Category: Written


Join the Merry Marvel Marching Society

When LEGO Marvel Super Heroes was first announced, some of us less-open-minded comic-book aficionados had some questions about the idea of Warner Bros. (who owns rival DC) publishing a Marvel product of any kind. Luckily, it seems that developer TT Games has just as many mighty Marvelites on their staff as they do dedicated DCers (just don’t tell the bigwigs upstairs!).

Similar to the LEGO Batman games, TT started by making a LEGO-ized version of New York City, giving fans of the comic-book giant an open world comparable to DC’s Gotham. Sure, they’ve taken some liberties—the X-Mansion’s been moved to the North End and out of Westchester County, for example—but these changes were necessary to make everything fit logically into what’s a truly massive hub made of LEGO bricks. With well over 100 heroes and villains coming together in LEGO Marvel Super Heroes, however, there needs to be a universal threat that ties this hub and these heroes together.

Fortunately, Marvel has exactly that in the form of the world-consuming Galactus. And he hungers for Earth. Again. Only a select few know of his approach, though, and some of Marvel’s most nefarious nemeses like Magneto, Loki, and Dr. Doom look to turn this global threat to their advantage. Marvel’s best and brightest heroes will now try to work together to thwart the master plan of these villains, as well as turn Galactus away.

If you’ve played any of the LEGO titles before—whether they were based directly on a movie or more loosely inspired by a property like this one—then you have an idea of what to expect. For this particular game, the action’s broken into 15 levels across many familiar Marvel Universe locales. As you make progress, you unlock gold bricks for performing certain actions, such as saving Stan Lee (who always finds himself in a perilous situation!) or collecting a certain amount of studs (the LEGO version of coins). As you unlock more bricks and play more of the game, you’ll add more heroes and villains to an ever-expanding cast of characters—who can then, in turn, be used to unlock more bricks. And the cycle continues until you 100-percent the game.

LEGO Marvel Super Heroes features more activities than previous entries when it comes to acquiring bricks, giving the game solid variety and replayability. Some gold bricks require puzzle-solving and swapping of powers, but the game also includes plenty of fetch quests that are rather dull and populate much of the hub world. Escorting mini-figs slowly on foot from one side of the map to the other is not my definition of fun and could grate on completionists.

Speaking of swapping powers, your mini-figures can now wield more abilities than ever before. And not just the super-strength you’d expect from characters like the Hulk or the Thing—you can fire laser blasts with Cyclops, activate Magneto’s mastery of magnetism to move all things made of metal, or use Jean Grey’s telekinesis to move just about everything else in the world around. Mind you, wielding Magneto and Jean Grey’s power classes can take some getting used to, since they’re not as accurate as, say, a blast of flame from the hands of the Human Torch.

Since many characters can flylike Thor and Iron Mangetting around the hub world has also never been easier. The game even includes vehicles (some of which even having character themes, like the Green Goblin’s helicopterthough he really doesn’t need one, since he has his glider, right?) for characters that move around mostly on foot, such as Black Widow or Hawkeye.

So, some of the gameplay has changed to go along with the new IP, but one element remains mostly the same: the writing. TT Games usually does a tremendous job of finding ways to sprinkle in humor that freshens up the experience for older players, but they also inject plenty of slapstick and childish antics to ensure appeal to younger audiences. LEGO Marvel Super Heroes is no exception, and its charm should warm the hearts of even the most jaded of comic-book fans.

Unfortunately, the technical problems that have plagued the LEGO series also return here. The camera remains a problem, especially in the hub world, and it’ll often lead to some unnecessary deaths. The rotating split-screen in co-op is also a distraction and detracts from the co-op experience, since two characters can’t just run off—they need to stay close to each other at all times. In future entries, TT Games either needs to make two static, horizontal split-screens or keep me and my buddy stuck within the same window. I started getting sick from the rotating line that appears when one player decides to run north and the other south.

While on the subject of co-op, the other big problem is that we still don’t have online 4-player co-op. The game includes many instances with four heroes in a group in the story, and I had to needlessly rotate through them all to try to progress. Even at my age, I can imagine having a good time with friends or my younger cousins on the other side of the country if we could do this online. And why limit the 4-player fun to the story? The hub world is easily massive enough to fit four mini-fig heroes in it.

Besides the legacy technical shortcomings, LEGO Marvel Super Heroes is immensely enjoyable. It has enough side content, including bonus missions and challenges, that should keep gamers of all ages entertained for hours. But even if you’re just in it for the story, you should walk away happy. If you love LEGO, Marvel comics, or both, this game won’t disappoint.

Developer: TT Games • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 10.22.2013
9.0
Some technical shortcomings aside, this is a tremendously fun experience that will appeal to LEGO and comic book fans young and old alike.
The Good Same humor and charm we’ve come to expect from all the LEGO games.
The Bad Same camera and technical glitches we’ve come to expect from all the LEGO games.
The Ugly Same wonton destruction of property we’ve come to expect from all the LEGO games.
LEGO Marvel Super Heroes is available on Xbox 360, PS3, PC, Wii U, 3DS, DS, PS Vita, and will be a launch title for PS4 and Xbox One. Primary version reviewed was for Xbox 360.

Rivalry renewed

While at New York Comic Con 2013, I had a chance to go hands-on with both the PC and PS4 version of Need for Speed: Rivals. Before getting into the details of what I actually played, I do want to say how gorgeous the PS4 version looked. I don’t have specs for the PC the game was running on in order to make a true comparison, but the PS4 version looked just as good, if not better. No matter what opinions you may have going into the next generation, we should all be able to agree on how pretty it’s going to be.

OK, so now that that’s out of the way, this demo focused on a couple of thingsone of them being what it means to be the law in Need for Speed. After going through the basic tutorial for both racers and police, I got thrown behind the wheel of a patrolman’s car and sent after illegal street racers, trying to ram them into submission. Much like the racers, though, there were speed points that tested our average speed and set records that, in the final version of the game, would be uploaded to Autolog.

The demo was fun, but the small slice of gameplay felt more like a demolition derby than something you’d normally expect from Need for Speed. The cars handled well and looked great, but I’d be lying if I didn’t have some concern over the variety of gameplay—or lack thereof—you might see as a police officer. All I did was race and knock other cars off the road. This could also change depending on the class type you choose when you play as the 5-0. Of course, it’s not easy to show off how a game will truly feel and play over the 20 minutes of hands-on time I got, either, so I’ll just say that I’m reserving judgment at this point.

The other major feature of the demo showcased the interplay between Rivals and Need for Speed Network. Using an iPad, I watched a map overview of several developers and testers who were part of the Network profile’s friend list. From there, I could choose to either help them through a few taps on the iPadgranting them nitrous boosts or other buffsor grief them by adding helicopters to their respective chases that would make it harder from them to lose the police on their tail.

Network also keeps track of your game progress and how well you do compared to your friends in certain areas—not to mention the head-to-head numbers, adding another nuance to why this game’s called Rivals. There’s nothing like seeing concrete numbers displaying who’s better than who to stir up a little friendly trash-talking among friends.

The NYCC demo may not have given me as fleshed out a view as I’d have liked, but at the very least, I can say that my curiosity is piqued. Technically, Rivals seems to be as tight as you’d expect from a game labeled Need for Speed. Now, it’s just a matter of seeing whether new developer Ghost Games can deliver enough quality content to live up to the brand.

More convenient than Bat-Shark Repellent

Much of the current Batman buzz may surround the upcoming Batman: Arkham Origins console game, but at New York Comic Con 2013, Warner Bros. wanted to make it clear that they haven’t forgotten about the iOS and Android platforms, either. The mobile incarnation was unveiled at the show—it’s scheduled to be available sometime around its console brethren’s October 25th release date—and I was able to get some solid hands-on time with this free-to-play Bat-brawler.

The mobile version’s being developed by NetherRealm Studios—the folks behind Injustice: Gods Among Us—and fans will quickly see parallels between that game’s mobile tie-in and this experience. Much of the core gameplay still revolves around tapping on your enemies to chain together punches and kicks to take them down in succession, and after dispatching a variety of thugs, you’ll earn a chance to beat down one of the eight assassins after the huge bounty on Batman’s head. The Caped Crusader has a stamina meter, however, and he can only pick so many fights in a row before he needs a break to recharge his batteries.

The concept may sound simple enough, but there’s a far deeper experience here than you might expect if you were to give the game a cursory glance. Sure, you won’t get the dialogue or story that you’d get from a Batman console game, but there’s more than enough action to give Bat-fans their fix on the bus or a plane before getting home to their consoles to continue their proper pursuit of Black Mask.

The overall layout breaks up Gotham City into four sections, and Batman must methodically work his way through them all to clean up the streets. While the game will launch with only four of the eight assassins, Warner Bros. promises that— much like the Injustice mobile tie-in—there’ll be plenty of continued support down the line.

The game also includes an RPG-like element; Batman can level up by earning experience after every battle or by using the in-game currency he earns (which can also be purchased for a fee in the game’s store) to unlock a variety of special moves and new costumes that provide natural buffs. Batsuits like the one worn on Earth-Two will provide more health, while the Batman Beyond suit can provide a nice all-around boost.

The combat’s also deeper in that Batman can pull off six or seven moves in a row—unlike the three or four that players were limited to in Injustice. Plus, the variety of special moves is far larger. You can only bring four moves at a time into battle, though, so you’ll have to switch some in and out on the customization screen as you unlock more.

You can also bring medkits to heal yourself—or maybe the Shock Gauntlets, which then switches the game to a first-person perspective as you try to pound your foe’s face into paste. Or there’s always my personal favorite: throwing dual Batarangs for huge damage and then calling in a swarm of bats to slow the enemy down.

But Batman’s combat isn’t the only element to see an overhaul in this mobile version. His would-be assassins also have special maneuvers that require players to master mini-games in order to block or counter opponents’ signature moves. When I fought Deadshot, for example, I had to quickly tap all the bullets he was firing at me in order to dodge them, Matrix-style.

The user interface is also much clearer now, with all your special moves easily clickable down on the bottom of the screen—and if you wish to use your second hand, a block button is available for faster reactions. Of course, if you find the HUD bothersome or think it clutters up the screen, there’s an option now to turn it off altogether.

Clearly, this isn’t the same experience that you’d get on a console. But if you’re on the go and feel like letting out some pent-up aggression on Bane or Copperhead, this looks to be shaping up as a quality mobile tie-in that’ll be great for killing a little time during your commute.

During their Saturday night panel at NYCC 2013, Warner Bros. Interactive Entertainment revealed the Electrocutioner, the sixth in the group of eight assassins hunting Batman in Batman: Arkham Origins.

Electrocutioner joins the likes of Deadshot, Deathstroke, Bane, Copperhead, and Firefly. It’s unlikely the other two assassins will be revealed before the game’s launch.

For those of you who don’t know, the Electrocutioner first appeared in Batman #331 in January of 1981, but three different men have worn this mantle. Batman: Arkham Origins’ Electrocutioner looks to model itself after the third and most recent one, Lester Buchinsky, who was brother to the original Electrocutioner and first appeared in Dectective Comics #644 in May of 1992.

The Electrouctioner’s only real ability is that his suit can generate enough electricity to kill a man, but he can dial it down to simply stun his target if he so chooses. It’s safe to assume this is the boss battle where Batman will get the previously revealed Shock Gauntlets, and this fight will more than likely take place early on in the story.

No one who has been the Electrocutioner has even risen above C-list status in Batman’s Rogues Gallery. The villain has pestered Batman, Robin, and Nightwing on various occasions with no success due to his numerous shortcomings. In this new rendition, it looks like Buchinsky is just as stupid as ever, evident by his badly burned face (which probably comes from playing with electricity a tad too much).

Buchinsky’s addition has this Bat-fan worried in regards to how much Origins has scraped the bottom of the barrel to flesh out their cast of assassins, and then seemingly added Black Mask, Penguin, Mad Hatter, and Joker on top of it all just to try to balance the villainous catalog with some A-listers. While I wouldn’t be surprised if another strong assassin like Lady Shiva were one of the remaining two—it would help balance the male to female ratio and could introduce Ra’s Al Ghul and the League of Assassins (might be good to have a whole league in there if the game revolves around assassins)—I still don’t know if it’s enough to warrant the addition of weaklings like Electrocutioner. I suppose one positive note about his inclusion is that Steve Blum will voice him.

Batman: Arkham Origins launches October 25 worldwide on Xbox 360, PS3, Wii U, and PC.

It wants to be the very best

I still vividly remember the Pokémon phenomenon first reaching American shores in 1998 in the form of Red and Blue—and how it absolutely took over much of the free time my middle-school friends and I had. We traded, we battled, and we went to events set up at malls in the middle of nowhere. We downright obsessed for a couple of years.

Then Gold and Silver came out in 2000, but we’d gotten a little older. And while we’d grown out of the arguments that would ensue if someone evolved their Eevee before consulting the group, the game was still enjoyable and exciting to play on its own.

But then more time passed, and the excitement and anticipation that came with each subsequent game continued to lessen. Had I simply outgrown something that dominated my early teen years? Or had the game become stagnant and the formula worn thin?

I can tell you now that it was the latter, because a lot of those great memories I had as a kid returned during the 25-plus hours I put into Pokémon X and Y.

Now, this isn’t because I’m in some quarter-life crisis and I’m feeling nostalgic or something. It’s because Pokémon X and Y succeed in adding just enough new elements to make this classic game feel fresh, while leaving its RPG core perfectly intact.

As usual in the series, you’ll start out as a trainer—this time in the brand-new Kalos region—and just like in previous Pokémon games, you set out on a quest to explore the world around you, develop special relationships with the Pokémon you carry, and collect eight Gym Badges in the hopes of proving yourself as the best trainer around. At the very start, you get to choose from one of three new Pokémon: Froakie, a Water type that looks like a frog, Fennekin, a Fire type that looks like a fox, and Chespin, a Grass type that looks like a…um, well, er…a grassy mole thing.

After this, it’s business as usual for Pokémon old-timers. Go out and level up your Pokémon of choice and collect others to set up a balanced team. Players who’ve been with the series from the beginning will be pleasantly surprised that, right from the get-go, you’ll bump into just as many Generation I Pokémon as the new Generation VI ones on your journey. For example, by the time I’d reached the first gym, I had both a Pidgey and a Fletchling in my party. In previous entries, you’d often see a lot more of the new-generation Pokémon so that the game had a chance to show them off; the balance is much better here.

While on the subject of Generation I—and all previous generations, for that matter—Pokémon X and Y does the best job of any game in the series to establish a bit of continuity in the Pokémon world. In every town I went, there were people who spoke of family in the Unova region or had traveled to Kalos on vacation from Sinnoh. Trading for a Farfetch’d and fishing for Magikarp brought me back to my Game Boy days—and there are a lot of nice little nods to the games that came before X and Y that series veterans will particularly enjoy.

But enough living in the past. By the time you get to that first gym, you’ll notice some subtle changes in X and Y that really change how you play a Pokémon game. The most obvious? The visuals. The lowered camera and 3D effect may seem like minor things, but after playing for a while, you realize just how much more immersive the game feels thanks to this slight tweak. Plus, the new roller skates allow for full 360-degree movement and break that traditional grid-based system of the past, which helps your character actually feel and behave like a human would.

And speaking of avatars, that’s another addition you’ll notice very early on: the customization. I didn’t think I’d get into it as much as I did, but making my trainer look like I wanted took up a decent chunk of my time—and my hard-earned money. By the time I was done with the game, I’d bought a half dozen new outfits and gotten a couple of haircuts along the way before settling on a particular look.

Another new element that’s immediately evident comes from leveling up your Pokémon. In previous games, it was a grind to try to level up a weaker Pokémon. You’d have to have the weaker Pokémon at the head of your party, go into a battle or random encounter, and then immediately switch out to a stronger Pokémon and have them split the experience points. Or, later on, you’d have to waste the “Hold Item” spot for one of your Pokémon in your party to carry around an Experience Share.

Pokémon X and Y streamlines the process immensely. First, if you switch Pokémon out—as long as they don’t faint—every Pokémon that participates in the battle gets full XP. And now you don’t need to have a Pokémon hold the Experience Share. Simply carrying it in your items bag will grant all Pokémon who don’t appear in a conflict half the experience points earned in a battle, making it so much easier to get a new Pokémon up to the level of the party without having to sacrifice time.

Admittedly, some purists may find problems with this. Personally, the less grinding I have to do in an RPG, the better. But if you want the “authentic” Pokémon experience, I suppose you could always sell your Experience Share at a Pokémon Center.

For all the love I’m showering on this game, I don’t feel that all the new features in Pokémon X and Y are for the best. Easily the most glaring problem is the highly touted Mega Evolution feature. The idea here is that certain Pokémon who reach their final stage of evolution—or don’t evolve at all—can take on a new form, mid-battle, to change their stats and sometimes even change their Pokémon types. In theory, it’s a fun idea that might add a hint of unpredictability to battles—but in execution, it falls flat in several ways.

The problems start with you having to sacrifice your Hold Item spot if you should happen to have the right rock that causes Mega Evolution. Aesthetically, it’s pretty cool to see familiar Pokémon like Charizard or Mewtwo take on awesome new forms. But aside from the look, the game does a horrible job of informing the player of what the changes actually do. It doesn’t show stat or type changes—and for the Pokémon whose types do change, this can really mess up strategy if your Pokémon knows moves that lose attack bonuses due to the shift. The only way to see if a type change actually occurs is to go into the Pokémon menu and look at the summary of your Pokémon as if you were going to switch them out. And even then, I still didn’t know if I’d gained strength, lost speed, or if anything else with my stats had actually happened. For a strategy-driven game like Pokémon, Mega Evolution throws an unnecessary amount of randomness into the battles.

If you can put Mega Evolutions aside, though, combat is just as fun as ever. New battles with Sky Trainers put your Flying Pokémon to the test, and Horde Battles against wild Pokémon can get intense; your Pokémon will need to withstand multiple attacks in a row if you don’t have an area-of-effect attack like Fire Blast or Surf.

Also, players no longer need to cower in fear at the sight of a Dragon type in battle. The new Fairy type—marking the introduction of many new Pokémon as well retconning several others like Clefairy and Mr. Mime—means that every Pokémon is weak against something, finally giving the game the balance it’s noticeably lacked since the Gold and Silver days.

The real innovation with battling, however, comes through multiplayer. While I wasn’t able to test the full reach of challenging passersby or putting Pokémon out into the ether randomly through Wonder Trade, I was able to get a couple of decent rounds under my belt locally with fellow EGMer Chris Holzworth, who was playing Pokémon Y while I was using X. As soon as he started playing the game on his 3DS, a picture of his avatar appeared on my lower screen. By tapping it and selecting a few options in regards to how the battle would go, I was fighting him in seconds. For competitive Pokémon players, this will make organizing events a breeze compared to years past.

Even if you aren’t competitive, this is still one of the most worthwhile purchases you’re likely to make for your 3DS. Even though I beat the game in 25 hours, if you take your time and explore all the side content—like making PR vids for your trainers, becoming a fanatical Pokémon Daycare user, or face every trainer on the routes—you could easily clock another 10 hours in single-player. This is, by far, the most impressive Pokémon game we’ve gotten in years, and it presents itself beautifully for newcomers and longtime trainers alike. It’s finally fun to try to catch ’em all again.

Developer: Game Freak • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 10.12.13
9.0
The best main Pokémon series entry in years, X and Y sees several new features breathe life into a process that had grown stale and stagnant. Newcomers and longtime trainers alike should be able to find the joy in catching ’em all once again.
The Good New look, new Pokémon, and finally some new life for the series.
The Bad Unclear benefits to Mega Evolutions.
The Ugly Scraping the bottom of the barrel when it comes to inspiration for new Pokémon.
Pokémon X and Y are exclusive to the Nintendo 3DS. Primary version reviewed was Pokémon X.

The Pokémon Bank app will launch on the 3DS eShop on December 27, Nintendo of America announced today on their official Twitter account.

According to the app’s official FAQ, there will be an annual fee of $4.99, meant to help maintain and manage the servers, to use the app. If you sign up before January 31, 2014, however, you’ll be given a free 30-day voucher.

The Pokémon Bank will provide players with 100 different boxes online to store Pokémon in, giving them the potential to store 3,000 different Pokémon on Nintendo’s servers, which can then be accessed at anytime through the Pokémon X/Y software.

If you sign up for the Pokémon Bank, you’ll also get the Pokémon Transporter companion app for free, which allows you to move Pokémon from Pokémon Black and White and Black and White 2 into the bank. Those Pokémon can be transferred into Pokémon X and Y, linking the two most recent generations of Pokémon together. This is only a one-way move, however, so you can’t bring Pokémon in X and Y to Black and White.

For more info on the Pokémon Bank, including a way to theoretically bring Pokémon from as far back as Ruby and Sapphire to X and Y, check out the Pokémon FAQ page here.

Pokémon X and Y launches exclusively for Nintendo 3DS worldwide on October 12. EGM’s full review will go live next week, on Monday, October 7.

With only a month left before Call of Duty: Ghosts drops, Activision has released a trailer highlighting a new multiplayer option for players called “Squads.”

Call of Duty: Ghosts’ multiplayer features 10 different loadouts for players to customize and level up via experience points earned in battle. Squads allows you to take all of those loadouts at once and play alongside them in four AI-driven modes: Wargame, Squad vs. Squad, Squad Assault, and Safeguard.

To get the full rundown on each mode in Squads and what it entails, be sure to check out the trailer below.

Aside from being an interesting option in its own right, Squads has the dual purpose of allowing players to learn maps and get some practice under their belt if they feel intimidated by the more hardcore Call of Duty players out there. They can learn against bots that scale to their skill level without having to worry about their K/D ratio getting demolished right out of the gate.

Call of Duty: Ghosts will be available on Xbox 360, PS3, PC, and Wii U worldwide on November 5, and will serve as a launch title for both the PS4 and Xbox One.

It should’ve left its mask on

I’ve been reading and obsessing over DC Comics properties for the better part of my entire life. Whenever a new piece of media is released in conjunction with my favorite superheroes, I must ravenously consume it and add it to my near-encyclopedic lexicon of DC lore. So, with the release of Scribblenauts Unmasked: A DC Comics Adventure, it was only fitting that I’d see what kind of an effect Maxwell’s magical notebook could have on the DC Universe. Unfortunately, this was a crossover that I wish could be erased like so many adjectives describing Maxwell’s adversaries.

Here’s the basic story: Maxwell, much like myself, obsesses over DC comic books and superheroes. While pontificating to his sister, Lily, one day about how great life would be if he could live in the DC Universe, the pair come to the conclusion that if Maxwell were to take a piece of paper from his magical notebookwhich allows anything he writes down to be brought into existencewith the word “Gotham” on it and slap it against Lily’s magic globe (which lets her travel anywhere in the world), they might be able to make Maxwell’s dream come true.

While the experiment works, in a drastic turn of events, Maxwell fails to realize that words are also written on the reverse side of that magical piece of paperincluding “Doppelganger,” who now ruthlessly aids the DCU’s villains in wreaking havoc on Gotham, Atlantis, Metropolis, Themyscira, Central City, and other DCU locales with a magical notebook of his own. In order to correct this grievous error, Maxwell promises Batman, Superman, and the rest of the Justice League to clean up Doppelganger’s mess and bring him down.

Anyone familiar with the Scribblenauts games will instantly recognize the basic mechanics of solving puzzles and progressing by writing down objects that would make sense to the situation—for example, writing “lasso” and then tying the rope to a box that you need to pull off a cliff. Of course, more drastic and ridiculous objects could do the same, and players are encouraged to let their imaginations run wild. The major difference now is that you can draw inspiration from the DC Universe. Instead of asking for a gun, you can ask for Mr. Freeze’s freeze gun or Adam Strange’s laser gun. And if you’re not sure how to spell something, the game also provides you with access to the Batcomputer, with thousands of objects and people specific to the DCU that you can call upon by scrolling through and simply tapping on them. After all, it’s not always easy to remember how to spell “Dkrtzy RRR of Sector 188 from the Green Lantern Corps.”

But for as many well-known superhero elements as you’ll find, the game is a bit of a grind. Several levels are locked off until you solve a certain number of minor problems in order to meet a “Superhero Reputation” quota. To do this, though, you have to constantly replay the same levels, never advancing the story, and saving the same old man again and again or beat up a bunch of B-list supervillains who randomly appear for no good reason. And just summoning an army of Batmen can solve most of these minor problems.

It’s a shame, because when the game does progress, there’s some enjoyment to be had. It’s fun taking on the story-related bosses, whose ranks include many of the DCU’s most infamous evildoers. Sadly, there’s only one such encounter per level. That means the game features a dozen inventive boss fights and around 100 uninspired tasks required to access them all.

Because of that curious decision, the pacing of Scribblenauts Unmasked is akin to that one Family Guy joke where Peter hits his knee, and he holds it because he’s in pain, and it’s funny. But then it doesn’t stop, and it’s not funny anymore. Then it goes on so long that it’s funny again because you can’t believe it’s still going. That’s Scribblenauts Unmasked. It starts off as a ton of fun to pull in all these zany DCU objects and use them againstor withyour favorite characters. Then it becomes a grind, because it’s insanely repetitive to get to the next story beat. Then you get to the final boss, and you laugh because you can’t believe they were able to cram six hours’ worth of “content” into the game and decide to charge you 60 bucks.

Developer: 5th Cell • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ • Release Date: 09.24.2013
6.0
While certain elements will appeal to DC Comics fans, there simply isn’t enough substance here to make Scribblenauts Unmasked worth a purchasethe gimmick wears off way too quickly.
The Good The expansive amount of DC Comics material on display.
The Bad Grinding through the story with repetitive missions.
The Ugly You can get virtually the same game $20 cheaper on the 3DS.
Scribblenauts Unmasked: A DC Comics Adventure is available on Wii U, 3DS, and PC. Primary version reviewed was for Wii U.

Going Deep

One of the big surprises of Sony’s February PS4 reveal was when Capcom showed off their new online multiplayer medieval fantasy game, Deep Down. At least, we thought it was a medieval fantasy game—until, during the events leading up to Tokyo Game Show, we learned that we should maybe stop with all the Dark Souls and Dragon’s Dogma comparisons, and instead look more to Assassin’s Creed.

While much of the game’s action will indeed be set in the past, your character is actually part of Ravens, a special team of people living in 2094 New York. These individuals have the ability to travel back in time to explore eras of interest, although nothing (as of yet) has been said as to why these time periods are on the Ravens’ radar, or how the Ravens actually time travel. So, while a medieval setting will surely be included, that’s not to say the American Revolution or the Renaissance are off the table either.

Deep Down wasn’t done showing itself off, however, and at TGS I was lucky enough to actually get my hands on this fascinating new title while at Sony’s booth.

I began by selecting one of two lance-wielding medieval knights, whose only real differences on the surface seemed to be cosmetic (with one wearing silver armor and the other clad in gold). I chose the more traditional silver, and was brought to a character customization screen with three branches of abilities set before me. I admit my lack of understanding Japanese left me a disadvantage here, but I was able to select three abilities from the first tree, and two more abilities from each of the following two trees.

I was then teleported to what I can only assume to be a level specifically designed for the demo, as the lack of complexity left it wanting, with only a few corridors and enemies to speak of. The level’s detail, however, was a fine testament to next-gen hardware, as every stone in the wall seemed to exist on its own and dynamic lighting and dust particles galore gave me the sense that I was indeed exploring a small section of some ancient dungeon.

As I slowly proceeded down the first corridor—avoiding the fire spewing stone turrets placed at regular intervals—I was confronted by a creature that could best be described as a hairless Rodent of Unusual Size from The Princess Bride standing on its hindquarters. Where the look of the game had first wowed me (and actually continued to do so with how grotesque the creature standing in front of me was), the controls knocked me back down a level as they felt clunky and slow in regards to the combat. I could swing my lance wildly directly in front of me, or aim and thrust forward with the triggers, but I felt like I was fighting both methods as much as I was the ROUS (Rodents of Unusual Size).

The magic spells I blindly picked at least helped, as I could perform a strong 360 degree spin with my lance with one, or throw a variety of magical grenades with another. One grenade was made of light, and exploded after a delay; the other seemed to be a spirit scroll, releasing ethereal energy from its enchanted pages after contacting the ground.

As I continued to explore the level, I stumbled across a couple of hidden passageways that served as shortcuts and slayed another half dozen or so ROUSs before reaching the end goal, marked by a teleportation dais. As I approached the dais, however, a motherly voice began coming through the headset, seemingly speaking to my character. Whether this was a memory of the Raven or of someone from the time period, I’m not really sure, but the voice seemed to haunt me as I drew closer to the demo’s end and added a necessary layer of intrigue for the story.

When all was said and done, the demo was probably less than 15 minutes long—but it gave me a decent idea of what I could expect from combat, regular enemies (no dragons like those pictured above quite yet), and magical powers. The story could potentially be a huge selling point once more details emerge about the Ravens and their purpose. I think the game is visually stunning, and the magic is cool, but melee combat definitely needs more work if Deep Down’s going to be a hit.

I really wish I had gotten more than a thrown-together demo level. I’m curious as to why I was allowed to play something that feels so incomplete and yet clearly will have the complexity you’d expect from most RPGs (at least we hope) in the final product. This isn’t to say I’m disappointed, but I feel like the more I learn about Deep Down, the more questions I have. Only time will tell if the answers are worth the wait.

Who is deadliest?

For three seasons, Deadliest Warrior on Spike took some of history’s greatest combatants and threw them into a fictional “What if?” scenario. Torn Banner Studios’ Chivalry: Medieval Warfare is a best-selling PC title best described as a first-person slasher where feudal knights clash in multiplayer combat in order to achieve a variety of objectives.

When the two meet, you get Chivalry: Deadliest Warrior, a Chivalry expansion pack coming this fall via Steam. It might sound simple, but after going hands-on with the game, there’s a lot more going on than you might initially expect.

Sure, the first major aspect is obvious: the six warrior classes. The Knight will be familiar to longtime Chivalry players, but the Ninja, Samurai, Pirate, Viking, and Spartan are new—and each brings their own brand of mayhem to the proceedings. In true Deadliest Warrior fashion, all combatants have a choice of weapons, so a Samurai-versus-Spartan showdown could theoretically play out quite differently each time.

The game also includes projectile weapons—much like the main Chivalry experiencethat fit the needs of each character. For example, a Spartan can throw his spear, while a Pirate can fire his flintlock pistol. The Pirate and Ninja weren’t available in the demo, but I did get a chance to try out the Spartan; tossing his spear felt excellent, especially when it hit and impaled an opponent for a killing blow.

Speaking of weapons, fans of Deadliest Warrior know how heavily these bouts rely on statistics. But don’t these matchups wreak havoc on weapon and armor balancing?

“For us, we’re trying to keep the personality of the weapons,” says lead game designer Steve Piggott. “We’re not going to use the exact stats. If Spartans are using bronze weapons and armor, that would never cut through the steel armored plates of a knight. But we’re not going to represent that in the game, because that would be the least fun thing ever. So, we’re trying to maintain the character and personality of those weapons without losing the fun factor of wielding them. And then, from there, it’s just constant iteration to make sure it’s a fun experience.”

Aside from a variety of authentic weapons, each class also has its own unique arena with different traps or features that could change the way you think of combat. I was able to try out the Samurai’s arena, where I was able to run on the rooftops and get the drop on enemies from above. At one point, a Knight tried dropping down on mebut all that heavy armor didn’t make for a sound strategy, and it was an easy kill for my Viking warrior. I also tried the Spartan’s arena, which has a 300-style pit into which you can kick careless foes. Of course, if you’re like me and mash the kick button near that pit, you also leave yourself open for an easy gutting.

The biggest change, however, comes in the form of multiteam matches, where up to six teams of 10 players clash in a single arena. There’s also Mixed Team Deathmatch, which allows for a hodgepodge of classes on a given team; Faction Battle, where 32 from one class go against 32 from another; a traditional Capture the Flag mode; or 1-on-1 duels akin more to a traditional Deadliest Warrior scenario.

Meanwhile, Deadliest Warrior fans will be thrilled that comprehensive stats will be kept on globally ranked leaderboards to help fan the flames of that eternal debate: “Who is deadliest?” Players can also monitor their personal stats, including kills and their most effective weapons. Honestly, there’s a lot of potential here. I only got a chance to see the 1-on-1 duelswhich were certainly exciting in their own rightbut this is a mode that fans of both the Deadliest Warrior games and TV show will embrace.

But it’s the idea of expanding that into multiple teams and factions versus factions that really got me excited. Who wouldn’t love to see 32 Spartans up against 32 Ninjas? Or see 10 Spartans, 10 Ninjas, 10 Samurai, 10 Vikings, 10 Knights, and 10 Pirates duke it out? The potential for mayhem is awesome, and that’s what will really draw players into this $15 expansion.