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Rocksteady has confirmed that no multiplayer mode will be present in Batman: Arkham Knight. 

Even though last year’s disappointing Batman: Arkham Origins had a versus multiplayer component handled by Brink developer Splash Damage to go along with Warner Bros. Montreal’s sad attempt at a prequel, Arkham Knight game director Sefton Hill has already gone on record saying that won’t be the case with this game.

“[Arkham Knight] is a single player game. There is no multiplayer. Right at the start this was our vision.  It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer,” Hill told Game Informer (via VideoGamer).

“We want to focus on making the best single player experience we can. We don’t feel that it needs a multiplayer element. Warner Bros. backed that up right at the start.”

I don’t know about the rest of you Bat-fans out there, but I, for one, am thrilled by this announcement, as the multiplayer in Origins felt tacked on and completely unnecessary. Thank goodness the franchise is back in Rocksteady’s trusted hands.

Batman: Arkham Knight is due out sometime later this year for the PS4, Xbox One, and PC.

Sources close to Microsoft, as well as a recently pulled job listing, point to Microsoft wanting to go cross-platform with Xbox Live according to a report from The Verge.

People who own a Xbox One or Xbox 360—and the three of you out there who have a Windows Phone—understand how Xbox Live allows for multiplayer matchmaking, a cross-platform friends list, and, of course, all those precious Achievements. As it stands now, though, it’s a pain in the neck for developers to make games for the platform due to the lengthy and rigorous certification process Microsoft puts titles through.

As part of a movement to try to win back developers and make it easier to get more games on Xbox Live, Microsoft now apparently plans to build a platform to allow for Xbox Live functionality to extend to iOS and Android.

“We will create a modern framework that is open-source, lightweight, extensible and scalable across various platforms including Windows Store, Windows Phone, iOS, and Android,” a job listing for the project read before it was yanked from the interwebs.

Microsoft has already experimented with Achievements on these platforms before with Wordament, a word puzzler that came to iOS at the end of 2012 and hit Android just a few months later.

Expanding other Xbox Live services onto iOS and Android and dropping some of the shackles from the certification process could lure back some of the folks turned away by Microsoft’s old way of doing things. This holds especially true if the thought of importing already established friend lists and Achievements from consoles could draw in more gamers.

Gonna have ourselves a time

Sick and tired of licensing out their beloved series to game developers who constantly failed to capture the essence of the show, South Park creators Matt Stone and Trey Parker eventually decided that the only way to do it right was to do it themselves. Enter The Stick of Truth, a project the comedic masterminds helmed from the get-go. They handled all the writing, personally picked a developer, and even navigated the bankruptcy of their first publisher, THQ, and the transition to Ubisoft—all in the hopes of finally conquering the last realm of media they hadn’t been able to strike gold in.

One big reason The Stick of Truth works so well? Parker and Stone penned a tale that puts players themselves in the middle of the crazy Colorado mountain town. As the New Kid, you’ll begin your adventure with the most innocent of tasks: making some friends. And it’s not long before you stumble upon Cartman, Kenny, and all our favorite foul-mouthed youths. Because you refuse to speak, however, the boys resort to calling you “Douchebag” in lieu of a real name.

The refusal to speak isn’t some cruel joke, though. It’s intentional from a game perspective and helps portray your avatar as somewhat of a blank slate. This allows you to customize your character and have some say in how he’ll look, as well as which one of four classes (Fighter, Thief, Mage, or­—appropriately, for the series—Jew) he’ll represent. I ended up making my particular “Douchebag” a Fighter that looked like Walter White from Breaking Bad for most of the game. The only typically standard customization feature locked in stone? Your character must stay a boy, even if you want to dress him up as a girl. Before you get up in arms, this actually makes sense when you analyze it from a plot perspective, because pre-teen boys (especially Cartman) would never want to play make-believe with girls.

After your class and customization options are set, the boys welcome you into the fold with the official title of “Sir” Douchebag. Being named “Douchebag” and having Cartman tell you that if you choose to be a Jew, you can never be true friends is just the beginning of a near-constant barrage of crude humor that might rub more casual fans the wrong way. But as a huge fan of the show, I laughed throughout. Every story beat helps The Stick of Truth feel like an extra-long episode and makes for a joyous celebration of what’s kept South Park such a cable staple for nearly two decades.

The writing isn’t the only thing that makes the game match the mayhem any fan of the show would expect. Parker and Stone clearly spent copious attention on even the tiniest details—you’ll be amazed at how much the animation and art style resemble an actual episode. So much so, in fact, that I actually felt I was a part of the town as I explored familiar landmarks like City Wok, South Park Elementary, and Stark’s Pond.

The old-school, turn-based combat, meanwhile, took me back to my days playing Super Mario RPG, complete with similar timing-based blocks and attacks. Each character has hysterical special attacks appropriate to them, like Cartman farting on a match to roast the entire field of foes. The New Kid’s comparable flatulence-based abilities, meanwhile, can be used as standalone attacks or to bolster normal moves, providing a bit of nuance to what starts out as a simple, straightforward system. But the more I battled, the more I noticed the lack of balance caused by overpowered status effects. If I didn’t knock enemies out in one hit, they’d often die after their first attack due to all of the freezing, burning, bleeding, and “grossing” (the game’s equivalent of poisoning) I’d stacked.

The New Kid’s farting is at its most interesting outside of battle, however, providing four of the ways you interact with the world. “The Sneaky Squeaker,” for example, can be used to distract enemies, while the “Nagasaki” can break down obstacles blocking your path. I just wish it were easier to switch between the different abilities. I’d have preferred if this mechanic were handled by the D-pad, which is instead used to quickly open up tabs in the cluttered menu screen.

The Stick of Truth offers other ways to feel immersed in the South Park universe beyond how well you can clench your sphincter, though. Some are simple, such as firing your toy bow and arrow to hit far-off switches. Others are more complex, like activating an anal probe to teleport between two points (OK, so even some of your other powers deal with your butt). When you use these abilities in tandem with your farting prowess, the world in The Stick of Truth opens up and shows a lot more depth than you might see on the surface.

The only thing about The Stick of Truth that left me truly disappointed is that it’s easily the shortest RPG I’ve ever played. I was able to finish nearly every sidequest, the main campaign, and max out my abilities in only 10 hours. The story felt like it had a natural ending and didn’t feel rushed at all, but I sure do wish there were more to it. If they left me begging for more, it’s not necessarily a bad thing, though, right?

The Stick of Truth is finally the game Parker and Stone have wanted to represent their beloved comedy series. Not only does it pay tribute to some of the show’s best moments, but it also builds new lore on top of that. As a game—and not just a story—it certainly could be better, but South Park fans will still feel immensely satisfied with the effort.

Developer: Obsidian Entertainment, South Park Digital Studios • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 03.04.14
8.5
Finally, fans of South Park have a game worthy of the TV show. The writing, animation, and little details are all outstanding, and while a few balance issues surface during combat and the main quest is a little short at around 10 hours, those aren’t dealbreakers. No South Park game has captured the sleepy Colorado mountain town quite like this, and show creators Matt Stone and Trey Parker delivered on their promise to create a gaming experience that matches the Comedy Central hit.
The Good The Stick of Truth is a game finally worthy of the South Park name.
The Bad A bit short, a bit easy, and a bit unpolished.
The Ugly The poor odds of getting a sequel.
South Park: The Stick of Truth is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360 using a retail code provided by Ubisoft.

A less perplexing puzzler than expected

With its bounty of conundrums complemented well by a cast of charming charactersall wrapped in narratives that have players guessing until the very endthe Professor Layton series has established itself as one of gaming’s premier puzzle franchises. But it seems that even the brainy Layton couldn’t figure out one last riddle: how to end a prequel.

That’s not to say that Professor Layton and the Azran Legacy is a bad game. In fact, it still hits many of those aforementioned franchise staples. Azran Legacy features more puzzles than any previous game in the series, and while some definitely require a lower barrier for entry than others, a few challenges will likely have even the most experienced puzzle fiend cashing in hint coins.

The game also offers a bevy of enjoyable minigames that unlock as you progress through the story, including a fashion-themed one wherein you try to put together the best-looking outfits for eight different ladies. I almost felt like Eric (our executive editor), with his love of Style Savvy! I had a lot more fun than I ever would’ve expected playing dress-up. There’s easily more content here than in any previous Layton game, and even if you do the bare minimum, you’re still looking at a solid 15-hour experience.

The cast is also just as lovable as ever. Whether it’s innocent Luke trying his best to impress his mentor or new characters like Aurora, who you’ll meet early on in the adventure, it’ll be hard for gamers of any age not to fall head over heels with the Professor and his crew. A big reason? There’s just as much effort put into the dialogue and rapport between characters as the puzzles themselves.

Azran Legacy falters in two key areas for me, though. The first is a technical issue. I’m among the few who actually likes using the 3D feature on Nintendo’s current handheld. Typically, I use it on just about every 3DS game I play. Using it during Azran Legacy, however, gave me a horrendous headache within five minutes. It might have something to do with the anime-style backgrounds and cutscenes, but I couldn’t find a slider setting or a position for the 3DS itself that didn’t make my head start pounding or cause most of the scenes come across a little fuzzy. Turning off the 3D is a small sacrifice, and an easy solution to a minor problem. Plus, the game still looks great in 2D (and this option nullified the pain!).

But something I couldn’t fix with the flick of a slider was the actual story. The plot of this particular Layton adventure is the weakest in the series. Part of this comes from the fact that it’s a prequel forced to tie up particular storylines in order to maintain the continuity established in The Curious Village. This corner that Level-5 painted themselves intoa pitfall in pretty much all prequelsleft the adventure absurdly predictable. Even the first two entries weren’t as unsurprising as this one; there, the writers still had room to maneuver narratively. Here, certain things had to happen, and I knew 20 minutes in how everything would unravel. The twist that usually comes at the end of every Layton game, therefore, was nonexistent here. Sure, the story shoehorns in some soap-opera-quality drama, but it’s so forced and so unnecessary that I could only shake my head in disappointment and power through the last dozen or so puzzles.

Professor Layton and the Azran Legacy is a valiant effort to show that there’s hope to be had for prequels, but in the end, it succumbs to all the same traps as many franchises before it, leaving it a bit bland and predictableespecially when compared to the rest of the series. This shouldn’t deter Professor Layton fans from the game, though. If you can look past the low points of the story, it’s still an exceptionally well-designed puzzler. If you’re looking for a game to simply promote more critical thinking, Professor Layton still reigns supreme.

Developer: Level-5 • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 02.28.14
7.0
With the most puzzles in series history, Professor Layton and the Azran Legacy will force players to rack their brains, and the Professor and his crew are as lovable as ever. Unfortunately, the prequel limitations really put a crimp on the overall narrative.
The Good Puzzle-solving is still a lot of fun.
The Bad The story’s even more predictable than expected from this series.
The Ugly Not even Professor Layton can escape underwhelming prequels.
Professor Layton and the Azran Legacy is a Nintendo 3DS exclusive that was reviewed using a retail code from Nintendo.

Sowing the seeds of fun

Whenever someone decides to do a spin-off—whether in movies, TV, or videogames—it’s a huge risk, since it’s rare to end up with a good one, and even rarer for it to actually be successful. So, when PopCap revealed that they had a small band of developers at the studio working on a title called Plants vs. Zombies: Garden Warfare, most of us were intrigued, but we worried if this tower-defense franchise could survive the sudden transition into the world of third-person shooters.

Taking elements from both Battlefield and Call of Duty, Garden Warfare mixes in some strategy gameplay and PopCap’s own brand of offbeat humor to create a wholly unique experience that’s wildly fun to play. Eight total classes (four plants, four zombies) playable across seven different modes provided me probably as much, if not more, enjoyment as I get from the shooters this game takes its inspiration from.

The element that grabbed me right from the get-go? Garden Warfare has the most interesting customizable classes I’ve seen in quite some time. Though you only start with four on each side, each class also has six unlockabale options that do more than just provide a new skin. This means there’s over 50 playable characters, each with their own degrees of originality. For example, the Peashooter has a Commando alternative that does less damage per shot but has a higher rate of fire.

Their use on the battlefield isn’t where this uniqueness ends, though, as each gradation is fully customizable. Garden Warfare offers hundreds of different items to unlock to give your plants and zombies their own distinct look and style. Whether it’s sunflowers with top hats, Chompers with zebra stripes, or All-Star Zombies with 3D glasses, there’s no reason everyone’s characters should look the same.

And, thankfully—for once—you don’t have to worry about microtransations when it comes to getting items. Instead, you unlock them via a free, in-game card system. You get cards from packs you buy with silver coins, the traditional Plants vs. Zombies currency. You can earn coins by completing matches and doing well, or you can perform certain challenges in a match (revive three allies, kill two Sunflowers with one shot, and so on). It may be a bit of a grind, but it won’t cost you anything extra on top of the money you’re already paying, a welcome change away from the policy of most EA games.

The combination and balance of characters is also intriguing and requires a lot more to master than you might expect. The Zombie Scientist is both the healer and shotgunner class for the zombies, while the Cactus is both the sniper and the explosives expert for the plants. Having a balanced team when you go into battle is critical and requires pinpoint communication between everyone on your team, especially in more tactics-driven modes like Gardens & Gravestones (think Capture the Point). A nice touch is being able to change classes mid-battle, in case strategies need to change on the fly.

Not everything about Garden Warfare is sunshine and rainbows, however. Even though the game has the lowered price tag of $40 ($30 on Xbox 360) to make up for the absence of any single-player, I still found it lacking the content you’d expect from a multiplayer-exclusive experience at launch. While the game lists seven modes, there’s really only Garden Warfare’s take on three: Team Deathmatch, Capture the Point, and Horde Mode.

Team Deathmatch serves as the basis for three modes by itself with Team Vanquish (straight-up Team Deathmatch), Classic Team Vanquish (any customization features are wiped away), and Welcome Mat (beginner’s mode). Capture the Point is seen in Gardens & Gravestones, which also has a Classic variant. In Gardens & Gravestones, the zombies must try to capture six to seven different points in succession. If the plants stop the zombies just once, the match ends. Finally, there’s Garden Ops—which, obviously, is Call of Duty’s Spec Ops, which originally was their take on Horde Mode. This is the only mode to feature a local and online option (exclusive to the Xbox One version) and sees up to four players taking on the role of plants and facing off against 10 waves of increasingly difficult zombies.

Besides the lack of modes, the game also has a paltry list of maps to fight on. Some modes only have one map, while others have a maximum of five (some of these being day/night variants of a map), and although it’s great to see them all done in the same bright and cheery art style of the main series, it gets repetitive when you’re cycling through the same areas again and again. At the very least, though, the maps fit the modes. Team Vanquish only supports smaller maps to up the encounter rates, while Gardens & Gravestones has large, expanded maps to allow for more strategic maneuvering when looking to capture points.

Now, don’t get me wrong—even though there’s not really a lot here, the game is still tremendously fun, especially when you’ve got a full room playing 12-on-12. The gameplay’s fast and frantic, and each mode brings nuance to the tried-and-true formulas. Garden Ops allows you to grow friendly plants that were all featured in Plants vs. Zombies 2 to provide extra defenses, while Gardens & Gravestones actually makes you feel like you’re accomplishing something when you capture different areas and push the front lines forward. I just wish there were more modes to try, and while content packs are coming down the line, I can’t judge what doesn’t yet exist.

Even though there’s a bit of a bare-bones quality, content-wise, to Plants vs. Zombies: Garden Warfare, it’s definitely one of the good spin-offs. No matter what genre they tackle, the developers at PopCap really care about this franchise, and they clearly put forth a great effort. From the deep class system to the solid controls to the tiny details like zombie-movie references in the graffiti scattered around the levels (my personal favorite was “You’ve got red on you” from Shaun of the Dead), there sure is a lot here to love.

Developer: PopCap Games • Publisher: EA • ESRB: E10+ – Everyone 10 and up • Release Date: 02.25.14
8.0

Plants vs. Zombies: Garden Warfare is a polished, tremendously fun time even without all the options or content of its multiplayer contemporaries.

The Good A surprising amount of depth and customization in the character classes.
The Bad A lack of maps and modes at launch.
The Ugly Here’s hoping the port-a-potty with a zombie inside was clean before the Chomper swallowed it whole.
Plants vs. Zombies: Garden Warfare is available on Xbox One, Xbox 360, and is coming to PC at a later date. Primary version reviewed was an Xbox One retail copy provided by EA.

Whip it, whip it OK

One of the more frequent complaints about the first Lords of Shadow was that it got away from what players have come to expect from the franchise. Most still generally agreed, however, that it was probably the best 3D Castlevania ever (not that that was saying much), so the hype—and the hope—was pretty high for the follow-up.

In Lords of Shadow 2, players get to control Dracula himself for the first time ever, and they do so in the modern era as he wages his own personal war against Hell’s best soldiers. After being awoken from a 200-year slumber by necromancer extraordinaire Zobek, Dracula has to shake off some of the rust that’s accumulated over two centuries and must search within himself—and the city that’s risen over the remains of his old castle—in order to reclaim his once-impressive strength.

After a four-year wait for this sequel, I’ve got some good news: MercurySteam took a lot of the first game’s criticisms to heart. The bad news? Some of the solutions create new problems, and some strengths of the first game just aren’t as good here.

The first—and probably biggest—issue that MercurySteam addressed was the linearity of the first game. Whereas Lords of Shadow was broken up into small stages that took place within one of the game’s dozen chapters, this sequel features an open world for players to run around in and explore. Like most games of this ilk, as Dracula regains his lost abilities, more of the world opens up, and previously unattainable power-ups and secrets become accessible. Simply put, an open-world game is an easy fix to the linearity problem—if it were planned properly.

MercurySteam was so ambitious that they essentially built two open worlds, since Dracula often “travels” back to his castle in the past from various points in the modern world. They’re big enough that you’ll easily get lost in them—and that’s the problem. You will get lost, and not in a “I lost track of time because the game is so good” sort of way, but more like “This is the third time I’ve passed that landmark, and I’ve gotten nowhere.” Lords of Shadow 2 is in desperate need of a better map system, especially in the city. It’s hard to remember where collectibles are or if you’re even going the right way. Several sections look so much alike that the areas almost blend together, and the game does a horrible job of letting you know there’s a marker system buried somewhere in the countless menus.

One change that does seem to have worked out for the better? The combat. In the original Lords of Shadow, many players found themselves simply mashing a button or two and only changing strategies for the few enemies who could counter the more basic moves. To encourage players to mix things up this time around, Dracula has three main weapons—the Blood Whip, the Void Sword, and the Chaos Claws—and they all get stronger by using and then mastering different techniques with them. And this Master System is one of the few straightforward things about Lords of Shadow 2. You defeat enemies to get experience points, then spend these points to unlock new weapon techniques. After using those techniques so many times in combat, you can transfer knowledge of the technique into the weapon itself, making it more powerful.

I’ll admit that I still found myself slipping into the bad habit of using only one or two techniques—like the Guillotine aerial smash—now and then, but the combat system is still much improved and far more rewarding this time around. And even if you’re like me and fall into old patterns, you’ll still use more moves total due to the increased enemy variety, even if you develop favorite tactics over time.

One of the strongest elements from the first Lords of Shadow—and one that most players probably hoped wouldn’t change—would be the storytelling. While it started slow, the first game built up nicely to a crescendo and then a cliffhanger ending to make Lords of Shadow 2 possible. This time, it’s a bit of the reverse.

For the better part of the game, the narrative is still solid. Much like how Lords of Shadows 2 offers two worlds to explore, it also includes two major enemies. The first one is obvious: It’s Satan, in that classic man-versusthe supernatural scenario. The second foe? That’s Dracula himself. As explained by a 15-minute cutscene early on, in case you didn’t play the first game, Dracula was originally Gabriel Belmont, cursed forever to fight his bloodline after absorbing the powers of the original Lords of Shadow. This leads to powerful scenes of him racked with guilt over having not known his son, losing his wife, and his cursing a God who’s abandoned him.

Of course, it also leads to some confusion and plot holes for those familiar with the series. How exactly does Dracula go back in time to his castle to unlock his powers? Are they hallucinations? Has his guilt taken form to test him before he can reclaim his power? Is he actually traveling back in time? Is it all of the above? It’s all really unclear, and just when I thought I’d figured it out, the next story beat would happen to befuddle me again. And if I was confused after having played all the previous games, I can just imagine how it might be for someone looking to get into the series. It’s probably not the best idea to start with Lords of Shadow 2 if plot means something to you.

The story also tries its best—but fails—to cover up the fact that many of Dracula’s objectives for 80 percent of the game are glorified fetch quests to lead him back to his true strength. I would’ve preferred more time with all my powers so I wouldn’t have had to backtrack so much to find all the hidden items. The worst part, however, may be that the story builds towards a preconceived end point, only to provide a cop-out finish that left me unsatisfied.

Even with these problems, though, there’s still a solid core to Lords of Shadow 2. The mood-setting orchestral music is fantastic, and I loved the voice acting, led by Patrick Stewart as Zobek and Robert Carlyle as Dracula. What’s more, the epic boss battles rival those seen in the first game. It’s just a shame that MercurySteam’s evident lack of experience constructing open worlds, and letting the story get away from them, keeps Lords of Shadow 2 from being better than its predecessor.

Developer: MercurySteam • Publisher: Konami • ESRB: M – Mature • Release Date: 02.25.14
7.0
Lords of Shadow 2 runs into a classic sequel problem. By trying to do more and fix the few issues of the first game, MercurySteam actually does less and creates more problems. Despite this, they’ve still crafted a competent tale with solid core gameplay that should entertain longtime Castlevania fans, even if it’s not quite everything they’d hoped for.
The Good Drastically improved, rewarding combat.
The Bad A pathetic excuse for a map system; objectives feel too much like glorified fetch quests.
The Ugly How fast I’d probably succumb to vampire queen Carmilla’s, ahem, charms.
Castlevania: Lords of Shadow 2 is available on Xbox 360, PS3, and PC. Primary version reviewed was for PS3 using review code provided by Konami.

Time waits for no hero

I’ve gone hands-on with Wolfenstein: The New Order before, but my recent glimpse at the game has given the most complete picture of B.J. Blazkowicz’s new adventure thus far. For those of you who may be unaware, the premise of The New Order is that it’s an alternative storyline or parallel universe from the Wolfenstein games many of us grew up on. Here, B.J. Blazkowicz doesn’t stop General Deathshead. Instead, he suffers a coma-inducing injury, sleeps for 14 years, and wakes up to hell on Earth, a world where the Nazis won.

This new build allowed me to play the entirety of the game’s first three chapters, starting with B.J. flying into Nazi airspace with his buddy Fergus. Now, I’m not going to get into the minutiae of my time with this demo, because if you’ve played a Wolfenstein game before, you’ve got an idea of what to expect: lots of Nazis to shoot and stuff to blow up. But few games have given me that big-budget action-film vibe more than this.

From that very first sequence, you’re asked to do the impossible, and as is typical in these kinds of games, it’s all so much daily routine, like brushing your teeth in the morning. Jumping from your doomed plane onto the wings of another allied plane. Hopping into a turret and fending off half-robotized German Shepherds. Commandeering an AA gun to take out a giant mechanical walker reminiscent of a Star Wars AT-AT. And this was just the first chapter.

Beyond the variety seen in the over-the-top action moments, The New Order did a great job of making me feel empowered with just its standard first-person shooter fare. Running through the trenches, dual-wielding assault rifles and mowing down Nazis left and right, legs and arms flying everywhere. I felt like I could take on the entire German army by myself.

And, yes, all this sounds super-sensationalistic, but you don’t play Wolfenstein for realism. If anything, gaming these days is so much about immersing you up to your eyeballs in the world we already live in that when something like The New Order comes along, it actually feels kind of refreshing. I saw how fast B.J. sprinted from his wheelchair in the asylum after sitting on his behind for more than a decade, and I knew that most of reality had been checked at the door. This game is all about empowering the player on a very basic level.

Even the cutscenes communicate how much of a badass B.J. is. In one, after escaping the asylum, B.J. interrogated a German officer with a chainsaw. Let me say that again. With a chainsaw. In the three chapters I played, B.J. projected more testosterone than I’d seen from every male gaming protagonist combined over the past year. I’m not saying that’s always a good thing, but in this context, with the absurdity of the situation, it fit—and I found myself enjoying my playtime more because of it.

Some less-bombastic moments with B.J. also showed a little depth to his character. My favorite? After clearing out a bunch of Nazis from a roadside checkpoint’s motor pool, B.J. got into the husk of an abandoned jeep. He then started spinning the wheel, pretending to honk the horn, and even worked on his pickup lines with an imaginary girl. It helped give the sense of B.J. being a man out of time—both in regards to recent gaming trends as well as his own plight. Then he went outside and blew up a pair of mechs.

I also noticed something interesting while working my way through the game’s menus. Late in the first chapter, your unit is captured, and you have to make a choice on whom to save between a pair of soldiers. I made my decision and realized later on that text appeared on my menu detailing the person I’d saved, giving me the sense that it could affect my playthrough later on. I don’t know if the choice will result in anything beyond a cameo later in the game, or whether it meant my entire story had been thrown down a different path, or even if more choices were coming at some point, but I love the idea of your decisions—even in something as far-fetched as Wolfenstein—carrying weight.

Honestly, I was more excited for Wolfenstein coming out of my play session than I had expected to be. The stunning attention to detail in the world and its characters impressed me, but what I’m most looking forward to is seeing how far MachineGames goes with this action-movie focus. Sometimes, like moviegoers with big budget blockbuster films, you just want to leave your brain at the door, and Wolfenstein looks to be banking gamers will be looking for that kind of experience come May.

A rumble in the jungle

I absolutely loved Donkey Kong Country Returns when it released on the Wii more than three years ago. It was a long-awaited return to form for Nintendo’s simian supreme. I’ll admit, however, despite the success Retro pulled off with Returns, I was a bit worried when I heard their next game was a direct sequel. Unlike their previously successful resuscitation of a dormant Nintendo franchise with Metroid Prime, platformers like Donkey Kong Country don’t really have an overarching story tying all the games together. I feared that Retro had already pulled out all the stops, and that Tropical Freeze would be a clone with a new coat of paint. Sometimes when I’m wrong, I’m really wrong.

Donkey Kong Country: Tropical Freeze sees our beloved banana-hoarding ape and his family celebrating DK’s birthday when a cold wind comes blowing in from across the sea. Suddenly, Donkey Kong’s tropical paradise has become a winter wonderland. New Viking-like enemies, the Snowmads, have appeared out of nowhere to claim Donkey Kong Island for their own, and they promptly send DK and friends out to sea. The Kong Clan must now band together and work their way back across a variety of new and uncharted locales before taking on the Snowmad leader to reclaim their lost home.

Yes, it’s the same “Someone’s stolen DK’s home/horde” story as always. But, then again, Mario’s almost always rescuing a kidnapped Princess Peach, too. You don’t play a Nintendo platformer for the story. It’s simply an excuse to test your skill with a controller over the course of dozens of specially crafted stages.

It’s these stages that make it clear that Retro is just as talented as Nintendo. For one, the precision required is a notch higher than in Returns, and it’ll push you more than you might expect. By the time I got through the entire game, I’d had a great experience, but I also felt like I’d accomplished something by beating a game that was no pushover—a rare feat among modern platformers. The difficulty ramps up smoothly, and I never once felt smothered by a sudden array of collapsing platforms or other hazards. Sure, a few trial-and-error stages caused me to sacrifice some life balloons, but for the most part, the game informs about the dangers ahead and how to bypass them, leaving it up to the player to input the proper commands. For example, a lone Snowmad walks under a giant plant—and the plant then eats the Snowmad. That enemy’s clearly there to say “stay the f*** away from this thing” without you having to be the victim first.

Should any individual stage start to bring on conniptions, though, you can still find ways to overcome the challenge through purchasing items. By spending the plentiful collectible Banana Coins at Funky Kong’s shop, you can accrue more lives, additional air for the underwater segments, extra armor for mine-carts, Banana Juice for invincibility, and more. Most experienced platform players will probably only visit Funky to try their hand at the gumball machine that spits out randomized 3D character models, but it’s a nice touch to offer these options so that players of all skill levels can enjoy the adventure.

While any level can be cleared with Donkey Kong alone, the areas drastically change if he has Diddy, Dixie, or Cranky Kong on his back. Each partner offers special advantages, and they all feel different from each other. Dixie’s helicopter spin gives Donkey Kong a boosted jump, and her slow hover back to the ground affords the chance to take a little extra care when hopping from platform to platform. Diddy’s rocket barrels help DK glide across long gaps more smoothly as well, but he may prove most useful underwater, where he gives a huge speed boost. Finally, Cranky’s expertise comes in helping DK avoid taking damage from spikes with a move that makes him look like Scrooge McDuck in Capcom’s Ducktales games as he hop alongs on his cane. While you may come to rely on a favorite (mine was Dixie), in order to find all the game’s secrets, you’ll need to learn how best to all utilize their unique skillsets and switch between them when necessary.

What’s more, the variety between stages is astounding. Not content to simply offer traditional mine-cart levels, Tropical Freeze instead includes mine-cart rides that take you through a sawmill and see you racing against runaway buzzsaws. Underwater levels don’t just have you swimming in a lagoon; they have you searching for treasure to find the key to unlock the exit. This diversity continues into the “regular” levels, which see DK running through a burning savannah, leaping through a spiraling tornado, and riding a hot-air balloon through the clouds. I honestly never wanted to put my controller down just because I wanted to see what wacky situation I’d be thrown into next.

There’s also one thing I never really expected from Tropical Freeze, but I got it in spades: replayability. If you blow through the main adventure, the game’s about 12 to 15 hours long, but there’s easily enough content here for three times that. Not only do all levels include collecting all the K-O-N-G letters and five to nine puzzle pieces to unlock some awesome concept art, but they also offer time trials to unlock medals. The time-trial videos can be uploaded to a worldwide leaderboard, or you can download other players’ runs to see how they were able to get Gold in a particular level and make their speed-run tricks your own. This process is so seamless, in fact, that I hope more Nintendo games start using it. On top of all this, some stages have multiple exits to unlock branching paths, and it wouldn’t be a true Donkey Kong Country game if there weren’t some hidden worlds.

Despite my gushing, I’ve got a couple of minor gripes with Tropical Freeze. The chaos that is co-op makes playing this mode almost worthless unless you and your partner are perfectly in sync. So, even though the option’s there, this game shines most when played solo. I also wish we would’ve seen more of Donkey Kong’s animal buddies from the SNES days. The returning water levels especially screamed for Enguarde the Swordfish to return, even with the Kongs now able to defend themselves underwater.

Donkey Kong Country: Tropical Freeze is, otherwise, an absolute blast to play. With stunning audio and visuals, combined with gameplay depth and variety, Tropical Freeze has easily cemented itself as one of the best platformers I’ve ever played.

Developer: Retro Studios • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 02.21.14
9.5
One of the best platformers I’ve ever played, Tropical Freeze finds a way to build on the successful foundation of Donkey Kong Country Returns in new and wonderful ways.
The Good New and creative challenges throughout keep gameplay fresh.
The Bad Co-op leaves something to be desired.
The Ugly Thinking of what could have happened to Enguarde, Expresso, and the rest of DK’s SNES buddies.
Donkey Kong Country: Tropical Freeze is a Wii U exclusive, and was reviewed using a retail copy provided by Nintendo. 

A line of action figures and Minimates based off EA and PopCap’s upcoming Plants vs. Zombies: Garden Warfare are in the works,Diamond Select Toys announced.

Their official unveiling is expected to come at the annual Toy Fair in New York City this coming Sunday.

The first series of Minimates features two zombies versus two plants: All-Star Zombie and Engineer Zombie facing off against Cactus and Pea Shooter. As a bonus, an extra plant, Marigold, is included as well. Each Minimate stands two-inches tall, features 14 points of articulation, and sports various interchangeable parts and accessories. The box set is suggested to retail for $19.99.

The first assortment of action figures comes in four sets of pairs. Each pair contains a zombie and a corresponding plant to do battle with. The figures stand five-inches tall and features multiple points of articulation. Sets include Scientist Zombie (equipped with Healing Station) coupled with Gatling Pea Shooter (equipped with Chili Bean), Soldier Zombie (equipped with Commando Head) bundled with Ghillie Cactus (equipped with Potato Mine), Engineer Zombie (equipped with Turret) paired with Chomper (equipped with Spike Weed), and All-Star Zombie (equipped with Imp Bomb) combined with Dark Sunflower (equipped with Marigold). Each pair is set to sell for $24.99 each.

Plants vs. Zombies: Garden Warfare is set to hit Xbox 360 and Xbox One on February 25, 2014. These action figures are not likely to be available, however, until sometime this summer.

A not-so-Super Saiyan

I was never really big into anime, but like most every other guy back in my day, there was about a two-to-three year period where Dragon Ball Z was near the top of my list of must-see TV shows. Unlike some other obsessions in my life, my Dragon Ball Z love affair was short-lived,  mostly because there really hasn’t been anything new with the series since those days.

Even the DBZ videogames that have been released over the years simply rehashed the same story over and over again. It’s gotten to a point where it’s hard for me to get excited anymore because I know that nothing content-wise has changed. All we’ll see is maybe better graphics or some new gameplay mechanics as we take on Frieza, Cell, and Majin Buu for the billionth time.

But Dragon Ball Z: Battle of Z was supposed to be different. It was coming after last year’s release of Dragon Ball Z: Battle of Gods, a film that Battle of Z was supposed to incorporate elements from, and the first new DBZ movie in years. Battle of Z also channels the look and gameplay of Dragon Ball: Zenkai Battle Royale, a DBZ arcade game, so this could surely breathe some freshness in the series for those who only play on consoles.

I’m afraid, however, that my high hopes didn’t pan out. As is normally the case, not enough has changed, and some of the new mechanics do more harm than good.

The new customization features are a perfect example. Not only can you change the color of your favorite DBZ characters’ outfits, but as you beat missions in the story mode, you earn points and special boost cards. These cards can increase your melee strength, HP, Ki blast power, speed, and more. The points can also be spent to also buy more cards if needed.

It starts off as an intriguing way to see whether you can truly make Goku “over 9,000” in terms of power level as you see the direct benefits of what a “+35 melee” card or the like, but by the time you get halfway through the Cell Saga, you’re trying to grind for new cards or points to buy better ones than what you’re given to overcome some really brutal battles.

The worst part about the card system, though, is that it’s random. You may want a melee boost, but you might only collect Speed and HP boosts. Plus, each character can only equip so many cards at a time, so you could have a flood of cards you don’t need as you slowly try to collect the point to buy the card you want or hope you get lucky. It’s an interesting take on leveling up characters and implementing new RPG-like elements into a fighter, but the randomness becomes a grind that gives little to no reward.

Besides this abominable leveling system, the game also fails to deliver enough content revolving around Battle of Gods. The first new movie in over a decade for DBZ gets a single mission in the game. With 60 missions in the single-player mode overall, that’s a pathetically small offering, especially when you make players grind through multiple missions based around the same handful of storylines we’ve been playing through for decades now. At the very least, beating it does unlock Goku’s Saiyan God form as well as two new characters from the movie, Whis and Beerus. But it’s not enough.

Not everything is a disaster, though. From a gameplay perspective, Battle of Z does a fine job of representing its arcade brethren—and the anime itself—on consoles with over a dozen huge arenas and battles that usually are massive in scope. You can also take up to three AI allies into every battle, even if they’re clones of the player character. This leads to some epic re-creations, since the Z Fighters (Goku and his friends) can take on the entire Ginyu Force in one mission. It also opens up some interesting “What If?”-style missions in the single-player mode, like having a bunch of Super Saiyans taking on all four forms of Frieza at the same time. The friendly AI could use some work, and the camera can go a bit wonky when the action gets particularly hectic, but otherwise, the combat’s definitely not the weakest part of this fighter.

When you boil everything down, this still isn’t the Dragon Ball Z game fans want. The single-player mode offers almost nothing we haven’t seen before, and it can’t even be bothered to give us any cutscenes from the anime to tie all the missions—or at least the Sagas—together. A few interesting co-op and team-battle modes on top of the story can make for some online havoc, but it’s still not enough to warrant a Battle of Z purchase by anyone but the most obsessive of DBZ fans.

Developer: Artdink • Publisher: Namco Bandai • ESRB: T – Teen • Release Date: 01.28.14
6.0
Battle of Z had a lot of potential, but like so many DBZ games before it, it fails to capture the opportunity. The unnecessary amount of grinding required to progress through a story we’ve seen a dozen times before overshadows the decent combat.
The Good First DBZ game outside Japan with Goku’s God form, Beerus, and Whis.
The Bad Horrendous camera; customization system makes grinding more bothersome than normal.
The Ugly Remembering why I stopped caring about Dragon Ball Z in the first place.
Dragon Ball Z: Battle of Z is available on Xbox 360, PS3, and PS Vita. Primary version reviewed was a retail copy provided by Namco Bandai for the Xbox 360. .