, and the game would be less immersive as a result.

I admit that, going into this first episode, I was afraid I’d fall into that mindset myself—and that there’d be a disconnect between me and playing as Clem because of it. Due to the nature of the first few scenarios in the episode, however, I quickly found myself playing out conversations as though I were actually Clem. I was still “protecting” her, but mostly because I was protecting a part of myself. I didn’t have the time to think on a meta-scale. Thus, when things finally did slow down, I was already in the mindset of thinking as Clem and continued on that route.

I also thoroughly enjoyed many of Clem’s conversation choices. If I wanted to maintain her innocence—since she still isn’t even a teenager—the game offered options for that path. If I wanted to wear some of Clem’s emotional scars on her sleeve a bit more, I could do that, too. Other times, Clem displayed more adultlike logic, showing off her accelerated maturity due to her past experiences. I personally chose this path, and was pleasantly rewarded when it led to a particularly entertaining conversation between Clem and a sassy older woman. My Clem doesn’t take s*** from anybody!

For all the good Telltale does in this opening episode’s story, they did make a couple of questionable design choices. The most notable—and disappointing—is the lack of ramifications from the decisions you made in Season One and 400 Days. While the “next episode” teaser at the end of All That Remains does seem to hint at this situation being rectified, I would’ve loved something more than a couple of dialogue choices reflecting back on what happened down in Savannah.

Part of this could be the idea that new players may be coming on board, much like how some people start watching the second season of a TV series after hearing how popular it is. The problem is that by trying to cater to a new audience, Telltale might be ostracizing their returning fanbase with this more generic entry point for the series.

If anything, making a lot of references to prior events could compel people to go back and buy and play Season One. Even if players don’t have a Season One save, this episode has a scenario generator at the beginning that plays out the major choices so that players can experience Season Two without fear of punishment or missing out on content. So, why not reward your loyalists a bit more and throw them a bigger bone?

I also felt like the episode ended at an odd point. In Season One, every episode had a very natural conclusion. All That Remains’ end comes out of nowhere, and it’s incredibly jarring. While it works as a cliffhanger—and I understand that the next episode will begin with some major conflict—there was an earlier sequence that would’ve made much more sense as a “natural” ending. But ending there would’ve made this experience a bit too short, and as it stands now, the episode’s only 90 minutes long, so it seems that Telltale wants to make sure players are still getting their money’s worth.

Despite these couple of questionable choices by Telltale, their Walking Dead series continues to be a narrative powerhouse. Even though there’s only an hour and a half of content here, there were several instances that I had to pause the game, walk away, get a drink, and then come back. I simply couldn’t power through and ignore the events of this episode, and I found myself frantically worrying about Clem now—just as much as when I was protecting her as Lee.  Fans of Season One have no excuse not to go out on and get this first episode of Season Two, and while I think newcomers should still play Season One first, they’ll be OK using this as a jumping-off point as well.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 12.17.13
8.0
All That Remains is a fine way to kick off the second season of The Walking Dead. Telltale made some interesting design decisions putting players in the role of Clementine, and most of their choices—but not all—work out nicely.
The Good The story immerses players from the get-go.
The Bad Lack of ramifications from previous episodes.
The Ugly How easy I found it to play as a little girl.
The Walking Dead: Season 2: Episode 1 – All That Remains is available on Steam (PC/Mac), XBLA (Xbox 360), PSN (PS3), and iOS. Primary version reviewed was for Steam (PC).

Rayman Legends is coming to the PS4 and Xbox One on February 25, 2014, Ubisoft announced today.

Aside from claiming improved load times and improved visual fidelity, each version of the game will feature its own exclusive costumes and content.

The Xbox One version will include 10 exclusive challenges and feature a Splinter Cell–inspired Sam Fisher costume for Rayman and a costume based on Vaas from Far Cry 3 for both Rayman and Globox. The PS4 version will tout Assassin’s Creed–inspired threads for Rayman, cross-play with the PS Vita, and will utilize the DualShock 4’s touchpad for various in-game actions, including scratching off Lucky Tickets. Both Xbox One and PS4 versions will also feature a “Funky Ray” costume available for purchase with Uplay points.

If you can’t wait to get your hands on Rayman Legends, the game is already available for Xbox 360, PS3, PC, Wii U, and PS Vita. You can see what Andrew thought of three of those versions in his review.

VGX was supposed to be a new beginning for Viacom’s oft-mocked videogame awards, the former VGAs. It was supposed to just be about the games and gamers, moving away from the glitz and celebrity it had always tried to pair with the industry in the past.  It was supposed to be different, and it was supposed to be better. Well, it was at least different, I guess.

If you missed the constant stream of social-media vitriol toward this past weekend’s VGX, then you’re probably not concerned with videogames in the slightest. Even those with a passing interest would’ve been hard pressed to avoid seeing their Twitter feed or Facebook flooded with anger over yet another year of talking down to gamers and failing to provide us with a legitimate venue to celebrate an ever-growing pastime.

And while some of those new ideas might be the beginnings of a show turning in the right direction, just about everything else reminded me of the end chase scene in the 1980 musical comedy classic, The Blues Brothers, where more and more cop cars kept crashing into each other for no good reason. Every VGX segment was simply another one of those ill-fated cop cars.

Now, since it’s my opinion that the people who put this show on every year don’t get what we want to see, I’ve taken it upon myself to come up with 10 ways that they could improve and maybe, finally, give gamers the awards show they deserve.

1) New Hosts

Since at least 75 percent of the VGX hate on the Internet has been slung in the general direction of Joel McHale, this is the easiest—and first—fix. For three hours, it seemed like McHale’s sole purpose was to try to derail the show as much as possible while also talking down to his audience like we were a bunch of sideshow freaks who didn’t deserve him as a host. You’re right, Joel: We don’t deserve you as a host, but it’s not because we’re beneath you.

And I understand that Joel was brought in at the last minute, probably to infuse the show with a little of the celebrity of VGAs gone by in case some viewers still liked that idea. The problem is that plenty of other celebrities actually care about their audience—or are talented enough at least to hide their contempt. This is the second time I’ve seen McHale host a videogame function, and both times, he came off as a prissy little assclown who was just there to collect a paycheck.

And whether you like him or not, Geoff Keighley isn’t a bad host, but he was put into a situation where he was doomed to fail from the start. Every time McHale went off-prompter, Keighley was like a deer in headlights—McHale’s ad libbing was too much for him to keep up with. Keighley’s effort should be commended, since it’s never easy when your co-host throws you and your show under the bus every chance he gets, but it was frustrating to watch and created an awkward dynamic.

The easiest solution to this is simple. Either cut VGX down to a single host like most every other awards show, or bring in co-hosts that could actually work off each other. Plus, the hosts don’t need to be traditional “Hollywood celebrities.” There’s a wealth of videogame journalists and developers out there that have enough on-camera experience to hold their own and still provide entertaining commentary. Or, if you want to really show off some talent, how about the best of both worlds and having voice actors host? Who wouldn’t want to see Troy Baker, Jennifer Hale, and Nolan North talk about games and give out awards?

2) A Live Studio Audience

Another ridiculously awkward element of VGX was the lack of an audience beyond the production crew. The only time I actually laughed at something Joel McHale said was when he painfully mentioned, “And I’m the only one clapping…” after an award was announced.

Again, this seemed to be part of the movement away from the 300-plus-person live audience of years past, but not having anyone at all to react to what was going on left a lot of uncomfortable silence. All you need is 20 to 30 people applauding to really help transition everything smoothly, and the crew should have more important things to worry about than waiting for Joel’s cue to clap to fill what became an increasingly evident problem.

3) Rehearsal!

Back when I first started my media career, I freelanced for quite a few live and live-to-tape productions, so I know how difficult it is to pull off something like that—and most of those were only 30 or 60 minutes. So, I tip my hat to the cast and crew anytime something along the lines of three hours actually gets done. That being said, there were clear moments that made the lack of preparation evident—like when Camilla Luddington, the voice of Lara Croft, had no idea that Keighley and McHale were going to ask her to throw to a clip introducing Lara as one of the nominees for Character of the Year.

Of course, any live production is going to include elements that are simply out of a crew’s control, and no amount of pre-production can predict some untimely mishaps. That wasn’t the case here, though. Making sure all the talent is on the same page would surely be one thing the producers, a floor manager, or ANYONE on the crew (as, again, McHale pointed out live after Luddington’s face became a total blank by saying “I guess we should’ve told you we were going to do this”) could’ve done to make the overall production look a bit more professional. And, obviously, I’m not saying a somewhat off-the-cuff interview should’ve been rehearsed, but someone should’ve made Luddington aware of what was planned during her segment. A lack of organization will always find a way to make itself known, and this was only one of several instances where folks in front of the camera were in the dark about what was going on around them.

This is another easy fix. If you plan on doing something special or different with someone on-air, make sure they’re fully aware before the cameras start rolling.

4) Smarter Social-Media Interaction

Incorporating Twitter and Facebook into any live show seems to be a necessity nowadays, and VGX wanted to make sure it didn’t miss jumping on the bandwagon. The problem is—especially considering how obviously disorganized the show already was behind the scenes—utilizing something as unpredictable as social media effectively is a monumental task.

Many times, the questions tweeted in and read by Keighley and McHale were already asked by one of the hosts before the social-media segment started. Was no one screening these tweets? Of course, maybe there was so much hate directed toward VGX that the screeners just couldn’t pay attention to the live show while filtering out all the rage.

And having the order of your awards dictated by social media was repetitive, considering you already have the viewers voting on two awards as is. Nothing like coming up with scripts live while switching other segments on the fly. VGX should have simply included a scrolling ticker on the bottom of the screen, since Keighley and McHale didn’t need anymore help making this show a trainwreck.

5) No More Concerts

Game music should be celebrated any chance we get. When you look at shows like Video Games Live and other events dedicated solely to some of our favorites themes, there’s more than enough proof of why game music is an art form in and of itself. I don’t think anyone was clamoring for live performances of several songs from the hundred-song GTAV playlist, though.

I understand that part of it was because GTAV had won the Best Soundtrack Award (and deservedly so, partially due to the sheer size of the game’s playlist alone). But if you really want to celebrate the music, you should pick songs that are less likely to offend than “Hood Gone Love It.” Also, give every game’s music a little recognition. Do it like the Oscars and have bands or orchestras perform each game’s main theme over the course of the show. The concert was overkill and felt like nothing more than a desperate attempt to fill the last a half hour of airtime.

6) Don’t Give Out the Biggest Award in the Middle of the Show

This is just Awards Show 101. You’ve only got so many things people are looking forward to—especially with so many “reveals” being leaked early from various sources. By giving this award out at the halfway mark, you’re just asking for people (particularly a more casual audience) to close the video player. Whoever thought this was a good idea should be fired. Plain and simple: The biggest award is given out last.

7) Nix the Pre-Show

I didn’t even realize there was a VGX pre-show until I tuned in for the 3 p.m. Pacific start time. It was never promoted (and, if it was, no one I know saw it), so when I first came to the VGX website, there were already five or six videos that I wanted to see instead of the actual show itself. There was a world premiere and six awards given out before the show officially started. If you’re going to do a pre-show, you need to do a better job of promoting yourself—and, actually, this leads into my next point.

8) Give Out ALL the Awards During the Show

One of the longest-running complaints about the VGAs reared its head again this year: VGX still refused to give out all its awards during the show. Considering how much difficulty they had filling three hours of content—what with the clueless hosts, botched segments, and boring “comedy” sketches—there was no reason for all 21 awards to not be given out over the course of the show. Fighting Game of the Year, RPG of the Year, and more were relegated to second-rate award status, preventing these games from getting the proper recognition from the largest audience possible.  Nothing like disrespecting several gaming genres when putting on a show about gamers. This is another simple fix: Just give out the monkey trophy for every category you have.

9) Don’t Make Winning a Chore

It was an interesting idea to give the winners of this year’s awards the time to do whatever they wanted with their acceptance video. Mind you, it comes off like the devs are tired of making the trek to L.A., but without the pomp and circumstance of years past, I can’t blame them, either.

One thing could bring them back, though. Instead of boring acceptance speeches or “funny” videos, what if the developers sat down with the hosts afterward for a couple of minutes and talked about their game and how things may have changed for them since launch? Maybe a mini-postmortem. Work with the developers instead of making them do something. (They just won an award, and they’ve worked enough on their own already.) VGX would get content, viewers would get insight, and the creators could get the chance to talk meaningfully about something they put a lot of clear effort into.

Definitely don’t make them do something, though. No one needs another redubbed Assassin’s Creed IV: Black Flag cinema scene. 

10) Better Exclusives

With most of the VGX “reveals” already leaked the week prior—and the only three legitimate surprises including two from the same company—there’s some murmuring among the gaming community that developers have finally decided to start pulling out of VGX, since its demotion from primetime TV to web streaming puts the relevance at an all-time low.

Disappointing trailer after disappointing trailer was easily the worst part of the show. We could’ve tolerated McHale’s animosity, the awful concert, and the social-media stupidity if VGX gave us something truly awesome to look forward to. And while Telltale’s new games and No Man’s Sky raised our eyebrows for brief moments, they were nowhere near enough to save this show from itself. No elaboration on Uncharted 4, no big announcement from Nintendo, and nothing to get truly excited about to carry us into 2014. Those are VGX’s greatest mistakes of all, because this year, more than any other, the show came across as a waste of time.

Road Ready

As the series celebrates its 15th anniversary, Gran Turismo has had plenty of experience with both sequels and success. With just over 70 million combined copies sold (primary and secondary releases), it’s the single most lucrative exclusive brand under the PlayStation banner. But now, with all its success, it feels like Polyphony Digital is scared to change too much about a series that’s become such a massive institution—and it shows. Gran Turismo 6 feels more like a polished copy of Gran Turismo 5 than a true sequel.

This isn’t to say that GT6 is a bad game. It still wields the pedigree of one of the most applauded racing sims ever made, and in regards to the actual racing, it handles itself very well. Consistently smooth controls remain a highlight, now carried across the most cars ever in the series (1,200, over 100 more than in GT5), and 37 tracks that can be configured into 100 different layouts, including new ones like Silverstone and Willow Springs Raceway. The physics are also more realistic than before, since the game’s engine has been overhauled with an even greater focus on your car’s tires and suspension in mind. Of course, you can always take any one of your cars to the garage and tweak them yourself if you’re afraid of little extra tire burn when drifting or you want to loosen your shocks to really feel that “oomph” when you bump another car.

The career mode is also still a delight to work through as you move up through six different classes, each with their own set of special challenges unlocked in the middle and end of their respective gauntlets to keep things fresh. At the completion of each class, you’re also awarded a special car not normally attainable—such as a GT-themed go-kart—that you can then place in Photo mode (along with any other cars in your garage) and take pictures in digital re-creations of scenic locales.

But while these aspects that serve as cornerstones for a good racing sim remain, the flaws of the past linger in the experience as well—most markedly the awful visuals. Some minor improvements have been made, such as the convoluted user interface of past games being overhauled. Once you get into a race, however, the photorealistic backgrounds in the distance may look nice, but everything on or around the immediate track area looks like something from the start of the PS3 generation—not the end of it. You’d think that, by now, with the access and knowledge they have, Polyphony would produce better results than this. Maybe we can take a little solace in the fact they’ve already started work on GT7, so hopefully they’ll figure out the PS4 before this new generation is over.

And the screen tearing! Dear god the screen tearing! My head started to hurt after about an hour, due to the out-of-sync refresh and framerate drops, especially when hitting higher speeds or in stormy weather. Flaws like this feel amplified in a racing game because of the split-second decisions players have to make. I had to call in a couple of the other EGM editors to confirm that this was what I was seeing, since these problems–prevalent in GT5—still clearly plague the series three years later. What’s more, the real-time damage effects remain barely noticeable. I can’t believe a series that takes such pride in its attention to detail would allow these blemishes to remain in two straight games.

Gran Turismo 6 does offer a few new elements, though not many. Load times are much faster than what we saw in GT5, and the difference between Standard and Premium cars is a thing of the past, both welcome changes. The limitations on performance tuning or race mods have also been removed, with all 1,200 cars brought up to PS3 specs, unlike GT5’s PS2 imports comprising half of the car lineup.

Unfortunately, Polyphony also felt it necessary to include an obnoxious tutorial mode that forces players to take part in a race that teaches the controls. It can’t be skipped, and at the end, you’re forced to buy a crappy Honda Fit to play the first few races of your career. I’m an ill-tempered Italian from New Jersey. The only thing a Honda Fit is good for is burning it like the piece of garbage that it is.

I understand the need to cater to possible new players, but it’s highly unlikely GT6 will be the first racing game someone’s ever played—and, even if it is, I think gamers will be smart enough to figure out that X means “GO” and Square means “STOP.” By their very nature, racing games are supposed to be relatively easy to figure out but difficult to master, and a tutorial mode feels like the devs are blatantly talking down to us.

The bottom line is that Gran Turismo 6 feels like nothing more than a stopgap release to keep fans appeased until Polyphony’s new-gen offering is ready. Problems that persisted in GT5 remain, and the most noticeable difference—the mandatory tutorial mode—is an insult to anyone who’s ever played a racing title. Still, there is a solid racing game at GT6’s core, as the game does offer an unprecedented amount of cars compared to other racing sims, and the team keeps finding ways to make the physics better and better.

Developer: Polyphony Digital • Publisher: Sony Computer Entertainment • ESRB: E – Everyone • Release Date: 12.06.13
7.5

GT6 feels like a rushed effort, and many problems from GT5 remain unresolved. But the classic GT base remains intact, since the actual act of simulation driving remains very tight—and it’s coupled with a tremendous amount of choice when you consider the 1,200 cars that come on the disc.

The Good Solid career mode; plenty of cars and tracks to choose from; great controls.
The Bad Lackluster presentation; screen tearing; framerate drops.
The Ugly Most buildings in the foreground.
Gran Turismo 6 is a PS3 exclusive. 

A new video from Just Cause developer Avalanche Studios shows the team conducting research for future game environments in an area that can’t help but remind us of a certain grappling-hook guru.

While part of their research from their trip to Costa Rica will be used in the studio’s upcoming Mad Max title, such as cloud formations, I don’t imagine Max will be spending too much time in a dense rainforest or on a tropical beach—which, along with their continued support of non-profit organization Toucan Rescue Ranch, was Avalanche’s primary focus for the video.

Enter the possible connection to Rico Rodriguez, protagonist of the Just Cause series, and the fat kid on ABC’s Modern Family. Wait. Ignore that last part.

Rico’s adventures always take place in areas of the world full of rich vegetation and wildlife, and the video, which you can check out below, makes constant reference to what the team was able to do in Just Cause 2’s environments.

The video description even mentions that although Just Cause 2 was a convenient example, “the reference material collected will prove useful in many of our upcoming open world games.” And while this may be true, it’s hard to ignore how the music played throughout the video is also part of the main theme from Just Cause 2.

I still fondly remember playing Just Cause 2 and flying a helicopter up to a blimp, landing it on there, and then parachuting a couple virtual miles down to the island below. When you couple this video with the holiday card sent out by Avalanche Studios last year, I’m sure I speak for many fans of the series when I say we hope this will lead to a much-anticipated sequel announcement.

The studio has expressed interest in doing a third Just Cause game, and Square Enix, who handled distribution of Just Cause 2 and owns the company that handled publishishing, Eidos Interactive (now Square Enix Europe), registered domains for Just Cause 3 and Just Cause 4 in June 2012.

An EA Canada job listing suggests that an open-world Star Wars game is in development at the studio, Kotaku reports.

One of the listings, specifically for an animation director position, mentions that they’re looking for someone “…to help define and deliver on the vision for a major new next-gen open world action game.”

This would make EA Canada the third EA studio to start work on a Star Wars title since EA and Disney agreed to a 10-year licensing deal a short while ago. The other two studios are DICE, which is currently working on a new next-gen Star Wars: Battlefront, and Visceral Studios, which is working on a yet unnamed project that was revealed back in May by their own job listings.

Two other recent listings for Star Wars executive producers, one for EA Canada and another for Visceral Games, are almost identical and could signify a joint venture between the studios. 

EA Canada is best known for its work in developing both the NHL and FIFA sports franchises. The extra hires would make sense for the studio, since it would surely need to bolster its staff to take on another franchise, let alone one such as this (or even to collaborate with another studio, especially with the prospect of this being an open-world action title).

It doesn’t matter, though, if EA Canada is working with someone or alone, Star Wars fans everywhere must be excited by the prospect of multiple next-gen adventures coming their way at some point. Here’s hoping the Force is stronger with this one than it was with Star Wars: 1313. 

Sweep the leg? I can’t, Sensei. I’m using Kinect.

When I look at the Xbox One and PlayStation 4 hardware, there’s not the largely noticeable jump that defined previous generational transitions. One piece of tech that was supposed to help embody the little bit of change we did receive, however, was the new Kinect sensor. Whereas the original Kinect needed all your playing conditions to be just right in order to work (and even then, it failed at times), the next-gen model was supposed to alleviate many of these problems.

Space and lighting issues would be a thing of the past, and the sensor would pick up the slightest movements—right down to your tiniest finger twitch. While the voice-command recognition can be tested via the Xbox One’s menus, we wouldn’t be able to see the most needed improvements until we actually got a game specifically designed for the peripheral. Unfortunately, if Fighter Within was supposed to show off how far Microsoft’s Kinect technology has come, then new-gen motion controls might be in trouble.

Issues to which first-generation Kinect users have become accustomed—such as inaccurate motion tracking and input lag—are prevalent in Fighter Within. You can’t even navigate the game’s menus effectively, because the recognition is so piss poor. I’d often have to use my controller to move through the wretchedly clunky user interface, since my body movements and voice commands were completely ignored outside of fights.

Once you manage to get past the menus, you’ll find the game has two modes. The first of these is your standard arcade-type option. You pick one of the game’s 12 fighters and move up a ladder comprised of eight of the other fighters (there are no mirror matches).

The other is a story mode called Initiation that follows a street urchin named Matt through 21 fights that are supposed to tie his tale together. I wish I could tell you something more about Matt and his journey, but there aren’t any cutscenes until the very end, and the between-bout dialogue is so devoid of personality that I quickly stopped caring. Oh, Matt’s father was a drunk boxer! And his opponent’s mother a disgraced Olympian! I wasn’t sure if I should use the Kinect to help determine a winner in brutal one-on-one combat or ask my Xbox One to find them a good therapist.

Then, finally, you get into actual combat, and it’s here that any fleeting hopes for Fighter Within at least being a fun tech demo are thrown out the window. The game does offer an interesting variety of moves for a motion-control game: standard punches and kicks, picking up sticks to whack your opponent in the face, jumping off scenery in the level, and even special powers—and you’ll need to go through Initiation mode just to be slowly introduced to everything your fighter can do. Of course, even with the added tutorials, it can be a bit much to take it all in, and you’ll find yourself falling in love with just a handful of moves that are more than enough to work your way through the ranks.

Still, this is all contingent on the Kinect sensor actually picking up your movements. Straight punches and kicks aren’t a problem, but the more complex the maneuver, the less likely the game will accurately translate it onscreen. Often, my grab and throw attempts turned into straight punches, kicks turned into wasted special moves, and raising my arms above my head for one special turned into nothing but a high block. And if you move too quickly, the delay between your actions and what happens onscreen becomes more prevalent. There’s nothing more frustrating in Fighter Within than watching your character throw extra punches into a blocking opponent after you’ve stopped—and then being helpless as the computer takes advantage.

It might not be entirely fair to condemn the new Kinect, because after playing this game for several hours, I think Fighter Within just may be one of the most poorly designed motion-control games we’ve seen yet. Simply put, it’s a complete mess. It almost feels like this was a game meant for the motion-tracking technology of the original Kinect, but because nothing was in the pipeline for the Xbox One’s launch window to show off what its new sensor can do beyond dancing and workout games, the project was shuffled from one platform to the other. That’s still no excuse, however, for this being one of the worst launch games I’ve ever had to play, and it should be avoided at all costs.

Developer: Daoka • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 11.22.13
2.5
Fighter Within was buried under the rest of the Xbox One launch lineup for a reason. This one-on-one fighter is a throwback to the problems of the first Kinect—and does nothing but sow seeds of doubt that the next-gen Kinect sensor is any different from its predecessor.
The Good Interesting array of moves, including arena interaction. 
The Bad Input lag can be pretty terrible; lack of overall movement recognition, navigating the menus.
The Ugly How winded I was after some of the fights.
Fighter Within is a Xbox One exclusive. 

I remember a time when holiday themed items weren’t put on display until December, and “Black Friday” was only a single day. Now, we’re getting “Season’s Greetings” doormats flung in our faces around Labor Day, and “Black Friday” is more than a week long if you don’t count “Cyber Monday” as it’s own shopaholic holiday.

You can’t deny the deals that come about during this time, though, and if you’re on a budget, it might be worth cutting your Turkey Day dinner short to get some items on the cheap. The problem is, there are also so many retailers now that it’s hard to figure out who has the best deals and when exactly they are.

We here at EGM feel your pain, so we’ve put together a monstrous, still growing list of Black Friday deals that might help you sort out this mess of consumerism gone too far.

A few notes:

All games are for the Xbox 360/PS3 generation, unless otherwise noted.

All deals are for Thanksgiving/Black Friday, unless otherwise noted.

Best Buy

  • Cobalt Blue 3DS + Luigi’s Mansion: Dark Moon – $149.99
  • PS Vita – $169.99 (this week starting 11/24, ending on Thanksgiving)
  • 250 GB PS3 + Batman: Arkham Origins & The Last of Us – $199.99
  • 250 GB Xbox 360 + Halo 4, Tomb Raider, Darksiders II, Batman: Arkham City – $189.99

Games for $44.99

  • Call of Duty: Ghosts

Games for $34.99

  • Assassin’s Creed IV: Black Flag
  • The Last of Us
  • Beyond: Two Souls
  • FIFA 14
  • Madden 25
  • Battlefield 4

Games for $29.99

  • Splinter Cell: Blacklist
  • Saints Row IV

Games for $14.99

  • Far Cry 3
  • Tomb Raider
  • Xbox Live 3-month subscription

Walmart

  • Nintendo 2DS – $99.96
  • PS Vita – $179.99
  • 4 GB Xbox 360 – $99
  • 250 GB PS3 + Batman: Arkham Origins & The Last of Us – $199.99

Xbox One Launch Titles for $49 (week leading up to Black Friday):

  • Ryse: Son of Rome
  • Forza Motorsport 5
  • Fighter Within
  • Dead Rising 3
  • Assassin’s Creed IV: Black Flag
  • Zoo Tycoon
  • Call of Duty: Ghosts
  • Battlefield 4
  • Need for Speed Rivals
  • Madden 25
  • FIFA 14
  • NBA 2K14

PS4 Launch Titles for $49  (week leading up to Black Friday):

  • Killzone: Shadow Fall
  • Knack
  • Injustice: Gods Among Us: – Ultimate Edition
  • Call of Duty: Ghosts
  • Battlefield 4
  • Need for Speed Rivals
  • Madden 25
  • FIFA 14
  • NBA 2K14

Games for $39.96

  • Call of Duty: Ghosts

Games for $34

  • Grand Theft Auto V
  • NBA 2K14

Games for $25

  • Injustice: Gods Among Us
  • Battlefield 4
  • Beyond: Two Souls
  • The Last of Us

Gamestop

  • PS Vita 3G/Wifi bundle – $179.99
  • 250 GB Xbox 360 + Halo 4 & Tomb Raider – $199.99
  • 250 GB PS3 + Batman: Arkham Origins & The Last of Us – $199.99

Games 50% off:

  • Bioshock Infinite
  • Borderlands 2: Game of the Year Edition

Games for $24.99:

  • Battlefield 4

Games for $14.99:

  • Just Dance 2014

Undisclosed game discounts:

  • Call of Duty: Ghosts
  • Assassin’s Creed IV: Black Flag
  • Grand Theft Auto V
  • Batman: Arkham Origins

Additional specials:

  • 2-for-1 on Disney Infinity figures
  • Buy two pre-owned items, get a third free (includes games, systems, and accessories)

Target

  • Any Nintendo 3DS XL (including The Legend of Zelda: A Link Between Worlds bundle) – $149.99
  • PS Vita – $179.99
  • 250 GB Xbox 360 + Halo 4 & Tomb Raider – $249.99
  • 4 GB Xbox 360/Kinect + Kinect Sports 2 & Kinect Adventures – $189.99

PS4 Games for $49 (week leading up to Black Friday, order online):

  • Battlefield 4
  • FIFA 14

Games for $35

  • Battlefield 4
  • Batman: Arkham Origins
  • FIFA 14
  • WWE2K14
  • Madden 25
  • Xbox Live 3-month subscription – $10

Toys ‘R’ Us

  • PS Vita – $179.99
  • 4 GB Xbox 360/Kinect + Kinect Sports 2 & Kinect Adventures – $249.99

Buy these games full price, get another 360/PS3/Wii U game half-off:

  • Call of Duty: Ghosts
  •  Assassin’s Creed IV: Black Flag
  • Batman: Arkham Origins
  • Just Dance 2014

Amazon

Xbox One Launch Titles for $49 (week leading up to Black Friday):

  • Ryse: Son of Rome
  • NBA 2K14
  • Need for Speed Rivals
  • LEGO Marvel Super Heroes
  • Forza Motorsport 5
  • FIFA 14
  • Fighter Within
  • Dead Rising 3
  • Assassin’s Creed IV: Black Flag
  • Call of Duty: Ghosts
  • Angry Birds: Star Wars

PS4 Launch Titles for $49 (week leading up to Black Friday):

  • Angry Birds: Star Wars
  • FIFA 14
  • Knack
  • LEGO Marvel Super Heroes
  • Madden 25

Variety of smaller discounts ranging from $2-$20 on current gen versions of all titles listed here, plus other games including Remember Me, Dead Island: Riptide, and Rayman Legends.

Misc.

Certain retailers will have 1-year PS Plus memberships for $29.99. We don’t have a list yet as to who these retailers are, but will update when we find out.

UPDATE 11/26: Microsoft has now released a list of games they’ll have on sale via Xbox Live with discounts ranging from 33-80% off. This list includes WWE 2K14 for 33% off, Deadpool for 40% off, Tomb Raider and Metro: Last Light for 50% off, and Far Cry: Blood Dragon for 75% off. The sale will last from November 26 until December 2, with more titles being added as the week goes on. For the full list of games and when they go on sale, click here.

More to come…

It’s hard to say which ones have the best deals and brand loyalty may play a part in where shoppers decide to go Friday, though Best Buy seems to have a lot of the best bundles available. On the other side of the coin, I remember when Toys ‘R’ Us would be the only place I’d get my games from when I was a kid (mostly because a lot of these other retailers didn’t exist yet). Now it seems they have the weakest deals of the bunch.

What deals sound most enticing to you and where do you think you’ll shop on Black Friday. Are you going to go shopping on Black Friday at all? What do you think of retailers like Walmart and Best Buy opening on Thanksgiving itself? Let us know your thoughts with comments below!