Category: Written


Originally Published: August 31, 2011 on EGMNOW.com

August is coming to a close and with it is an incredible run by Greg Pak on The Incredible Hulk that will lead into an all new monthly for “he who likes to smash” over at Marvel and of course the universe altering Flashpoint for DC. With all these changes going on, let’s jump right into this week’s comics and get our hands on my five must haves for the week.

1) DC – Flashpoint #5 (of 5): As mentioned in the open, this is where the entire DCU will be reset from. Although not following Flashpoint as closely as many other events over the past few years, partially due to my disappointment in the ending of Brightest Day by Geoff Johns, who is one of the main guys behind this re-launch, this issue actually left me feeling rather satisfied with how everything has drawn to a close with some tremendously heart-felt moments for many of the DCU’s powerhouses. Even if you haven’t been reading Flashpoint, if you have any interest in the DCU, you should pick this up just to have a solid idea of where things will go from here and so you can have a solid gauge of just what changes are taking place. If for some reason you’ve been staying off the DC bandwagon, then this is the perfect time to get on board with a fresh start and not as much of the weight that comes with some of publisher’s main characters’ 70-plus year histories.

2) DC – Justice League #1: The only other DC comic to be released this week, which not only made it very easy to pick my pair of DC must haves, but also is the starting off point for the new vision of the DC Universe. A part of me really wanted to hate this issue, I admit. The whole idea of a universal re-launch kind of turned my stomach when I first heard about it, and I’m still unsure of how things will turn out, but if everything ends up like this comic, then DC will be just fine and this could mark the beginning of a newly celebrated age in comics. Starting off in a flashback to five years ago before the Justice League had formed (in comics time of course), the issue has a lot of classic crowd pleasing elements like the heroes fighting each other at first until a new threat they can’t handle alone rears its head (which I won’t spoil, but DC fans will be thrilled about what it is). My only problem from this comic comes in the Superman redesign. The all blue-suit and more toned musculature really makes me think I’m looking at Superboy and not Superman. Overall though, aside from possibly being worth something as a new #1, I can see this easily becoming one of my monthly pick up depending on where this opening arc goes.

3) Marvel – The Incredible Hulks #635 – Again, as mentioned above, Greg Pak’s run with Hulk is coming to an end. With it, Marvel will hand over the reigns to a new creative team, with a brand new Hulk monthly, in writer Jason Aaron and legendary artist Marc Silvestri as Marvel will make sure what would otherwise be a monumental gap in their lineup stays occupied. Not surprising to see a new team come in after seeing Hulk’s main comic go through more changes in the past few years than Banner does purple pants, but the idea of ANOTHER re-launch has me shaking my head. Pak’s run was spectacular though and he added as much depth to the character than most any other writer in the Hulk’s history. So if you’re a fan of the big green gamma-irradiated monster known as The Hulk, you should pick this up to see where the character may just be going and who he’ll take with him when his new landmark monthly in October hits as this run draws to a fitting close.

4) Marvel – Herc #6.1 – Mind you, it’s not like Greg Pak will be out of work as he will continue now with the monthly he started a short while ago since he is probably the sole reason as to why this character has seen a renaissance in recent years. Hercules, one time Avenger, now stripped of his powers, must try to find his way in the world and figures what better place than…Brooklyn? Not quite Mount Olympus, Herc decides that this New York borough is in need of a hero and so after raiding Ares’ armory, he uses some godly weapons and his god-sized heart to try to dish out a little justice. Continuing the “.1” series for Marvel, which is really just an excuse to dish out more one-shots and make some more cash, this adventure may not be as epic as the main monthly for Herc, but it does a fine job of catching you up incase you missed the first six issues and are looking for something new and fun as the Herc series has done a great job of mixing humor and action to be one of the more overall entertaining reads to launch this year.

5) IDW – Locke and Key: Clockworks #2 – Continuing Joe Hill’s twisted story of how the Locke family are using mystical keys to keep the demon world at bay, Clockworks #2 mixes humor with some very dark and disturbing imagery that could only come from the mind of Stephen King’s son (Joe Hill is a pen name). The evil demon Dodge, who is trying to unleash his demon brethren into our realm, has possessed the youngest of the Locke children and is using his body to get close to his ultimate prize. Unwittingly, he also releases Kinsey’s tears and fears, emotions that using the Head Key she had locked away in order to do what was necessary in order to protect her family and our world. Mayhem runs abound in this issue as the countdown to the amazing conclusion to the Locke and Key series is in full swing now. If you haven’t been reading Locke and Key, go find collections of the previous story arcs and get on board while you still can with this phenomenally dark series.

Originally Published: August 24, 2011, on EGMNOW.COM

Ever want to do whatever a spider can?

Growing up there were always two superheroes I gravitated to the most, Batman from DC and Spider-Man from Marvel. The distinct advantage that these two heroes had was that when I was just getting into comics, they had some of the most epic storylines in comics history, which are still referenced to this day. Batman had Knightfall and Spidey had Maximum Carnage. Batman also had movies and Adam West TV reruns, and Spidey had video games where he fought the Sinister Six, teamed up with the X-Men, and did whatever else a spider can and they both later had awesome mid-90s cartoons. With that kind of media bombardment, it wasn’t hard for those two to rise above the rest in my young geeky life.

As the years progressed, these two remained my favorites, even after learning as much as I could about Green Lantern, Flash, Superman, the X-Men, Fantastic Four, Iron Man, the Incredible Hulk and many others. That is until a fateful story arc called One More Day in 2007-2008 cast Spidey in a shadow from which I thought he could never return for me. Marvel had re-launched Spider-Man in one of the most ridiculous ways imaginable when Spidey sold his marriage to Mary Jane to Mephisto to save Aunt May. I understand comics are all about the unimaginable overcoming the unimaginable, but this felt like a slap in the face for someone who had devoted the better part of 20 years to this character. I hate that arc so much that I don’t even want to put a representative image of any of those four covers in this story because they all make me so sick to my stomach. Spidey had some mistakes before like The Clone Saga and what not, but this had felt like Marvel had painted themselves into a corner with the Civil War fallout and basically copped out of trying to fix it. I had tried to continue to read Amazing Spider-Man after this, but after only a couple of issues, I could not stand the new direction the comic had taken and so I imposed a boycott to never buy anything revolving around Spider-Man again. This meant I could still read Avengers related comics and crossovers, but Amazing Spider-Man was dead to me. The core character of who Spider-Man was had been drastically changed and I could never look at him the same way ever again.

Fast-forward to the present day. I had successfully maintained my boycott comic book-wise for over three years. I had played the video games (Web of Shadows was so-so, but I loved Shattered Dimensions), but much like the media bombardment from my childhood, I would have to have been living under a rock to have not noticed the Spider-Island push, especially as I still read a lot of Marvel comics. So here I was, with a jumping off point that could take me back into the Spider-Man universe and with a lot of distance from the arc that had pushed me away from Spidey to begin with. So I picked up Amazing Spider-Man #667, the first part of Spider-Island, as well as the Venom and Cloak and Dagger crossovers.

Honestly, I wasn’t impressed. Coming back into the character now, I still see a lot of the shortcomings from the direction he took back in 2008 and the character has become completely un-relatable to me. I think part of the lasting appeal of comic characters is how much one could imagine themselves in the shoes of the hero and I think that Spider-Man has stagnated, possibly even devolved in those regards. I will finish following at least the Spider-Island story arc though to give Spidey a chance to win me back, especially because the Venom and Cloak and Dagger crossovers started off brilliantly. And you might say that giving him only five or six issues to win me back may seem fickle, but it only took four issues to turn me away from him for three years. If this is supposed to be the ground-breaking “Spider-Event of the Decade” arc that it has been hyped to be, then there should be no problem in hooking me back in. But this arc seems more like “The Clone Saga Part 2″ than anything Spider-Man fans old or new should be excited about, and at this rate the boycott will start again in November when this event ends.

Originally Published: August 24, 2011, on EGMNOW.com

With the DC Universe re-launch right around the corner, we saw a lot of concluding storylines and one-shots from DC, but Marvel has some re-launches of their own going on and other relatively new storylines dominating their line-up. With that in mind, here are my top five comics released on Wednesday, August 24th, 2011.

1) DC – Batman: Gates of Gotham #5 (of 5): With Batman being the least affected character by the upcoming universe re-launch, DC needed an arc that would help push Dick Grayson out of the role of the Dark Knight and allow Bruce to re-claim the mantle full-time. Gates of Gotham is an arc that helps do that. While still continuing the recent new villain push with the story’s main antagonist, the Architect, the ending also reveals Bruce’s return to Gotham after sowing the seeds of Batman, Inc. around the world. To make the transition back to Bruce a smooth one, this arc pushed Dick to his limits as a person and as a crime-fighter. This makes it easy to write that his confidence has been marred after the carnage caused by Architect and that Bruce recognizes that by Dick returning to his role as Nightwing, where he’ll have less pressure on him to perform and fill Bruce’s all encompassing shadow, he can re-find his groove. The idea seems to be positively embraced by most, if not all, fans of the Dark Knight. Now it’s just a matter of the new #1s to start rolling out. If you haven’t been following this mini-series, then you might want to wait for it to be collected before jumping on this issue, but if you followed it to this point, this concluding chapter will not disappoint.

2) DC – Superman Beyond #0: A one-shot that follows a future Superman set in the Batman Beyond universe, this interesting comic still finds a way to encompass everything the Man of Steel represents while giving him new and creative threats, and even more new and creative allies. Hoping to ride on the coat tails of the Batman Beyond series’ popularity, which has been put on hold for the time being for the DCU re-launch, Superman Beyond #0 is written by legend Tom DeFalco and drawn by one of his favorite partners in crime, Ron Frenz, who are both hoping that the one-shot will be popular enough to ensure a monthly spin-off once “The New 52” expands into something more like the “The New 75” later this year. Much like what happened with the original 100+ issues of Spider-Girl that spawned off after another one-shot they had done for Marvel back in the day. If you are a fan of either the Batman Beyond comic or the late 90s cartoon, this one-shot is something you’ll want to take a look at, whether it spawns a monthly or not.

3) Marvel – Uncanny X-Force #13 – Rick Remender continues his brilliant run on this young series as we look at Part 3 of “The Dark Angel Saga”. Wolverine and the rest of X-Force have traveled to the Age of Apocalypse universe to try to acquire a life-seed in order to save their universe’s Archangel. Things go wrong though when they are un-surprisingly betrayed by Dark Beast and must confront the new AoA Apocalypse, who is really that universe’s Wolverine. Although successful in acquiring a life-seed, it comes at a great price as AoA’s Nightcrawler is killed and AoA’s Jean Grey is captured before Wolverine and X-Force are thrown back into their universe. Wolverine has little time to grieve over old wounds that have been ripped open though as Archangel has been busy without Psylocke to keep his Death persona in check. Now, even the life-seed may not be enough to save their universe as Archangel has awoken Onslaught and with the aid of Dark Beast, Ozymandias, and the new Four Horsemen, looks to rise up as the new Apocalypse. Brilliantly written and chock full of action, Uncanny X-Force has been a rare series that does not disappoint month in and month out. Try to gather the first two issues of this arc if you can, but if not, definitely jump on now as the X-Men universe is likely never to be the same when this is done.

4) Marvel – The Ultimates #1 – Although not re-launching all their titles, Marvel did decide to re-launch their “Ultimate” universe with the recent announcement of the new Spider-Man Miles Morales and now a new The Ultimates, which follows that universe’s Avengers. Clearly a ploy to help capitalize on their movie franchises, people who had followed the original Ultimates will see clear similarities between those characters and those that will be seen in next summer’s blockbuster movie and have been already introduced on the big screen. For those who never got into the series the first time around, this could be an interesting new jumping off point though. This could irritate some comics’ fans just as much as excite them so the biggest reason why I’m recommending this is it’s polybagged because Stan Lee signed a handful as they went out into the circulation so its like buying a ticket in the comic book lottery if you buy one.

5) IDW – Teenage Mutant Ninja Turtles #1 – After a long absence from the comic book scene, the four turtles in the half-shell have come back to their comic book roots with this stellar return to form by original co-creator Kevin Eastman writing it. Although in color and not black and white like the original 1984 comics, the TMNT definitely reek of nostalgia with this opening issue as it both begins to explain an updated origin story featuring Baxter Stockman, Casey Jones, and April O’Neil, sow seeds of their personalities including Raph’s rebellious nature, and features them all wearing the same red colored bandanas, just like the originals. Including alternate covers all featuring a different turtle so you can pick your favorite (I got mine in Donatello), this issue looks to kick off a triumphant return for the lean, green, fighting machines and is a must have for anyone who has ever been a fan of TMNT at some point in their lives.

Originally Published: August 17, 2011, on EGMNOW.com

With so much going on in the comics world right now, it’s hard to limit myself to just the five best, but if you’re reading on a budget, then this is the best place to come to for your comic book recommendations. Here are my top five comics released on Wednesday, August 17th, 2011.

1) Marvel – Venom #6: Rick Remender continues to wow us and remind us why between Uncanny X-Force and Venom he is one of the hottest writers in the comics industry right now. Continuing the events of the just launched “Spider-Island” event, Remender forwards the trend started by Nick Spencer’s Spider-Island: Cloak and Dagger #1 (of 3) last week in that the ancillary titles of this event may actually be better than the main story arc itself. Venom, a.k.a. Flash Thompson, is in for the fight of his life as a budding super-hero and will have his hands full with The Jackal’s number one mutated henchman, Tarantula. A startling revelation at the end makes you question Marvel’s continuity once again with the “Fear Itself” event still going on as well, but this is a sure-fire can’t miss otherwise.

 

2) Marvel – Avengers Academy #18 (Fear Itself Tie-In): The possessed Titania and Absorbing Man continue their relentless assault against the infinite Avengers Mansion. With the members of the Academy cut off from the real world, they are trapped in every sense of the word with these two powerhouse villains and are outmatched in every way power wise. Even in the most action packed of sequences, Avengers Academy writer Christos Gage does a terrific job of continuing to evolve the depth of character of this first Academy class and all it does is leave you wanting more so you can see how these kids can get out of crazy situation after crazy situation. If you haven’t been reading Avengers Academy, what is wrong with you?

 

3) DC – Batman #713: This landmark series will see it’s first re-launch in its 70+ year history next month and so this final issue carries a lot of weight with it. The DC Universe will be scaled back to only 52 books a month, including some new and old DC titles, starting in September. Never fear Bat-fans as 11 of them will revolve around the Bat-family. Although this issue isn’t anything particularly special, it could be worth something to a collector being the last issue of what will be known now as “Batman Vol. 1” as well as it serves as a great point for new fans because it sums up a lot of the Batman history to this point through the eyes of Damian, the new Robin and also Batman’s illegitimate son with Talia al’ Guhl.

 

4) DC – Batman: 1990s Retroactive (One-Shot): Continuing the series of one-shots that look back on DC’s history and that were done to help build up to next month’s universal re-launch, Batman: 1990s Retroactive pits the Dark Knight against a villain who gained a lot of his notoriety in the 90s due to Batman: The Animated Series, the Ventriloquist. Drawn in a style to invokes the memories of those great early 90s cartoons, this one-shot sees the Caped Crusader lured into a trap at the Gotham Museum of Natural History, but things go awry when a very unnatural visitor interrupts and the Dark Knight is left to with more opponents than even he might be able to handle! Throw in a classic mobster tale from the 90s Batman where even Gotham’s Guardian isn’t fast enough to save the day and you have a great 2-for-1 here as we get ready to launch the new DCU.

5) Dark Horse – Star Wars: Knight Errant: Deluge #1 (of 5):Starting a new 5-issue arc for wandering Jedi Kerra Holt, this is technically the sixth comic in the Knight Errant series. Our young Jedi Knight who has made protecting the downtrodden her own personal cause, returns to what was once her home world deep in the space controlled by Sith Lord Damian. Unbeknownst to young Kerra though, a threat just as dangerous as the Sith have decided to reveal themselves in the form of the galaxy known crime lords, the Hutts. In particular one called Zodoh, who has a propensity to technology including a jet pack that helps him get around and a weather manipulator that looks to spell trouble for Kerra. If you enjoy adventures set in the time of the Old Republic, then this tale, which takes place a millennia before the movies should be a fine arc to add to your expanded universe library starting with this issue.

Originally Published: August 30, 2011, on EGMNOW.COM

Publisher: 345 Games
Developer: Backbone Entertainment
Platforms: XBLA, PSN

Release: 08.30.11

Players: Single Player, 2-4-player local and online co-op

ESRB Rating: M – Mature

The Good: Fans of the show will be laughing from the opening cut scene to the end credits
The Bad: Camera angle makes aiming difficult, game play can be repetitive
The Ugly: Huge steaming piles of manbird droppings

Based on Comedy Central’s hit TV show, Ugly Americans: Apocalypsegeddon is an original adventure featuring all your favorite characters from the cartoon. You choose to play as series protagonist Mark Lilly, his girlfriend Callie Maggotbone, bumbling wizard Leonard Powers, or the D.O.I.’s top cop, Frank Grimes. Each character has their own strengths and weaknesses, but the game features an RPG leveling-up system that can help balance them all out or really stress those advantages depending on your play style. After making your character decision, you’ll grab yourself a BSU 2000 (Blow Sh*t Up 2000, Frank’s newest toy that allows you to stick whatever isn’t bolted down into the chamber and fire it as a projectile) and start getting down to the bottom of all the trouble in New York City.

The first thing you’ll immediately notice is the game went with a less traditional side-scrolling view instead of the ceiling down view seen in most other dual joystick arcade style shooters. This was meant to try to give the gamer more of a sense as if they were watching an episode of the TV show, but it is a little difficult to get used to at first, especially in terms of aiming your BSU 2000 at the various manbirds, zombies, and demons you’ll come across. Some items have a spray effect where the aiming difficulty doesn’t seem as obvious, but with a lot of other projectiles, like the boomeranging hammer or arcing crystal ball, misjudging the aim can get tedious fast.

The game does do a lot of things right though, especially in the presentation. If you’re a fan of the show, you’ll love the fact that all the voice actors reprise their roles in the game and there is more than 20 minutes of original animation and dialogue in cut scenes, meaning that the game is just dripping with the humor that makes the show itself great and has enough animation for a stand alone episode by itself. The best part probably comes from being able to play the game with friends locally or online though as it helps to break up the redundancy that is typical of most arcade shooters.

All in all, the question you have to ask yourself is ‘are a fan of the show or not’. If so, the writing and animation will outshine the minor game play annoyances and is definitely worth your $10. If not, you may want to avoid this as knowing the show seems critical to your overall enjoyment of the game.

Score: 7.5

Originally Published: August 30, 2011, on EGMNOW.COM

THE BUZZ: IBM’s working on a new type of “cognitive computer chip” that not only performs preprogrammed functions, but can also learn and recognize elements in its environment and react to them—including play videogames—in a way similar to the human brain.

WHAT WE KNOW: IBM says their research team set up two prototype chips that “successfully demonstrated simple applications like navigation, machine vision, pattern recognition, associative memory, and classification.” One of the highlights came when they pointed out one chip in particular “taught itself how to play Pong,” which served as one of their first tests for cognitive recognition.

EGM’S TAKE: In terms of real-world applications, these chips could provide “smart” traffic signals, water-supply monitoring, or natural-disaster prediction. On a more personal note, imagine these chips in your iPad—or even your videogames—as they learn from your daily interaction. Developers could guarantee that no two gamers would have the same experience, as these smartchips could change a given game to challenge you specifically. Personally, I’d like to be the first to welcome our new computer overlords, as this is how a lot of apocalyptic science-fiction novels start: Computers that can think like humans then start to out-think humans. In all seriousness, I don’t know if it will ever get to that, but the applications for a chip like this are intriguing…if a bit frightening.

Originally Published: August 30, 2011, on EGMNOW.COM

THE BUZZ: Customer Ryan Graves, citing improper charges to many of Microsoft’s Xbox Live Gold Member accounts, has filed a class-action lawsuit against the company for “an award of appropriate equitable relief.”

WHAT WE KNOW: Graves claims that he let his Xbox Live Gold Membership expire in January; in March, he renewed his subscription with a different debit card. When he received his bank statements the following month, he found that Microsoft had double-charged him for Xbox Live. When he called Microsoft to have one of the charges removed, believing it to be a mistake, he was told that both charges were legitimate. One was for his new subscription, while the other was for the original he’d let expire—and Microsoft refused him a refund. Graves’ class-action suit demands retribution for himself and others who’ve been double-charged, and it further states that Microsoft is in breach of contract with its users and in violation of the Electronic Funds Transfer Act.

EGM’S TAKE: There’s no way to know exactly how many customers have been affected beyond Graves—or who may be joining him in this lawsuit. But if Microsoft’s forced to refund money to these individuals at $60 a person, with over 30 million Xbox Live users as of January 2011, it would only take 0.1% of the current Xbox Live audience to cost Microsoft millions—never mind the legal fees.

Originally Published: August 30, 2011, on EGMNOW.COM

Call of Duty: Modern Warfare 3 creative strategist Robert Bowling faces one of his biggest challenges—revamping the series’ multiplayer offerings.

RC: One of the key aspects that’s made Call of Duty a smash hit is the multiplayer aspect, and you guys have pulled out all the stops in order to expand on this, including a new killstreak system where the player can choose either an Assault, Support, or Specialist path of upgrades. Tell us about the decision to incorporate specialized killstreaks to fit different players’ styles, and how you hope this may level the battlefield for the more objective-based player.

Robert Bowling: Well, the inspiration for all the different strike packages was looking directly at the feedback we’re getting from the 30 million people playing our game. Looking at the player trends that have been happening as we’ve moved from Call of Duty 4, when we first introduced killstreaks to how the dynamic then changed in Modern Warfare 2—and then how we want that dynamic to change even further in Modern Warfare 3. A lot of it’s going back to the more gun-focused gameplay of Call of Duty 4, but with what we’ve learned from the killstreak system is that, inherently, it’s all focused on getting kills. We’ve got millions and millions of players who all play so differently, but they’re not being rewarded, incentive-wise, for being good at the game in other ways—and that was the big driving factor for introducing custom strike packages, because we wanted to open up how you’re rewarded with killstreak rewards. We want to let you be in control in the type of killstreak rewards you have and give you the tools to be a better objective player and a better team player, rather than always trying to be the best team deathmatch player.

And that carries over through more than just the killstreaks. Capturing objectives, capturing a flag, capturing domination points, and blowing up a bomb site should all add to your rewards. So, regardless of what strike package you have, that now gets you one tick closer to unlocking your next killstreak reward. In addition to that, you can now focus your entire killstreak rewards on things that have nothing to do with getting you more kills—and that was the whole mentality behind giving you tools that allow you focus on things other than killing.

RC: Another new multiplayer aspect is the Spec Ops: Survival Mode. Tell us about what you’ve done with your take on what boils down to Horde mode.

RB: Well, Spec Ops: Survival Mode is really taking the traditional wave-based gameplay and putting the Modern Warfare twist on it. So, we’re bringing in all the stuff that people love from multiplayer—matchmaking, progressive ranking, killstreaks, weapon unlocks, weapon attachment systems, gear and equipment from multiplayer—and bringing all that and putting it into a much different arena in a co-op environment against AI enemies. And the benefit of the infinite-wave thing is that we can constantly be throwing different experiences at the player—so, you’re seeing enemies you’re not seeing anywhere else. You’re seeing kamikaze dogs, kamikaze infantry, chemical agents, juggernauts, juggernauts with riot shields, enemy air support—it’s such a different experience, and what I love about it is that it blurs the lines between what’s a competitive multiplayer experience and co-op multiplayer experience, and it makes experiences that were typically only reserved for that super-hardcore-competitive multiplayer guy accessible to the single-player guy. Now you have the opportunity to call in some awesome chopper gun and to be raining death down from above, or maybe you’re just not a competitive multiplayer guy, so you never got to experience that before, but now you can have that in a much different environment.

RC: Moving to the franchise as a whole, we all know that Sledgehammer and Infinity Ward are working jointly on this title. What difficulties have arisen, if any, from having two different development studios working on the same title?

RB: Early on, it’s all about logistics. So, the biggest challenge was, logistically, how do we have two teams work on such a massive experience? And so we sat down and we made the decision to be a very flat organization—to not divide the game and be like, “OK, we’ll take this, and you do that, and you just do your thing, and we’ll do ours.”. That would’ve never worked. So, what we did was focus on playing off each other’s strengths and weaknesses—and everyone has input on everything in the game. So, we’re really working as one giant team rather than dividing things up among each other. So, we’d be more like, “Your guy is really great at this; he should work with our guy on this aspect” on the same level and build up from that organically. From there, logistically, it was about setting up video-conferencing systems, setting up ways to communicate on the fly, as we would with the guy two offices down from me. And then, from a creative standpoint, sitting down and having open, honest conversations about what direction we want to go. I mean, I knew that going into it, we’re a very passionate team with very core design philosophies, and we knew what we wanted Modern Warfare 3 to be. But it was refreshing to have Sledgehammer come in with such a fresh perspective, because they brought in things and directions that we may never have gone in and brought in experiences we’ve never had before.

RC: Speaking of other experiences, do you guys ever look at other shooters out there for inspiration? Do you ever see a perk or a weapon in another game and go, “That’d be really awesome in our game”?

RB: We take inspiration from everywhere, not only in our own genre. I love when we take inspiration from things outside of our genre. Look at what RPGs are doing, and look at what MMOs are doing—specifically in regards to things like progressive rank and XP and how you reward players. We take inspiration from all that stuff, and it’s important that when you do that, you make sure you only take the core mechanic and make it work for the kind of experience that we’re looking to deliver. But, yeah, that happens all the time, and it’s great when you can do that.

RC: Let’s talk about the single-player—at this point, we’ve all seen the E3 2011 footage of the attack on New York City. Call of Duty historically takes place all over the globe, though. What goes into deciding where the games’ missions take place, and what kind of research do you do? In terms of the plot, why New York City now under attack?

RB: Well, a lot of the story and locations are dictated organically by where the story’s going and how the conflict’s escalating. Modern Warfare 3 is a payoff to this growing momentum of conflict that’s been starting since Call of Duty 4. So, in Modern Warfare 2, the state of the world changed when the invasion of the U.S. happened. That was just the beginning. The attack on Washington, D.C. was just the beginning of the turning of that type of war. And it just organically escalated up the eastern seaboard to New York, which is another major city, because the Russian navy ‘s blockaded New York by this time in Modern Warfare 3, because this is a full-on invasion. This is a military invasion by the Russian army—this isn’t some sub-splinter of a group. This is the Russian nation attacking America, and this will be pulling in other major nations and cities into this conflict, as would actually happen if America were attacked.

So, it’s really looking at how the war’s escalating, and what I love about it this time is that we’re leaving these very traditional conflict areas, and for the first ever in Call of Duty, what we started with at the end of MW2 was pulling it into the heart of these major cities, bringing the conflict to these iconic places, rather than nondescript desert town you’d expect wars to be fought in. Now you’re fighting in Paris, London, and these major cities in Germany and Africa. So, it’s really changed organically and the research that goes into that is painstaking. Because you look at like fighting in London, and we ask ourselves, “Where would we fight in London?” We have to figure out where it would not only make sense for the story, but also where it’s going to be very impactful for the player. So, we’re looking at Canary Wharf in London, and then you go into reference and pull each reference you can and look at Google Maps and get the layouts and the buildings. And then you take that—once you get it as authentic as possible—and you put it through a gameplay filter of “OK, this is authentic, but now how do we make it fun?” Because authentic’s great, but fun is king. And that’s when you start looking at player routes and cover points and sight lines and start crafting it for gameplay.

RC: From a technology standpoint, you guys have been working with the IW engine for a while now. Was there anything you were able to add into MW3 that you weren’t able to do before but now can because of the familiarity you have with the tech?

RB: Definitely. The big focus with moving into these new environments and these much bigger cities is that the length and the scale of the levels in the single-player that you’re fighting in now are so much bigger than we’ve ever done before. So, a lot of that on the back end required a lot of tech work—and, thanks to the fact that we’ve been building steppingstones. In Modern Warfare 2, we made a good leap from Call of Duty 4 in terms of just visual graphics with our streaming technology that allowed us to make that leap. And in Modern Warfare 3, we’ve done even more work with that now that we’ve mastered that streaming technology and found other ways that we can enhance what we’re streaming in, when we’re streaming it, and how we can optimize that to get to that scale, to get to that size, and still maintain that super-smooth 60 frames per second with tight controls, which is what sells the Call of Duty franchise. That’s what sells—the tight gunplay. And, at the end of the day, that’s what matters most.

RC: It wouldn’t be a first-person military shooter without plenty of weapons. So, what kinds of new goodies can players look forward to in Modern Warfare 3?

RB: Well, we’ve added a lot of really cool weapons. A ton of weapons overall, especially in multiplayer. There’s stuff that isn’t even out yet, and that’s the great thing of being at the scale that we’re at now, where we’ll actually have weapons manufacturers contact us and be like, “Hey, we have this new prototype that’ll be out in the field in a few years, but we think it would be great for your game,” and we can go look at it, or they’ll bring it to us, nd we’ll check it out. One of my favorites is the XM25 grenade launcher, which is something only Delta operators are using in the field right now. It’s a grenade launcher that “lasers” a target—like, say, someone’s behind a concrete barrier or in a doorway or window or something, and you can laser that barrier, and it’ll calculate the distance, program it into the explosive round, and when you fire it, the round is programmed to explode one meter past that distance. So, you can actually shoot it through the window, and not until after it gets through the window will it explode and take out anyone who’s hiding behind it. That’s something Delta operators are using now, and that’s something we’re going to have in multiplayer and single-player, but we balanced them very differently between the two, because single-player’s all about having fun, while multiplayer’s about having fun but having to be balanced with everything else in the game.

RC: You mentioned Delta operators before. How closely do you work with military personnel in order to give an authentic feel to the game’s combat?

RB: We work very closely when it comes to being authentic in terms of the gear that you’re using and the weapons and they operate and how they look. But, more importantly than anything, is that fun always comes first. So we do want to be as authentic and as real as possible, but we will pull back from that realism in order to be more fun and to make it actually enjoyable to have all that stuff. So we’ll sit with them from a story standpoint and say, “Hey, here’s a scenario we’re cooking up for the story. How would you approach that?” A good example is talking to our active military guys who work with Delta and saying like, “Scenario: Russian sub in a New York harbor. You are responsible for disabling the sub. What would you do?” And then we’d say what we were thinking and our gut reaction to the situation. “Plant a charge here and blow a breach in.” And then they come in and say, “Oh, no—you wouldn’t do that. You’d be afraid of disabling this, and that would force it to come above. And then you could breach it from above without having to be underwater.” And that directly influences the gameplay—like in the E3 trailer, when the SEALs assault the sub.

RC: Call of Duty seems to come across as a “guy’s guy” kind of game. But you have a surprisingly strong female audience as well. What would you attribute that to? And do you ever see Call of Duty including female soldiers as protagonists or allowing players to chose female characters in multiplayer?

RB: I’d attribute it to the fact that we’re extremely accessible to every type of playstyle. We have females in our community that are amazing at the game in every aspect, but then you also notice trends between female gamers and male gamers. Female gamers are typically more focused on teamplay and that support role and not being self-focused or lone-wolfing. They also communicate better in terms of garnering Dom points and capturing objectives. So, I think the fact that we—especially with Modern Warfare 3—cater to different playstyles and reward them has even greater appeal now to all types of audiences.

As for female protagonists, I think anything’s possible in the future. We’ve had some female characters in the past—we had a chopper gunner pilot in Call of Duty 4 who was female. So, I think anything’s possible. We really let the story dictate the characters for us, and so far, we’ve had female roles in there at different points.

RC: Finally, the controversy over violent videogames reemerged after the recent terror attack in Oslo, Norway; the perpetrator of these attacks claimed that he “trained” with Call of Duty. This has led to the franchise being pulled from some store shelves in Norway. How do you guys respond to something like that, and do you see it affecting the series either in the long- or short-term?

RB: We don’t see it affecting us from a creative standpoint, because we’re creating a fictional game with a fictional storyline that takes place completely outside of any real-world scenarios. The universe that our games live in is very unique in that sense. But our focus has always been—and will always be—on making games that are meant for entertainment, that are meant for the right audience, and making sure that we’re following and respecting all the rating guidelines that are out there and making sure that everyone can make an informed decision and that they know what the content of the game is well before purchase. We want to make sure that we’re respecting that, and that we’re open and transparent about that.

Originally Published: August 16, 2011, on EGMNOW.COM

Publisher: Konami
Developer: AQ Interactive
Platforms: PS3

The Good: Extra assassin missions in stunning 1080p HD graphics
The Bad: Still riding around Santa Destroy on your motorcycle
The Ugly: The PS Move controls are just as clunky as the Wii version’s

One of the most original and fun games I’ve played on the current generation of consoles came from one of the most delightfully twisted developer minds around in Suda 51. The first No More Heroes had flaws, but many could be overlooked by the brilliant humor and over the top situations. Include some epic and unforgettable boss battles and the original game was definitely a winner.

Unfortunately, this gaming gem fell through the cracks for many because it was a Wii-exclusive. Until now. No More Heroes: Heroes Paradise is not only a port of that original game to the PS3, but it includes nearly twice as many foes for Travis Touchdown, our sex with an anime girl and pro-wrestling obsessed beam katana wielding (imagine cheap lightsaber) protagonist, to assassinate as he works on becoming the number one assassin in the world.

But with this port also come many of the same problems found in the original game as well as some new ones. Set in the fictional sandbox world of Santa Destroy, Travis still spends too much time on his motorcycle, needlessly driving from objective to objective. And although the new side missions to build up cash are cute, they are really nothing more than unnecessary distractions from the main game of hacking up your foes into tiny little pieces. And if you use the PS Move, the controls to hack up your enemies with your beam katana are just as finicky as the original game for the Wii. There are moments where everything is picked up perfectly and then there are others where you have to repeat the same motion a dozen times. You can also stock up to three “Dark Side” charges now, which allow Travis to go into a blood lust rage and hack his foes apart with much greater ease and take no damage, but I felt the original mechanic of having them activate immediately when earned worked fine and this new method makes the game’s natural difficulty much simpler to overcome.

Despite these control and game flow problems, the script and boss battles are still tremendous and if you haven’t had a chance to play the original No More Heroes then to experience it for the first time in 1080p on the PS3 would be the way to go. But if you’ve already risen to the top of the assassin ranks with the Wii version, the extra bosses aren’t really enough to warrant picking up this port.

Score: 7.5

Originally Published: August 16, 2011, on EGMNOW.COM

New Survey Shows 1 out of 3 American Gamers Buy DLC

THE BUZZ: A new study of online purchasing behavior commissioned by PlaySpan, a Visa company, and undertaken by VGMarket, a research firm specializing in video game content testing, shows that the online marketplace for game add-ons is strong and is only likely to grow stronger in the coming years.

WHAT WE KNOW: The study reveals that 31% of gamers have bought digital content for their gaming needs in the past year and 57% of those people did it on a regular basis of at least once a month. The survey also showed that 72% of gamers said they are likely to spend the same amount of money, if not more, in 2011 than they did in 2010.

WHAT IT MEANS: Surveys like this show a clear movement by the gaming community into the online realm in terms of acquiring content and the industry has taken notice. Considered a drop in the bucket at the time of purchase compared to a full $60 game, you see how these online purchases can add up and may compel more developers to promise DLC for their games in the future. This might also mean less resources being put towards developing new games as it becomes more and more profitable simply to keep adding on to games that already exist. This could also compel developers and publishers to pave the way for more efficient ways of making full games digitally accessible and could be the beginning of the end for discs and retail distribution.