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Harsh winter, harsher reality

In America, we often glorify our own involvement in World War II. But it’s easy to forget about our alliesespecially the Soviets, who we’d subsequently spend much of the rest of the 20th century villainizing after the war. If Stalin and his men hadn’t forced the Nazis into a prolonged war on three fronts that bled Hitler’s boys dry, though, we might be living in a very different world indeed.

It’s easy to look back on a conflict that saw the loss of so manyand went on for so long—as a mere collection of dates and names of battles. It’s safer to just look at statistics (like the estimated 60 to 80 million deaths worldwide) and detach yourself from the thought of so much human suffering.

And that’s a major reason why Company of Heroes 2 is so fascinating. Not only does it highlight the war fought along the Eastern Front from 1941-1945, but the single-player campaign tells this underappreciated tale through the eyes of (fictional) lieutenant Lev Abramovich Isakovichand how he copes, years later, with the questionable tactics the Reds often used for “the sake of the greater good” as he’s interrogated by a former superior officer.

The campaign weaves its way through the greatest battles along the Eastern Front, from the very beginning with Operation Barbarossa, through to the bloody Battle of Stalingrad,  continuing to where the Soviets started turning the tables with Operation Iskra (as well as plenty of events around and in between these key moments), and forward right up until the end of the war. Each battle offers a specific set of mission-completion parameters that push your own strategic merits to the limit—and show off what Relic’s new Essence Engine 3.0 can do from a visual perspective.

Some of these visuals effects include the all-important, brand-new weather system that simulates blizzard conditions. The idea of “General Winter” is one that’s protected the Russians for generations, and to see it in full force in Company of Heroes 2 is a new wrinkle that shouldn’t be taken lightly; soldiers who stray from shelter or the warmth of a campfire for too long will start to suffer from hypothermia. There’s no worse feeling in Company of Heroes 2 than watching your soldiers drop, one by one, as they march across the frozen Soviet wasteland, leaving dead bodies in their wake like breadcrumbs. You’re struggling to search for salvation before you’ve even fired your first bullet.

The flipside, of course, is that General Winter can also create new terrain by freezing lakes and rivers. This allows clever players to send an enemy tank that’s decided to take a shortcut over thin ice to a watery grave or cut off a combatant’s retreat or advance with some well-placed mortar fire that shatters the ice.

But aside from this added wintery nuance and a tweaked line-of-sight system that requires your forces to actually be able to see something directly in order to remove the fog of war, there’s very little new here for returning players. That’s not to say that fans will be disappointed—far from it—but if you’re looking for extreme innovation, you might be disappointed.

But as much as Company of Heroes pros might be able to jump right in and get a relatively quick grasp on the situation, newcomers might be as lost as a hapless German soldier trapped behind enemy lines in the Russian winter. The campaign tutorials do little to explore the full upgrade branches of many troops; they limit players to abilities that would fit the situation. This provides a sense of realism rarely seen in an RTS, but it also makes it difficult to learn just what your units can do when certain abilities are suddenly missing for reasons that aren’t adequately explained.

When you get to the multiplayer aspects of Company of Heroes 2, the game is like most any other RTS title. You set up your base, acquire resources, upgrade troops, and attempt to annihilate the enemy from the map or capture certain objectives. Here, RTS vets will find a polished experience that provides a plethora of options to keep the experience fresh; you can set a variety of in-game parameters, such as the all-important weather scenario or computer-controlled AI options. But those coming here from the campaign will be in for a shock; the multiplayer pacing is drastically faster, and the first few matches might give players a rude awakening.

Company of Heroes 2 serves as a shining example of what the best developers can achieve in the RTS genre. The compelling characters and situations seen in single-player and the bountiful array of multiplayer options combine for a winning combination—like borscht and vodka.

Developer: Relic Entertainment • Publisher: Sega • ESRB: M – Mature • Release Date: 06.25.13
8.5

While there’s little new here to differentiate between titles besides the change of scenery to WWII’s Eastern Front, Relic once again delivers a premiere RTS experience.

The Good Expansive single-player campaign that does real-life events justice while featuring a bevy of multiplayer options.
The Bad Not for newcomers—and nothing new for veterans.
The Ugly General Winter’s icy grasp.
Company of Heroes 2 is a PC exclusive. 

Everyone loves speculating about where the Assassin’s Creed franchise will go next. And there are always rumors swirling around ranging from Ancient Egypt to Feudal Japan. In order to try to get ahead of the next wave of rumors, we here at EGM decided to help out the guys at Ubisoft and pitch some of our own ideas about where the franchise should head after Edward and the Caribbean.

Scenario #1:
1990s Seattle – Kurt Cobain and Nirvana’s rise to fame has been fueled by the Templars–and it is your job to put an end to it!

Creative Director, Jean Guesdon: Attractiveness…an eight out of ten. Viability…a two.

Mission Director, Ashraf Ismail: Wow. Do you have to make a deal with Courtney Love? Interesting idea. [Laughs]

Lead Writer, Darby McDevitt: Oooh, I don’t think Kurt could be a templar.  He’d probably not be an assassin though, either cause he was pretty pacifist.

Scenario #2:
1920s-30s US – The Assassins kidnap the Lindbergh baby because Charles Lindbergh is a high-ranking Templar.

Guesdon: No. But this is a good way of thinking, because you’re taking a cool event that we can add a lot more layers to.

Ismail: I can just imagine if we actually do it and we get sued. [Laughs]

McDevitt: Eh, yeah, I could see that.

Scenario #3:
1930s Pacific Ocean – Amelia Earhart is an Assassin who fakes her disappearance in order to disguise an upcoming attack against the Templars.

Guesdon: Could be cool. And it could be the biggest open world we could have, right? Flying all over the planet. But, we just introduced ships. Now we have to introduce planes.

Ismail: Alright, that’s kind of cool actually, that’s not bad.

McDevitt: Yeah, we can do that. Maybe like a jazz age, F. Scott Fitzgerald and all those guys.  Yeah, do like 1920-1935 or right before the war.  And maybe the game ends with the start of WWII.  And everyone’s like, ‘ah, we failed to prevent the tragedy.’  So, instead of the WWII assassins that everyone wants, we actually stop right when WWII begins and invert the story telling.

 

If you’d like to see more interesting tidbits from the guys behind the Assassin’s Creed franchise and Assassin’s Creed IV: Black Flag specifically, be sure to pick up the print issue of EGM 260, out on newsstands everywhere now! (And if you want to see what else is in the issue, head over here for a more comprehensive rundown.)

Dr. Doomed from the start

Right next to having superpowers of their own and fighting alongside their favorite characters, the next best thing for most comic-book fans would be actually assuming the role of their most beloved superheroes. Personally, I’d probably like to be one of the X-Men. Wolverine, Iceman, or Colossus, if possible—I’m not picky.

The guys and gals at Gazillion Entertainment zero in on this concept with their free-to-play PC game, Marvel Heroes. Driven by Diablo-style action-RPG mechanics, the game sees players starting off by choosing one of five heroes who most comic fans would consider B-list: Hawkeye, Storm, Scarlet Witch, Daredevil, and the Thing. By beating the game—or spending some cold, hard cash—you can unlock other heroes or purchase a variety of costumes for these characters.

Unfortunately, if you’re like me and get tempted into picking up the ’90s X-Men cartoon version of Cyclops or Wolverine after a few story chapters, you’ll soon realize that the starter characters represent core classes—and no matter what hero you choose, the powersets are basically the same, just with different animations.

Considering the differences between the heroes in the Marvel universe, this was frustrating as a fan. After all, I was willing to shell out the cash—only to find out there’s no need beyond cosmetic preferences. To add insult to injury, each purchased character starts at level 1, so if you want to immediately use them, the game recommends that you start the entire adventure over again, no matter what point you’re currently at.

A couple of saving graces here, however, are the story and comic-book-still cutscenes. Written by Marvel super-scribe Brian Michael Bendis, the tale incorporates some of Marvel’s most famous story arcs from all their major comic lines into one tidy package. The basics, though, boil down to this: Dr. Doom has a Cosmic Cube, and he feels like messing with reality, because that’s what megalomaniacal bad guys do. I’ve also got to compliment the top-notch voice acting in the cutscenes, including instantly recognizable pros like Nolan North as Deadpool, Steve Blum as Wolverine, and Keith David as Nick Fury.

After choosing your characters, it’s time to actually play the game. And by the time I got a third of the way through the campaign, I’d already grown bored. Instead of offering any kind of variety or difficulty, the game simply threw more and more enemies at me—or gave them an insane amount of health—in the hopes of slowing me down. But it’s not like I was actually doing anything. I played as Hawkeye for most of the game after wasting my money, so all I had to do was get a decent distance away, hold the Shift key in order to ground my hero, and then hold another button to attack. Sometimes two. If I played as the Hulk or Thing, the only thing that changed was my distance relative to the target. The enemy spawn times are also horribly balanced, and I’d regularly clear an area of Hand ninjas or HYDRA goons, only to have them reappear nanoseconds later.

One decent aspect of the gameplay, however, comes in the dungeons. If you turn on auto-grouping, you can enter any dungeon without the fear of being completely overwhelmed. Unlike a lot of other MMOs, when you enter a dungeon around the same time as other players, you can be automatically placed on a team with them. Of course, this can lead to the confusing dilemma of having six Hawkeyes on the same team (which happened to me a lot) and getting your particular avatar lost in the chaos, but if you’re a more introverted gamer, you don’t have to worry about pulling up an awkward chat window, begging for assistance, and dealing with complete strangers.

Normally, this is about where I’d wrap up my review, but I’d be remiss if I didn’t talk about the most disappointing aspect of my time playing Marvel Heroes: the technical side. I purposely waited as long as I did to put up my review because I was waiting to see how the game performed after some patches. While the game has seen several small patches and one major fix in the two weeks since the game went live, I’m still experiencing many gameplay-balance problems, as well as numerous technical issues.

Every 20 to 30 minutes, my game crashes or freezes for no apparent reason, and while I’ve reported this error on the technical forums, it remains unfixed after performing the recommended actions from the support staff. I’ve made sure my drivers are up to date, I’ve uninstalled and reinstalled the game launcher, and I’ve even turned down the specs to the lowest possible setting (my PC isn’t the highest-end gaming rig, but it should handle the minimum requirements no problem).

This left the support staff confounded—and me increasingly frustrated. So, I want to warn people before they play Marvel Heroes: In my experience, it just doesn’t work as well as it should. And after perusing the forums, I found that the error I encountered is actually pretty common. Then again, you get what you pay for—and the core of the game is free, after all.

So, if the game works for you perfectly, that’s great, but at the end of the day, fewer crashes still won’t make Marvel Heroes the most worthwhile of experiences unless you fall in love with its price tag.

Developer: Gazillion Entertainment • Publisher: Gazillion Entertainment • ESRB: N/A • Release Date: 06.04.13
4.0
While Marvel Heroes does some nice things, the Marvel license isn’t enough to cover up glaring technical and design flaws. As much as I wanted to like this game, I can’t recommend something that is, at its core, broken. In the end, you get what you pay for (or less, if you actually invested in this).
The Good Story that expertly reimagines some of Marvel’s greatest moments.
The Bad Constant crashing and glitches; uninspired gameplay.
The Ugly Expecting to get something for nothing—and then being surprised when what you get just isn’t that good.
Marvel Heroes is a PC exclusive. 

Next-gen haystacks look awesome

Before E3 officially got underway, a select few of us in the game-journalism community were able to go behind closed doors and get a peek at Assassin’s Creed IV: Black Flag. Not only did we get a taste of what our colleagues in the industry would see during the show, but we also saw exclusive content that won’t be available on the floor or shown during any of the E3 press briefings. For those of you keeping track, the demonstration featured a PS4 build of the game.

We’ve been told since the game was announced several months ago that, more than ever before, players will be given a variety of choices in Assassin’s Creed IV. An emphasis on stealth will return, but it won’t be forced down players’ throats if they prefer a more forward approach. Each mark has a multitude of ways they can be eliminated, and the open seas will be chock-full of uncharted beaches and islands—and exploration is up to the player.

In our demo, we finally got to see these ideas implemented in actual gameplay and into mission types we’ve come to expect from Assassin’s Creed. The first mission we saw was a sidequest from the always-friendly carrier pigeons, who never know that each flight they make promises the death of a Templar when their messages are read. In this mission, Edward needed to eliminate twin Templar brothers operating on the island of Grand Cayman.

Before we get any further, let me just talk about how stunning the game looked. This first section in Grand Cayman was a small fishing village that gave a great sense of how the foliage and water will look in-game. The water was so blue and crystal clear that you’d think it stepped right out of a travel brochure; the trees were also far smoother and more varied than in Assassin’s Creed III and were adorned with brightly colored fruit, with each branch moving independently of its brethren. This level of detail continued throughout our demo: Ever-present haystacks, underbrush players can even duck into, and the buildings of Havana’s unique colonial architecture came to life with spectacular visuals.

Anyway, back to the task at hand. After working his way through the small fishing village, Edward came upon the twins, who he marked with his Eagle Vision. One was sitting at a bar, the other bartering with a local salesman. Edward approached the bar, and quietly stabbed the first brother with his hidden blade, and let his carcass slump unceremoniously to the floor. The second brother had noticed and a chase familiar to previous games had begun.

It was here that we began to see some of the new gameplay implementations of Assassin’s Creed IV. The first was free-aiming with your guns. Instead of automatically locking on with his flintlock pistol, a traditional aiming reticule came on the screen and Edward unceremoniously missed, the shot sailing past the still surviving twin’s right leg, as our demo player promised us it would be alright.

Continuing the chase, the twin made it to the docks where his ship was held and he promptly began trying to make his escape. Unluckily for the twin, Edward’s ship, the Jackdaw, was parked right next to him and suddenly this chase through a crowded market turned into a chase on the high seas as we boarded our ship with a rousing “huzzah!” from the crew.

This led to our first naval battle in the demo. The first new addition that caught my eye is that enemy ships now have lifebars above them, giving you a much better sense of how much damage you’ve done to a ship. It’s also a necessary indicator for what came next. After substantially weakening the fleeing twin’s ship with familiar buckshot from the Jackdaw’s cannons, the demo gave us the option to pull up close to it in order to board it. Grappling hooks launches from the hands of our crew and pulled the crippled vessel towards the Jackdaw. It was pointed out that we could have just sunk the ship and still completed the mission, but this would also be our first chance to see the benefits of boarding ships when prompted.

In typical Assassin fashion, Edward dispatched much of the crew and the final twin to complete the mission. But we still had this ship drifting, now captainless, across the Caribbean Sea. It was here the game offered us an interesting array of rewards for successfully boarding and dispatching the crew. We could cannibalize the ship to help fix the Jackdaw, recruit the crew of the ship to add to the Jackdaw’s, or promote a crew member to captain the ship and send it off to be part of Edward’s private fleet. The demo driver chose this final option and we were introduced to a new mechanic in the form of “Kenway’s Fleet”.

Similar to how in Assassin’s Creed III: Liberation you had a ship to trade goods for throughout the Caribbean and Gulf of Mexico, in Black Flag Edward can build up his own personal fleet to harass unsuspecting vessels. There won’t be any loss of goods here, however. If your fleet should find success on their own individual adventures, all the bounty will find its way to Edward’s pockets.

We were then introduced to one of the ways to command the Fleet and that was through a new, free Assassin’s Creed IV companion app for iPad and Android devices. Not only would this app serve as a way to command our fleet, but it could serve as a permanent world map that you could use to set waypoints live in game with. This is to help keep the action constantly moving so you don’t have to hit the pause button as much. In that same vein, the Animus entries for real world locations, people, and items you may come across on your adventure can also be read through the app, whether you are playing or not. No better way to destroy pacing than reading a few thousand words on game lore, so why not do it when not playing the game?

The next instance of gameplay we saw was one of those uncharted locations I mentioned earlier. A shipwreck caught our eye, washed up against a small sand dune. After jumping off the ship and exploring a little, we came across a recently deceased pirate being gnawed on by a bushel of crabs. After searching his body, we found a treasure map that pointed us to a Spanish controlled island. After sailing through a randomly generated storm, we reached the island and we had the options again of running in and hoping our fighting skills were up to the challenge, or going a stealthier route.

Looking to show off the stealth mechanics, our demo driver took us up a longer, but quieter path along the side of the island, where we only had to dispatch a single soldier before coming across a scene where two unfortunate souls had been a little less stealthy and were caught by some of the Spanish soldiers.

In this scene, we got another taste of the improved HUD, as soldiers now had big white circles above their heads to indicate if they had seen us or not. With a quick whistle, we got the soldiers to come investigate an area where we wouldn’t be anymore by the time they got there, and their circles had turned yellow.  Then we engaged them in combat, where we saw the circles turn red, and we ran them through to rescue the slaves and offer them jobs upon the Jackdaw. We then dug up the buried treasure, synchronized a nearby viewpoint as it was explained they now serve as fast travel points due to the massive size of Black Flag’s world, and headed back to the Jackdaw.

Where most folks at E3 would see this as the end of their demo, we had the chance to continue onward and we’d have been fools to not agree to press on. So, after boarding the Jackdaw again, we came across a heavily defended fort. In order to quell some of the enemy naval activity in the area, we began bombarding the fort’s walls with cannon fire, and sailed out of harm’s way expertly by the demo driver.

After toppling over all six of the forts main towers and walls, Edward and his crew leapt from the Jackdaw and stormed the fort. Once inside, again there were multiple pathways for Edward to take as he began his search to kill the fort’s Governor. Some had more enemies, while others required more free-running sequences, but either way, once you struck down the Governor, the fort belonged to Edward.

Forts aren’t just important for bringing enemy influence down either. We were told a contingent of crew is left behind so that if you are ever in trouble, you can lure enemy ships near your fort and the fort will pummel the enemy ships with cannon fire as well, giving you a permanent ally out on the ocean.

The final bit of gameplay we saw took place in Havana. If anyone had worried that the team behind AC IV would focus too much on the water aspects of the game, you don’t need to worry anymore. Seeing Havana actually triggered flashbacks in my mind to AC II and the team admitted Florence was a heavy influence when it came to its layout and design. Running along rooftops and stealth assassinating posted sentries never looked as good. And the city is absolutely a sprawling urban area full of the life and detail you would expect from any Assassin’s Creed city.

But we were here with a purpose. A local trader had gotten too big for his britches and he needed to be put down. He had grown paranoid, however, and had soldiers stationed around his villa at all times. Here more so than any other gameplay segment we saw was where many options were laid out before us. We could sneak in and do the dirty deed up close and personal in the shadows. Wait until he approached a powder keg just asking to be blown up and fire a bullet at it. Use our berserker blowdarts and have one of his precious bodyguards do the deed for us. Or run in swinging our swords like a madman and hope for the best. I voted for the powder keg option, and that’s what we did. I like explosions.

In order to escape our loud assassination however, we saw a bit more of Edward in direct combat. Much like Connor with his Tomahawk, Edward is an expert with his dual cutlasses and he would often use them both to really drive the point home on his foes, slicing open necks, stabbing both of them through a ribcage, or a flurry of seemingly mad slashes that would cut foes into ribbons.

Even though our demo was only 40-minutes long, we got a sense of the countless acts Edward could do to help the Assassin’s cause as well as forward his own standing in the world. The options given to us cater to gamers of all kinds and the fact that no one style trumps any other will help Assassin’s Creed IV: Black Flag possibly resonate with fans and newcomers to the series alike. And the sheer scope of the Caribbean Sea looks to hopefully assure gamers that this is the model of what a pirate game should be from here on out.

All four one

Nowadays, it seems that whenever a developer wants to make a shooter, they have to include four-player co-op. Some franchises simply make controllable clones that fade away whenever a cutscene or button-prompt event triggers. The better ones, like Borderlands or Gears of War, actually try to create unique individuals for each player. But rarely does the core experience ever deviate, whether playing alone or with friends.

With Fuse, Insomniac Games wanted to mix things up. Instead of giving us the same streamlined co-op experience in a shooter, the Resistance developer wanted to add elements that promoted co-op play as much as possible.

Fuse begins when a covert, four-person team working for an off-the-grid mercenary contractor named Overstrike takes on an assignment to destroy items left behind in a compromised military installation. These four agents quickly meet resistance from a rival gun-for-hire organization called Raven, which has been tasked with extracting the items. Only by tapping into some of the experimental weapons found at the bunker—powered by an alien substance called “Fuse”—can the Overstrike team hope to escape the now-botched operation with their lives.

Fuse’s story is as generic as they come. You’re given four characters who you learn about over the course of the game—but not enough to actually care about beyond the fact that if they die, your mission ends and you need to restart from the nearest checkpoint.

In fact, if you asked the three of us in the EGM office who played Fuse what the character names were, maybe through a combined effort, we could come up with all of them. Whenever we tried to use the actual character names, we just ended up confusing each other, especially with gender-neutral Izzy. It just became easier to call the protagonists “Shield Guy,” “Crossbow Guy,” “Stealth Girl,” and “Healer Girl,” because they were more defined by their weapons than the paltry character development Insomniac attempted here. Couple the forgettable characters with your standard “save the world” story, and Fuse won’t be winning any awards for its script, that’s for sure.

But where the story falters, the gameplay comes through. The best way to describe Fuse’s action is that it’s like a third-person bullet hell. Every weaponized projectile you can think of is constantly flung at your characters, filling the screen at times and making teamwork and cover a must—especially against the bullet-sponge bosses. This frantic, panicked pace gives the action an addictive quality I haven’t experienced in quite a while.

This gameplay doesn’t just permeate the campaign either. In order to wedge in some replayability and give you an alternate way to reach the game’s level cap, a Horde-like mode called Echelon is featured. Twelve waves of the campaign’s hardest enemies will come after you and your squad as you attempt to accomplish a variety of random objectives. It’s not exactly something we haven’t seen before, but the Fuse flare for fast paced action and the objective randomization is a nice touch.

The unique weapons Insomniac has crafted­–continuing to hone what many have called their forte for quite some time now—also complement the action. Dalton’s shield isn’t just a defensive barrier for the team, but it can also give boosts to friendly fire, and the shield can dissolve enemies if they get too close to it. Jacob’s crossbow can act like a sniper rifle, but should your shots miss or not kill, they can be strung together to envelop nearby enemies in liquid fire. Izzy has a special healing grenade that she can toss around the battlefield, and her assault rifle can encase enemies in crystal, stopping them in their tracks. Finally, Maya can create miniature black holes with her rifle and turn invisible to perform stealth kills. When you start finding ways to combine these powers, not only is it more effective at wiping away your enemies, but you also gather more experience.

Aside from the story, there’s one other huge flaw here: The action comes at one speed—no matter how many AI characters you have. This turns a 7-to-8-hour experience with friends into a 15-to-20 hour grind by yourself. It’s not that the AI is bad; it’s just that their priorities aren’t properly balanced. The AI is great at getting you back on your feet if you go down, but if you’re facing a room full of tough enemies or one of those bullet-sponge bosses, the fights become drawn-out and tiresome, as the AI will barely pull the trigger. Sure, you can bounce from character to character with just a press of a couple of buttons—but you’ll still only have one gun firing at the bad guys and actually hitting them, which seems like a torturous way to make you want to play with your friends.

Fuse has a fantastic foundation. The game looks and sounds great, while the RPG systems and frantic, arcade-like gameplay mechanics really pull you into the experience when playing with buddies. But I know how hard it is to get a crew of guys together to do most anything nowadays—never mind play games. Keeping that and the lackluster story in mind, Fuse makes a strong showing but falls short of being an elite shooter.

Developer: Insomniac Games • Publisher: EA • ESRB: M – Mature • Release Date: 05.28.13
7.5
It’s a technically solid game, but Fuse lacks a soul; the story and character development are bland beyond belief. The gameplay is a saving grace, though, and the experience can get quite addictive when working with a few friends—but it can also become a tiresome grind when playing solo.
The Good Fun action sequences and one of the best four-player co-op games available.
The Bad Poor story and character development; not as well-balanced for single-player romps.
The Ugly Arguing with friends over who takes control of which character.
FUSE is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360.

For the banana horde!

I grew up in the gaming era where, when you mentioned the name “Donkey Kong,” most folks didn’t think of rolling barrels down girders or Mario trying to save a damsel in a cage. No, we thought of Donkey Kong rocking out with his buddy Diddy, lounging around in the jungle, protecting his precious bananas from a bunch of fruit-deprived reptiles. While some around the office still swear by the arcade original, Donkey Kong Country is how many of us more fondly think of the big ape.

After Donkey Kong Country’s initial yearly success on the SNES (yes, the first three games came out in back-to-back-to-back years), the series had difficulty adjusting to the N64. And when DK finally made the jump in 1999, it was a mistake that still haunts many of us—particularly that awful “DK Rap.” (Which is, also, oddly beloved by certain individuals in the EGM offices.) Because of this shame, Nintendo relegated DK to the shadows for over a decade.

Thankfully, Nintendo franchise-saviors Retro stepped in to save the day. After their success with Metroid Prime, they were approached by Shigeru Miyamoto himself and asked to bring back DK. Retro obliged, dropping the hip-hop and returning the super-strong simian back to his platforming roots with Donkey Kong Country Returns, which released in 2010. Even Diddy came back—with a bit of a rocket-pack upgrade—along with the rest of the core gang: Cranky Kong, Rambi the Rhino, and Squawks the Parrot. Retro had done it again.

But now the bad news: Clearly, Nintendo feels that since Donkey Country Returns was such a huge success on the Wii, they can just cash in again by slapping some 3D on Retro’s gorgeous visuals and making the game portable.

It’s at this point of the review where, as EGM’s resident curmudgeon, I’ll try to channel my inner Cranky Kong. Just call me Cranky Carsillo. Sure, the core of the original remains intact, and, yes, this could possibly reach a new audience who didn’t play the original Wii version, but there’s absolutely no need for this game. Their big selling point this go-round? An Easy mode.

Back in my day, gamers didn’t need an Easy mode in our platformers—we simply learned the levels and got better. If you didn’t, you sucked and never got your 15-second ending and credit roll and lived with it, in shame. I’m sick and tired of Nintendo not only porting games over to their portable platform in a desperate attempt to produce titles, but then catering to people because the experiences are “too hard,” coddling a generation of soft gamers.

Sure, Donkey Kong Returns 3D features a handful of new stages, but the game doesn’t offer enough new content for those who played Retro’s offering in 2010 to come back to DK’s isle a second time—especially if you found the plethora of collectibles once already.

Essentially, developer Monster Games just slapped on a coat of 3D paint in order to hide the lack of new features. Donkey Kong Country Returns was a 2.5D platformer; this 3D look does very little for the overall visual experience because of the tricks of the eye Retro already tried the first time around. And don’t forget: We were lucky to get that extra half-dimension when I was a kid, and we were grateful for it! We would’ve walked barefoot in the snow for miles, uphill, for a full 3D experience back then.

OK, time to take off my cranky pants. At the end of the day, I’ll admit the great gameplay that made the first game such a hit returns here. It’s a throwback of a platformer if you play it the way it’s meant to be played—and if, for some reason, you missed Retro’s 2010 offering, this is a nice way to catch up. But if you played the original version a couple of years ago, there’s very little here to make it worth picking up again.

Developer: Monster Games • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 05.24.13
7.0

The meager number of additions here—including the useless 3D gimmick—aren’t enough to make this worth picking up if you played Donkey Kong Country Returns the first time around on the Wii in 2010. If it’s your first time, though, and you’re still curious about checking out Donkey Kong’s latest adventure, this is a solid port.

The Good The platforming excellence from the 2010 release remains intact.
The Bad The 3D does little to enhance the experience.
The Ugly Simpler game modes remind me how easy kids have it these days.
Donkey Kong Country Returns 3D is a Nintendo 3DS exclusive. 

Only McCarthy would disapprove

EDITOR’S NOTE: THIS REVIEW CONTAINS SPOILERS FOR METRO 2033. IF YOU HAVE NOT PLAYED METRO 2033, YOU MAY WISH TO TURN BACK. CONSIDER YOURSELF WARNED.

Three years ago, THQ released a first-person shooter called Metro 2033 to little fanfare. Based on a self-published book of the same name, the game found a niche among those looking for more than the standard military-shooter experience. Players embraced a rich, enthralling story—even if the gameplay itself was flawed and ultimately detracted from the experience.

Back in the present day, that cult status has given 2033’s sequel, Metro: Last Light, a groundswell of buzz. Looking to deliver an even more in-depth experience and to fix the technical problems of the past, developer 4A Games has overcome mid-process publisher problems to deliver a game that picks up on Artyom’s story two years after his initial adventure in post-apocalyptic Moscow. Yes, fans of the novels, I said “Artyom.” Instead of following the storyline of the books—which would carry us right into Metro 2034 and follow Artyom’s friend, Hunter, Metro series author Dmitry Glukhovsky penned an entirely original script that continues Artyom’s tale.

Since Metro 2033 featured multiple endings—one where Artyom destroyed the Dark Ones, (humanoid creatures with charcoal skin and telepathic abilities), and one where he spared them—Glukhovsky and 4A Games looked at gamer tendencies to see how they would proceed. An overwhelming majority of gamers chose to destroy the Dark Ones, so Last Light considers that ending the canonical one.

Artyom’s been plagued with nightmares since the end of the first game, even though many laud him as the hero who saved the Moscow Metro from the insidious Dark Ones. But Artyom knows the truth: He made a terrible mistake when he launched those missiles from the local TV tower. Redemption may be near for Artyom, though, as his good friend and adviser, Khan, says he’s spotted a young Dark One that survived the blast near the Botanical Gardens. If Artyom can save this child, he hopes that he can still save what’s left of his scarred soul. Unfortunately for him, the other factions within the Metro have plans for Artyom—and this young Dark One as well.

As one of those fans of the first Metro, I was blown away by how far Last Light has come compared to its predecessor. If you thought the narrative was intriguing before, now it’s downright intoxicating. The game’s pacing and levels are broken up like chapters of a book—a clear indication of Glukhovsky’s involvement—each introduced by Artyom’s narration, which allows for both simple character development as well as a streamlined setup for the action. And if you want more of Artyom’s inner voice brought to the forefront, the game includes 43 collectible journal entries that flesh out the longer sequences and Artyom’s thinking.

The story’s constantly moving forward, which helps the pacing and narrative tremendously. The game offers few optional missions, and the ones that are included are well hidden within the context of the happenings around you; this way, even if you miss them, you probably won’t realize it.

When you combine how the plot unfolds with the brilliantly designed world of the Metro, you have one of the most immersive, atmospheric experiences you’re likely to get on consoles. I wish some survival-horror games would take a page out of Metro: Last Light’s book when it comes to building tension and atmospheric presence; I couldn’t put my controller down, as I got sucked into Artyom’s sad existence. Yet I was still in awe and aware of Artyom’s insignificance compared to the sprawling mass of Metro tunnels or to the ruins of Moscow’s mightiest monuments on those rare sojourns to the surface, which only sucked me further down the rabbit hole.

The improved graphics definitely help here; many of the creatures, people, weapons, and locations have an intense amount of detail, often so minute that you can actually count how many expended shells are in your six-shooter or watch as the flame of a broken lantern slowly engulfs dried-up cardboard boxes or furniture.

Not all of the creatures are as frightening as the developers intended, however. The Demons and Watchmen from the first game look better than ever, but new monsters that lurk in the water—or are sequence-specific—look like they belong more on a Ray Harryhausen stop-motion stage than they do in a modern game.

The biggest improvement between the two Metro games, however, is clearly in the gameplay. Sure, you’ve still got your typical first-person shooter mechanics, but Last Light also sports an interesting weapon-customization feature. If you’d rather save your military-grade shells (returning as the game’s currency), you can actually make it through most of the game with very few weapon upgrades. I personally picked up only a few along the way and was fine throughout, modifying my pistol so it acted more like a sniper rifle, adding night vision to my assault rifle, and picking up a quad-barreled shotgun along the way that put most any monster down very quickly.

The idea of needing to survive is also still prevalent here. Much like in 2033, keeping an eye on your air supply when in toxic areas, charging your headlamp with a portable generator, and making sure the visor on your gasmask doesn’t crack all add extra tension to several scenarios, where facing off against giant spiders or a Communist patrol are unavoidable.

I realize I keep referring to Last Light as a first-person shooter—and although that’s technically true, that description makes the experience sound more action-oriented than it really is. Sure, you can go through the game guns-a-blazin’, but the true sense of playing in Artyom’s shoes comes when you must play stealthily: trying to time patrol patterns, shooting out ceiling lights with silenced weapons, and making sure dead bodies won’t alert guards. And this leads us into the next major improvement: enemy AI.

Foes will now actively search you out if they suspect you’re near, and they’ll go to great lengths to try to flank you or flush you out with grenades and other tactics. At several points, however, I took advantage of standard stealth strategies to fool the AI and easily overcome drastic numbers disadvantages, meaning that the AI has come far—but not far enough to put Last Light on par with more traditional stealth titles.

The game also makes it more difficult to be stealthy, because it lacks one simple mechanic: dragging away dead bodies. Oftentimes, it wasn’t that I made noise or missed an instant-kill headshot—it was the fact that a guard stumbled upon a corpse strewn across the floor. I’m not expecting Artyom to be like Agent 47 in Hitman, hiding bodies in every container known to man, and I get that his character’s a somewhat-naïve twentysomething, but just let me drag the bodies out of sight!

Despite these flaws—along with the occasional ragdoll-physics glitch and a convoluted user interface for selecting secondary weapons and items—I found Metro: Last Light to be one of the most complete experiences I’ve had from a game in quite some time. The story is all-consuming and made me lose sense of the world around me—and myself—as I poured hours into helping Artyom save the Metro.

Developer: 4A Games • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 05.14.13
8.5

If you love a great story and some fun first-person shooter action, Metro: Last Light is sure to please. Only a couple of minor shortcomings hold the experience back, including the much-improved—but still not completely polished—stealth gameplay.

The Good One of the most immersive, atmospheric games you’ll play this year.
The Bad AI and stealth have come a long way—but not far enough. 
The Ugly How much free advertising for Dmitry Glukhovsky’s books you’ll find.
Metro: Last Light is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

All pain, no gain

We’ve all got an American Dream. Some folks just want to be famous. Others wants to be rich. While others still are just trying to do better than those that came before them. This idea of the American Dream is built on the premise that hard work, perseverance, and a little bit of luck can allow anyone to achieve anything. But some folks want to take short cuts and can’t be satisfied with the idea that they are the reason for their less than stellar lot in life.

A perfect example of this is the members of the Sun Gym Gang. These guys weren’t professional gangbangers or anything. Just a bunch roided up bodybuilders in Miami with rocks for brains. In the mid-90s, these meatheads wanted their wallets to be as thick as their necks. In order to achieve their goals, they decided to kidnap, extort, torture, and finally kill some of their more lucrative clientele in the hopes of taking those people’s fortunes all the way to their own bank accounts. Pain & Gain tells the story of how the Sun Gym Gang came to be, why they did what they did, and how they were finally brought to justice, mostly by their own greed and stupidity.

On paper, this looks like it could be an interesting premise for a movie. A story about bumbling, wannabe gangsters who are their own worst enemy. How justice prevails in even the most unlikely of scenarios. And that redemption can be found just about anywhere. Instead, we are reminded why Michael Bay is mostly a joke in many Hollywood circles.

Pain & Gain is the perfect example of a movie that doesn’t know what it wants to be and where real life is not more entertaining than fiction. The commercials would have you think this movie might be an action-comedy. But the movie bounces around the genre gamut every 15 minutes to the point that when you walk out of the theater, you’re not sure what you saw. It goes from comedy to documentary to drama to dark comedy to action to docu-drama to crime thriller all in the course of its 2 hour and 9 minute run-time. I almost expected Mark Wahlberg to break into song and dance at some point it was so all over the place.

And the hodgepodge of genres isn’t the only painful part about this film. The character arcs for everyone on the screen is accelerated at such a pace to fit into the long course of real life events the movie wishes to emulate that you start to think that everyone portrayed in the movie has some personality disorder beyond their obvious stupidity. Mind you, these aren’t characters you want to root for anyway as these are real-life death row convicts now, but they are nowhere near interesting enough to have had a movie made about them.

As much as the star studded cast of Mark Wahlberg, Ed Harris, Dwayne “The Rock” Johnson, Tony Shalhoub, and more tried to do their best with the scripts given to them, at the end of the day it was not enough. Pain & Gain will have you holding your head in your hands as you try to figure out why you dropped $12 on such a convoluted and unentertaining waste of time. I spent literally the last hour of the movie staring more at my watch, watching my life waste away, than at the movie as I was bored to tears by this unrelenting piece of slop slapped on the big screen. This is just another reminder that unless he’s blowing something up, Michael Bay should go sit in a corner and think of the horrible things he’s done to the cinema-viewing community, Pain & Gain being the latest on that long list of crap.

SCORE: 2.5

The bear necessity

When last we left Ratonhnhaké:ton, he’d escaped from Boston after striking down Israel Putnam on his quest to rid the New World of Mad King George. Sailing on a liberated Aquila, Ratonhnhaké:ton heads for George’s headquarters in New York—and is stunned to see a pyramid rising from the heart of this great city. Knowing Washington is past the point of no return, Ratonhnhaké:ton begins forming a plan with Ben Franklin as to how to deal with King George and learns of another ally he’ll need to recruit if he has any hope of succeeding: Thomas Jefferson.

Much like the episodes before it, Assassin’s Creed III: The Tyranny of King Washington Episode 3—The Redemption (such a mouthful) follows a clear formula. Ratonhnhaké:ton explores a little bit of the familiar-but-changed world he finds himself in before ingesting the toxic tea that allows him to have a spirit journey. He then gets new powers, represented by an animal. Ratonhnhaké:ton kills someone with these powers, and we move on. And when you finish the final episode of this highly anticipated DLC, that’s all you do: You’ll move on.

That’s not to say this was a waste of time, money, or energy, although I think fans would probably have preferred to get the DLC in one 6-to-8 hour helping instead of having it broken into three 2-hour servings; on that front, this episodic DLC failed. Still, the alternate universe that The Redemption wraps up is an entertaining, well thought-out side story to the main Assassin’s Creed timeline that reaches a satisfying conclusion.

The Redemption starts off with a bang, pulling you in far more quickly than previous King Washington DLC offerings. You see, this is the only episode to feature the beloved naval warfare seen in much of Assassin’s Creed III. It was a rush to get behind the wheel of the Aquila again and take on another small fleet of warships. I even chuckled at the reference Ratonhnhaké:ton makes to his grandfather Edward, who we all now know will be the star of Assassin’s Creed IV: Black Flag.

Unfortunately, this strong start and finish can’t hide the fact that The Redemption features weaker narrative buildup and action sequences compared to the previous two episodes. The quest for Thomas Jefferson feels more like a quick errand than some epic goal to reach before confronting King George for the final time. And while the outside of the pyramid feels appropriately daunting, it’s a letdown once you actually enter the structure. The final confrontation with George at least lives up to the hype, even if it’s a little on the short side.

I also will say that the bear powers that allow you to stomp the ground and send enemies flying everywhere—with those closest to you instantly dying—are much more fun to use than the wolf and eagle powers from previous episodes. But just like those enhancements, the bear powers make many of the missions far too easy and remove any thinking required from reaching the mission objectives.

The Redemption provides a fitting conclusion to this DLC storyline, and if you’ve come this far, you’d be remiss to not finish it off. I think only the most diehard of Assassin’s Creed fans will truly walk away from these three episodes completely satisfied, however.

Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 04.23.13
6.5
A strong start and finish to the final King Washington episode help carry what’s probably the weakest action and narrative of the entire DLC miniseries. The new bear powers are also more fun to use than the wolf and eagle powers from previous episodes, though only hardcore Assassin’s Creed fans will be totally satisfied with the experience.
The Good A fitting, satisfying end to this miniseries.
The Bad The weakest narrative—up until that end sequence—of all three episodes. 
The Ugly Ratonhnhaké:ton’s brilliant blue bear eyes.
Assassin’s Creed III: The Tyranny of King Washington – Episode 3 – The Redemption is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for Xbox 360.

Dying to disappoint

The first Dead Island turned a lot of heads by blending open-world and RPG elements with survival horror. It lacked the polish to make a truly significant impact, but this solid core led many to believe that the inevitable follow-up would only improve on the strong foundation laid by the first game and deliver an experience that could be enjoyed by zombie slayers everywhere.

Man, were we ever wrong.

Dead Island: Riptide opens with the four heroes from the first game—along with terrorist hacker Charon and Yerema, patient zero of the Banoi outbreak—landing on a military ship in their commandeered helicopter. The soldiers on the ship immediately take everyone into custody, as a mysterious figure named Serpo wishes to experiment on the immune for undisclosed reasons. Yerema freaks when grabbed by the soldiers because of her bad experiences with male authority figures and bites one of her assailants, thus spreading the infection onto the ship.

Following a short cutscene where our heroes awaken from a drug-induced stupor and exchange pleasantries with new playable protagonist John Morgan, we take control of the characters for the first time and discover the ship has now gone to hell. After a brief tutorial segment, the carrier crashes onto the nearby island of Palanai, and a very familiar scene is laid out before us: a tropical haven torn asunder by the zombie outbreak.

And while this paradox of hell in paradise is still an interesting concept, the punch it had with the first game will be lost on returning players, as they’ve seen this before. In fact, as you continue to play through the game, you’ll realize in many instances how very few differences there are in terms of story pacing and location from the first Dead Island to Riptide. The result is usually a less than satisfying sense of déjà vu.

Even the things that were being hyped as major additions were simply meant to fool us into thinking there was something new to be found in Riptide. The “improved gunplay” we were promised has been instituted by removing most of the required gunplay from the game and putting an even stronger emphasis on your melee weapons. Using a boat to get from point A to B is available in only one section of the game—and ended up making for a more frustrating experience, as all that water consistently causes framerate drops and horrendous screen-tearing. At the least the themes of water and flooding are consistent throughout the game—even if you can avoid it in most areas.

And the new quest types we were promised? They’re there, but they’re every bit as much of a grind as the fetch quests that dominated the first game. There are still plenty of fetch quests here, too—so many that almost you almost want to willingly dive into the waiting, diseased maw of some flailing zombie just to end it all.

The first new objective type involves the relatively straightforward task of saving a survivor who’s stuck on high ground, surrounded by zombies below. The second type is the highly touted siege quests. The survivor quests were fun the first couple of times, but when you realize there are literally dozens of survivors scattered about the world—too stupid to help themselves or realize that the zombies can’t climb—a part of you wants to leave these pitiful NPCs to their fate. By contrast, the siege quests are actually a lot of fun and require some complex thinking and strategy, but given that they only occur a handful of times through the entire game, I can’t help but wonder why Techland stressed something so relatively insignificant.

And that’s the kicker, really. If you played the first Dead Island, it’s hard not to notice how little has changed between the games. Even the glitches from the first game have returned, imparting the sense that Riptide needed at least another six months of polishing before ever reaching the hands of consumers. There are the little things, like radios that magically and inexplicably rotate 90 degrees when you turn them on, and big things, like times when the audio drops out completely, breaks whatever quest you’re on, and forces you to quit out and restart from your last checkpoint. The zombie respawn timer is also far too fast. In many instances I would see zombies I just wiped out literally start respawning not 15 seconds later. Polygon by polygon, they would fade back into existence right in front of me, and I’d have to run or deal with them all over again. It’s always nice when a developer uses an in-house engine, as it usually gives them mastery over that which they are trying to create, but it comes off that the Chrome engine still can’t give the smooth experience most gamers demand from a game nowadays, especially one with so much hype.

And the shortcomings aren’t just technical. The story this time around has even more plot holes, and does nothing to further develop any of the characters. Not to mention that Charon and Yerema—two of the most important characters from the first Dead Island—completely disappear once you leave the ship from the game’s opening cinematic/tutorial mission. Characters don’t ask about them, collectibles don’t explain their absence (if you can even look past the all the typos in the various collectibles’ scripts), and when you meet the bad guys again later in the game, it never comes up that two people you arrived with are just gone. Their existence is ignored in order to help further a plot that maddeningly undoes much of the first game’s. All this leads up to one of the most pitiful and poorly developed end bosses I’ve seen in a while, one that pales in comparison to the Ryder White fight from the end of Dead Island.

As much as I may be bashing Riptide, though, some of the good from the first game was able to make it over into this sequel, and there are a couple of nice new features as well. Being able to import your original character is a great touch; it was nice playing with Sam B and already having my skill trees largely filled out. Since the level cap has been raised to 70, you’re also able to further flesh your imported character, as well as try out new abilities, like the Charge maneuver. If Riptide is your first experience with the Dead Island franchise, however, there’s nothing to fear. You’ll automatically start at level 15 with a new character, so you can fill out your tree a decent amount and jump right into co-op without having to worry about other players having to carry you.

The co-op is also a critical returning feature, as many of the missions have been specifically tailored to take advantage of group play—specifically those where you have to carry weapons or supplies to a vehicle while other players cover your rear. The addictive nature of bashing zombies in the face with some trusted cohorts, especially with the weird assortment of weapons you can craft at benches, is as enjoyable as ever in Riptide.

Also, the new enemy types, like the Wrestler, the Butcher, and the Screamer—along with the addition of 13 boss zombies scattered throughout the world—provide some nice monster variety that was noticeably absent from the first game. If as much effort was put into the rest of the game as was put into creating the new zombie monstrosities, I suspect my review would have a dramatically different tone.

Still, as much as I hated the glitches and lack of story development, there were times I couldn’t put Riptide down for hours upon hours. The sheer fun of the co-op zombie-slaughtering gameplay was strong enough to carry the burden. The fact that the rest of the game can’t live up to this promising foundation is nothing short of heartbreaking. It’s a reboot of a game that only came out two years ago. It’s a nightmarish expansion pack with only a handful of new gameplay elements and two new bugs for every one that’s been fixed. If this is your first experience with the franchise, then you might be able to look past some of the more glaring flaws, but if you played the first Dead Island, Riptide is a difficult game to recommend.

Developer: Techland • Publisher: Deep Silver • ESRB: M – Mature • Release Date: 04.23.13
6.0
Newcomers to the franchise will likely be more forgiving of many flaws, much like many of us were with the first Dead Island, considering the fun zombie-bashing core and unique dichotomy of an apocalypse in paradise has remained intact. Veterans of the first Dead Island, on the other hand, will feel cheated, as they’ll recognize the cheap carbon copy that Riptide actually is. Combine this with glitches galore and a plot with more holes in it than the sinking ship the game starts off on, and it’s hard to recommend Riptide to all but the most naïve of zombie enthusiasts.
The Good Enjoyable zombie hacking and co-op remains intact.
The Bad Frequent screen-tearing and quest-breaking glitches; tons of plot holes.
The Ugly The fact that I’d actually hoped this would be better than the first game.
Dead Island: Riptide is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.