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Dances with Wolves

Editor’s note: This review contains Assassin’s Creed III spoilers; it is recommended you play ACIII before The Tyranny of King Washington.

Episodic content is hitting the game industry in full force these days. Halo 4’s currently on this trend with Spartan Ops, while The Walking Dead featured an enthralling episodic narrative that garnered several Game of the Year accolades. So, it’s no surprise to see Ubisoft taking a crack themselves with what’s being described as their most ambitious downloadable content to date—Assassin’s Creed III: The Tyranny of King Washington.

In this first of three chapters—titled The InfamyAssassin’s Creed III protagonist Ratonhnhaké:ton (better known to fans as the far more pronounceable Connor Kenway) wakes up wearing traditional Mohawk garb in the forest…with his long-dead mother standing over him. Startled and shocked, Ratonhnhaké:ton can’t come to grips with why his mother is alive. Meanwhile, she can’t understand why Ratonhnhaké:ton is suddenly acting so strangely.

After speaking with his mother, Ratonhnhaké:ton comes to realize that he’s no longer in the familiar universe he once knew. In this world, he never joined the Assassin’s Order—thus, no one refers to him as “Connor.” Meanwhile, George Washington found an Apple of Eden, using it to help free the American Colonies from British rule. But instead of living under our beloved first President, the Colonies have a new despot to contend with now in Mad King Washington, who uses his Apple to govern with a bloodstained iron fist. So, was Ratonhnhaké:ton fighting alongside George Washington a dream? Is this new reality the dream? Could this be Juno’s doing? Maybe this is some sort of weird feedback from the Animus?

Or maybe, theorizing that one could time travel within his own lifetime, Ratonhnhaké:ton stepped into the Quantum Leap accelerator…and vanished. He awoke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Al, an observer from his own time who appears in the form of a hologram that only Ratonhnhaké:ton can see and hear. And so Ratonhnhaké:ton finds himself leaping from tree to tree, striving to put right what once went wrong, and hoping each time that his next leap…will be the leap home.

Either way, the solution to this riddle eludes Ratonhnhaké:ton, but if he’s to survive this alternate world, he’ll have to adapt—and quickly—while searching for the answers as best he can.

Every previous Assassin’s Creed DLC has directly supported an established game world, such as Battle of Forli withAssassin’s Creed II. In this context, the idea of an alternate universe inspired by—but separate from—a game in the series is definitely a cool change of pace. Aside from the narrative itself, this twisted reality also provides a fresh coat of paint for everything you may have already played through. Each episode carries players through one of the three primary areas of the central game, with this first episode looking at the Frontier. Burned-down buildings litter Lexington and Concord, slaughtered animals dot the landscape of Charlestown, and even Ratonhnhaké:ton’s village and its inhabitants are different, as they, too, have begun to feel the pressure from Mad King Washington.

The story—combined with a fresh look at familiar locales—definitely kept me playing through the two-to-three-hour-long episode and see how the mystery would continue to unravel, especially once it’s revealed how other old friends have now become Ratonhnhaké:ton’s new enemies.

One new aspect didn’t quite click with me, though. Since King Washington holds an Apple of Eden, Ratonhnhaké:ton knows he’ll need assistance to overcome this Despot-in-Chief. The Clan Mother instructs Ratonhnhaké:ton—against his biological mother’s wishes—to drink tea made from the bark of the Red Willow Tree, a majestic beacon standing above the stark, wintry wastes that now make up the Frontier. By drinking the tea, Ratonhnhaké:ton embarks on a spirit journey, the first of three (one per episode), where he gains new abilities.

The first journey sees Ratonhnhaké:ton become one with the wolfpack, which allows him to sic spiritual wolves on groups of enemies—much like calling on Assassin trainees in previous games. Becoming one with the wolf also imbues Ratonhnhaké:ton with the ability to blend into the wilderness like a single flake of snow against the background of a blizzard.

At first, this super-camouflage feels amazing and gives the sense of a much more hardcore stealth experience, with missions tailored to take advantage of the new powers. For example, Ratonhnhaké:ton can move between hiding spots that are few and far between and cause panic among the enemy ranks with no one the wiser. But then, you realize that it feels like you’re using a cheat code and that the game has lost all challenge; Ratonhnhaké:ton is damn near untouchable, since no one can see him. The game attempts to balance this by only allowing use of the power for so long, as the special abilities sap Ratonhnhaké:ton’s health over time. But since it recharges in any hiding spot, all this does is delay its inevitable continued use as you move behind enemy lines, through patrols, and around any and all danger.

Assassin’s Creed has always been touted by the developers as being built on the three pillars of stealth, movement, and combat, and those have always been well-balanced throughout each entry (obviously better in some games than others). Removing combat almost entirely with this new power—and offering no challenge through the other two pillars—left me unsatisfied.

Despite the fact that this new grossly overpowered tool in Ratonhnhaké:ton’s arsenal holds the gameplay back, The Tyranny of King Washington weaves an intriguing tale that left me wanting more. And when it comes to Assassin’s Creed, the story’s always been the core focus more than anything else—at least for me. The free-flowing combat from Assassin’s Creed III is still intact, and the animation, voice acting, and new original musical score remind us how far the right coat of polish can push our senses.

If you play Assassin’s Creed primarily for the single-player experience, The Tyranny of King Washington is definitely worth it. Think of it in terms of Marvel’s alternate-storyline What If comics: It’s fun for what it is, but it doesn’t surpass the original in terms of enjoyment.

SUMMARY: Ratonhnhaké:ton’s new stealth powers are an interesting twist that causes some unfortunate gameplay-balance problems, but there’s enough classic Assassin’s Creed action and storytelling here to warrant the download.

  • THE GOOD: The beginning of an engrossing alternate-universe story.
  • THE BAD: The special powers don’t fit the established Assassin’s Creed vibe.
  • THE UGLY: George Washington wearing a crown.

SCORE: 8.0

Assassin’s Creed III: The Tyranny of King Washington—Episode 1: The Infamy is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360. 

When not playing video games, I like to curl up with a good book. These books just so happen to be full of pictures–and only a few hundred words of dialogue—surrounded by several dozen words of onomatopoeia. Yes, you guessed it: I am an avid comic book reader. So, as I sat down to finally read Thunderbolts #4—I’m catching up after my trip to D.I.C.E. 2013—I couldn’t help but notice a full-page ad talking about everyone’s favorite Merc with a Mouth.

What specifically caught my eye about the ad, though, was the bottom of the page, where it exclaimed that Deadpool’s first solo video game adventure would be hitting this summer. Considering this was the first myself, or anyone else in the office, had heard of any sort of release date for the game, I thought it was news to be shared with the community. Oh, you lucky people you. The word “summer” also came up again with a spattering of new screens released last week over at Marvel.com in regards to the Deadpool game.

The summer is a large period of time, however—lasting from the end of June until the end of September—so although this narrows it down from the ominous “TBD 2013″ of other sites or the bulls*** “December 31, 2013″ listing of retail stores, we still don’t have a super-solid date. If we look back at previous High Moon Studios releases, however, my money would be on June, since the last title game director Sean Miller worked on was Transformers: Dark of the Moon—and that was a June release. Meaning, if he went straight from one project to the next, he’d have a full two-year dev cycle with Deadpool. It could also be August, though, since that was when the last game from High Moon Studios in general was released (last year’s Transformers: Fall of Cybertron). Of course, until we get a more solid date, anything beyond “summer” is all just hyperbole on my part. Thanks for the info comic books!

 

Chills but no thrills

When the original Dead Space broke onto the scene, it was one of the most horrifying new IPs to come out in a long time. Its isolation of protagonist Isaac Clarke aboard the lifeless, planet-cracking spacecraft that was the Ishimura left a lasting impression on gamers as much as the Marker left aboard Clarke’s broken psyche. Not to mention the hallucinations that Clarke experienced blurred the lines of what you were experiencing to the point that you were questioning yourself as you turned every corner.

This terror was quickly ingrained in the DNA of the franchise as it provided some of the most legitimately fear-inducing moments we’ve had in games in quite some time. Then we moved onto Dead Space 2, and although Isaac’s isolation had been diminished and the action aspects ramped up, his hallucinations were stronger than ever and some of the most haunting instances of the series, surpassing even the best of the first game, were had in the nursery and during the sequence where Isaac returned to the Ishimura’s husk.

Now we have Dead Space 3. When this game had been announced, many were thrilled at the idea of what new depths Isaac might fall to. But, then we were informed that the versus multiplayer had been scrapped and in its place was a co-op campaign. The removal of versus multiplayer was not a huge loss, but gamers everywhere were filled with a new and very palpable fear by this news as the terror aspects of Dead Space could be a thing of the past due to the inclusion of a friend serving as a ground to reality in co-op.

Well, the good news is that the co-op was worked in seamlessly to the campaign so that John Carver fits right in with Isaac and the two have the making of a classic duo as they played off each other magnificently. His own unique story only helps flesh out the Dead Space universe and having a buddy there does not ruin any of the game’s major moments. Visceral could not have incorporated the co-op into the main experience any better and kudos to them for not making it a separate mode. The only real problem he may pose is for completionists with no friends out there as you need to play the game through co-op at least once to get one hundred percent. And no, he does not destroy the terror potential of the game as he has his own demons to deal with.

The bad news, however, is that Carver couldn’t destroy the horror of Dead Space 3 because there is no horror there for him to destroy. Yes, it seems that fans of the series’ worst nightmare has come true and they didn’t need to come into contact with an alien artifact for it to happen. Dead Space 3 completely abandons the idea of survival horror and immerses itself in action sci-fi. Only a few cheap scare tactics remain, like Necromorphs randomly popping out of the snow, and a continuing obsession with the thought that a bunch of tentacles makes something terrifying (only scary if you’re a girl in an anime).

Part of the diluted fear factor I felt came from the human cult enemies you sometimes must fight against. Not only do your tactics change as you are now going after more traditional headshots, but you are forced into trying to use cover with one of the most busted cover systems I’ve ever seen because cover functions are added to buttons that already have very specific purposes and it’s hard to tell if you’re close enough to a box to take cover or if you’re going to recharge your stasis by accident. This frustration during these moments took away from any of the frantic feel the game may have been going for. The only good that comes from the human enemies is their leader who gives off a classic Gary Oldman villain vibe that I was really able to get behind the more I saw him.

Contrary to how it may sound, however, Dead Space 3 isn’t a bad game. Not by any means. My desire to be scared half to death and to shoot only undead masses aside; Dead Space 3 is actually probably the most impressive game of the series from a technical standpoint. From the look of the characters and environments to the smoothness of the previously mentioned co-op, Dead Space 3 is an accomplishment in terms of what this game puts on your TV screen. And there is a lot to put on your screen.

One of several major additions to the game this go around is side missions. This removes a lot of the linearity of the first two Dead Space games by allowing Isaac and John to freely explore several of the facilities on Tau Volantis and other places you’ll end up, and easily add another five or six hours to the game should you choose to do them all. Unfortunately, after the first couple, you’ll start to realize that the side missions, unlike the rest of the game, were very cookie-cutter in their design. You enter a new offshoot of a facility, fend off a few waves of Necromorphs, and get a loot chest full of ammo, medicine, stasis refills, and new items to put together at the Bench (more on that in a bit).

So, the action during the side missions may be somewhat one dimensional but at least one other reward you get besides loot is the side missions help expand on the story. More so than the previous two games combined, Dead Space 3 explains so much more about not only the areas you’ll explore in the game, as each main and side mission have their own special story behind them, but also of the universe that Isaac and John occupy. In fact, you learn so much that Dead Space 3 actually could serve as a fine entry point for newcomers to the series, should they be so inclined.

Another great wrinkle in the story and game play this go around is how there is a clear focus on Isaac’s engineering background. It is still lost during most action sequences when he is mowing down Necromorphs, but at least now with the larger array of puzzles and obstacles put before him, Isaac puts his engineering skills to use to come up with solutions that make sense for his character.

We also see the engineer in Isaac come out with probably my favorite new addition to the game, the Bench. Whenever Isaac comes across a workbench, he can take tools and parts he finds scattered about the world to make new or improve existing weapons. Like some mad scientist, you can create hundreds of different combinations that range from just your standard plasma cutter to a flamethrower with an acid tipped rocket launcher attached. You can also craft medicine, stasis refills, and other consumable items at Benches should you have enough raw materials that can also be found throughout the game.

Of course, you can also buy the materials you need for certain weapons through a micro-transaction system if you really need more or are too lazy to scavenge. Although I personally don’t enjoy the precedent that sets considering you’re already dropping $60 on the game to begin with, that becomes an issue of personal preference of how a player plays and I’m not going to knock the game for it being there because I’m sure someone out there will take that shortcut, no matter the costs.

As much as I love the Bench, though, it also created some problems in regards to your inventory system and how much you hold onto at one time. To solve this, Isaac can no longer carry as many weapons as he wants. He is constantly limited to two on his person at any given moment. Weapon specific ammo has also been replaced with universal ammo clips for all your weapons in the game. This is a double-edged sword as it makes sense since you will more than likely create such a hodgepodge of weaponry that it might be harder to find and carry specific ammo for each one. On the other hand, part of the fun of the first two games I felt was managing your inventory and keeping track of everything so you didn’t end up with nothing but a handful of bullets left while surrounded by Necromorphs. It feels like a cheap solution to something that might not have been thought all the way through when created.

When all is said and done, Dead Space 3 is a very highly polished game and there are many great things here to applaud. The storytelling, character development, co-op, graphics, and game play variety are top notch. Several new features like the side missions and the Bench all add unique nuances to the game play not seen in the series before, but also create their own set of problems that don’t seem to have been fully thought through. Dead Space 3’s biggest flaw though is that if you were looking for a good scare, this game will not provide it for you. Whether or not this is a trend the series will follow, we will have to wait and see. But for this particular title for sure, you won’t even have to turn the lights on.

SUMMARY: An enjoyable, highly polished experience that will fill in a lot of the story gaps for returning fans, but if you’re looking to be scared, Dead Space 3 is anything but survival horror.

  • THE GOOD: Expands on the lore of the Dead Space universe more than the previous two games combined
  • THE BAD: Doesn’t even try to be scary anymore
  • THE UGLY: Micro-transactions introduced via the new Bench feature

SCORE: 7.5

Dead Space 3 is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360.

EGM Game Over Podcast 024: Barry Burton’s Deep-Fried Cephalopod

The EGM crew brings you the Game Over Podcast, our end-of-the-week conversation where we discuss some of the biggest recent events in gaming.

[Hosts] Brandon Justice, Andrew Fitch, Ray Carsillo, Josh Harmon, and Eric L. Patterson
[Date] February 1st, 2013

[News] We`re pretty sure Sony just announced their day to announce the PS4, could Resident Evil be rebooted, torture is blacklisted from the upcoming Splinter Cell, Jonathan Blow hates games, and we have yet another tragic developer death as Junction Point closes.

[Now Playing] God of War Ascension, Splinter Cell: Blacklist, Killzone Mercenary, Tearaway
[Review] Fire Emblem: Awakening

Want to send feedback to the show? Drop us a line on Twitter: @EGMLogin

[Subscribe via iTunes] http://itunes.apple.com/us/podcast/egm-radio/id538629924
[Subscribe via Feedburner] http://feeds.feedburner.com/EGMRadio

Fire in the sky

While the strategy-RPG might be considered mostly niche in terms of audience, a few franchises have permanently ingrained themselves  into the hardcore-gaming community. And fewer still represent this better than Fire Emblem. After its first several chapters were Japan exclusives, Fire Emblem crossed the ocean a decade ago and hasn’t looked back since, as we’ve seen one title in the series on every Nintendo system since the Game Boy Advance/GameCube era. So, if Fire Emblem were to continue this streak, it was only a matter of time before it graced the 3DS’s dual screens. And thus, we have Fire Emblem: Awakening, featuring the same core tactical turn-based strategy gameplay we’ve come to love.

Now, before we even get into the story, we need to talk about something that’s never been seen in a Fire Emblem on this side of the Pacific before: In Awakening, you’re allowed to customize your character. Sure, it’s not as detailed as something you might get in an open-world game, but you still get to name your character, choose their gender, hair, and facial features, and develop an immediate bond with them.

Of course, this also means it’s unlikely that we’ll see much of this particular roster of characters again beyond maybe a Smash Bros. appearance down the line, because your interactions with each and every one of them—especially for your created character—are critical. This leads to another feature never before seen in North America: the marriage/bonding system. By fighting alongside characters in battle, you develop trust; later on, if set to fight side by side again, the characters will get bonuses to certain stats like Critical Hit or Attack Avoidance. And if that trust builds up high enough, and if the characters are of the opposite sex, they can get married and have children—who later can fight for your cause!

A brand-new tactic—never before seen in any other Fire Emblem—can help with this bonding. By sacrificing a turn (strategy fans know how much of a risk this can be), two characters can team up and occupy one square. In the past, certain mounted characters could help move another character; now, though, that second character can also fight should the main character be attacked—and, thus, can also level up. This is a great mechanism to help evenly level up your forces—and advance your battlefield position.

And speaking of leveling up, each character has a new Skills feature that allows them to equip five unique skills—earning a new one every 5 to 10 levels. These skills can help in combat, increase stats, or give a variety of other bonuses depending on the terrain and scenario. Some are simple, like a plus-2 to defense, while others are more elaborate—like giving you a plus-10 to hit if your enemy’s wielding a particular weapon type.

All these combat adjustments and additions are all well and good, but the heart and soul of an RPG is the story. And though Awakening gets off to a slow start, the story’s just as immersive as any previous title —and you’ll soon find yourself as attached to these new characters.

Awakening begins with your character face-down in the mud and unconscious—but soon found by Chrom, Prince of Ylisse (the continent you find yourself on). Immediately, the cheesy RPG stereotypes start flying; not only does your character have amnesia, but you’re also immediately welcomed with open arms into Chrom’s band of merry men (and women) who fight to keep Ylisse safe from outside forces. And not only that, but you’re immediately made chief tactician, too! How convenient. And so begins the heroic, swashbuckling adventures of Ray the Tactician! Er, or…whoever you should actually choose to be. Like I said, it’s a slow start to the story, but you’re soon caught up in a conflict that’ll span two continents as you try to quell a threat millennia in the making.

A slow start to an RPG story is a more than forgivable offense, as it’s rare that they start off with a bang. That’s not to say there are no unforgivable flaws, though, with Fire Emblem: Awakening. If you choose to play the game with the traditional “permadeath” feature on, you may find your forces dwindling faster than you’d like. This isn’t uncommon in a Fire Emblem game, and there is an option to turn off permadeath via Casual mode. Still, I would’ve loved an easier way to restart battles where I lost characters, instead of having to restart the game over and over. I suppose you could say I should’ve just turned permadeath off, but that wouldn’t be getting the full Fire Emblem experience—and I still like the idea of being punished for letting one of my characters die. But restarting the whole game repeatedly became a chore, and I stopped caring about certain characters (I’m looking at you, Frederick!) after a while.

The biggest letdown, however, is easily the graphics. The animation style for the story cutscenes is fantastic; it exudes a level of detail rarely seen on any console, never mind a handheld. The problem comes from the sprites used on the battle grid that fail to take advantage of the system’s 3D. In fact, much of the game avoids using the 3D feature, which makes me wonder why they even bothered with it. And the few times 3D models are used—mostly during battle sequences—they look blocky and appear to have no feet. I questioned Eric L. Patterson, our news editor, to see if he wasn’t seeing what I wasn’t seeing; he agreed that all the models looked like Rob Liefeld designed them as they pranced around the battlefield on their tiptoes.

At the end of the day, though, these are minor complaints. Fire Emblem: Awakening stands near the pinnacle of the series, as it blends rarely seen elements and a few new twists of its own into the tried-and-true combat and storytelling. Awakening is one of the few must-have’ 3DS titles.  

SUMMARY: Aside for some minor annoyances, this is probably the best Fire Emblem to come to the States yet. Strategy fans everywhere should rejoice.

  • THE GOOD: As pure a strategy experience as you’ll get anywhere.
  • THE BAD: No simple way to restart battles.
  • THE UGLY: The 3D character models look like they were designed by Rob Liefeld.

SCORE: 9.0

Fire Emblem: Awakening is a Nintendo 3DS exclusive.

Darkest Pandora

If there’s one thing we learned in Borderlands 2, it’s that Pandora’s a sprawling planet with a bevy of different ecosystems supporting unheard of amounts of unique life-forms. This diversity looks to put itself on display once again in the game’s latest DLC: Sir Hammerlock’s Big Game Hunt.

After your glorious defeat of Handsome Jack, Sir Hammerlock feels that you and your fellow Vault Hunters need to be rewarded with a weekend of rest and relaxation—and nothing makes him feel better than shooting giant monsters in the face. Lucky for him, we feel the exact same way. So, the Vault Hunters are whisked away to the Hunter’s Grotto via Fast Travel and greeted by the smelliest, most bug-infested swamp you’ve ever seen. And to add insult to injury, the natives of this swamp aren’t too happy with you showing up and deciding to hunt their game. Oh, and a new Jack crony makes it his mission to wipe you out when he thinks you show up to mess up his plans, even though you had no idea he existed until now. Awkward. Have fun!

One of the most entertaining aspects of this add-on is the addition of hovercraft vehicles. After all, how else would you expect to get around a swampy marshland? The vehicles’ ability to transition from land to water—or vice versa—is critical in completing this DLC, as they offer a way to get around the half-submerged grotto with little effort, even if they’re a bit unwieldy. But these vehicles make up for their loose controls with a trio of new weapons that can be hardwired to the craft to crush the indigenous life found in and around the grotto. You can outfit your hovercraft with a corrosive grenade launcher, a shock grenade launcher, or a flamethrower, all of which clearly have their own advantages and disadvantages as you wage war in the swamp.

The most fun I garnered from the download, though, was discovering not just an entirely new section of the world, but the different enemy creature species that reared their heads (if they had heads to begin with, that is!). You’ll have to fight everything from exploding plant spores to giant scorpions—not to mention several new varieties of classic enemies like Skags.

The new tribal natives also prove a formidable threat, even if they’re similar to bandits in many ways—but they’re far less balanced than they needed to be. The natives are led by Witch Doctors, who typically control one of the game’s main elements (Fire, Shock, and so on). But they also wield the unique ability to heal themselves and the enemies around them—and they can even level up nearby baddies, too. This can often lead to a dozen or so Ultimate Badasses running around if you’re not careful, as even the most pitiful of tribal hunters can become a threat if you don’t remove the Witch Doctors quickly. However, because of their healing nature and the frequency with which they show up, they’re damn near impossible to take down. This often led me to just running past many of the tribal enemies I encountered on the way to my objectives. It often wasn’t worth the trouble to fight them, and this was a source of surprising frustration.

Besides these few moments, however, I really did enjoy this new side story. The new villain’s hysterical, and returning cameos by main game characters help the DLC feel like it’s really a part of the vibrant world of Pandora. And depending on how many of the sidequests you decide to do, you can expect somewhere between six to eight hours of brand-new content that flows along the same vein of the main game in terms of humor and gameplay, making it well worth the $10 asking price (800 MSP). So, if you love a plethora of blatant pop-culture references from the characters that inhabit the Borderlands universe, blowing up giant monsters with any combination of different weapons, or just need an excuse to hop online with your friends, Sir Hammerlock’s Big Game Hunt is a more-than-worthwhile DLC purchase.

SUMMARY: If the bulk of Borderlands 2 had you laughing till it hurt, then this DLC will certainly continue that trend. A couple of balancing issues with the new enemies introduced, however, will cause some headaches and encourage you to race through more daunting areas.

  • THE GOOD: Maintains the same humor and game play of the main game.
  • THE BAD: Some of the new enemies are poorly balanced.
  • THE UGLY: Hammerlock’s emotional barriers that prevent him from making friends.

SCORE: 8.5

Borderlands 2: Sir Hammerlock’s Big Game Hunt is available for Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for Xbox 360. 

It was a weird year for games in 2012. A lot of highly anticipated triple-A titles got delayed into 2013, and although a lot of great games still came out, there wasn’t a clear-cut winner for me this year like there was with last year’s Batman: Arkham City.

Thus, the deliberations between the voices in my head continued deep into the year, coming right down to the wire. It was neck-and-neck between a handful of titles, but when the chaos finally settled down, a Top 5 list emerged of what are—in my opinion—the best games of the year. These are those games—enjoy!

Ray’s Top 5 Games for 2012

#5: Sleeping Dogs

Publisher: Square Enix
Developer: United Front Games
Platforms: Xbox 360, PS3, PC

Mixing Batman: Arkham City’s hand-to-hand combat with Assassin’s Creed–style free-running, Grand Theft Auto–inspired open-world mechanics and gunplay, and Need for Speed’s driving sequences sounds like the ultimate videogame Frankenstein’s monster. However, unlike Mary Shelley’s rotting, mindless beast, Square Enix created an Adonis of a game with Sleeping Dogs. Although there may be little left to the imagination in terms of gameplay, developer United Front Games wove these aspects seamlessly together with an original, engaging plot—and that made Sleeping Dogs one of my must-play games of the year.

#4: XCOM: Enemy Unknown

Publisher: 2K Games
Developer: Firaxis Games
Platforms: Xbox 360, PS3, PC

It’s never fun to die in games. But in XCOM: Enemy Unknown, you must get comfortable with the concept of making sacrifices if you ever hope to complete it. In fact, the game kills most of your team right away in the tutorial just to help get this initial shock out of your system. After all, if humans were actually fighting a war against a superior foreign invader, losses would be commonplace. But even through all that failure, I still had tons of fun as I worked to save Earth from aliens.

#3: The Walking Dead

Publisher: Telltale Games
Developer: Telltale Games
Platforms: XBLA, PSN, PC, Mac, iOS

It’s not easy to make a comic or TV show into a videogame—especially when your fanbase is as rabid as the zombies they read about or watch. The Walking Dead, however, successfully captures the spirit of Robert Kirkman’s original comic while introducing us to an entirely new slice of life in that crazed, zombie-filled world. The young heroine Clementine is arguably the best new character gaming’s seen in years—especially considering the emotional range she’s forced through—and the story’s branching paths afford dozens of playthroughs. The Walking Dead lets you know that adventure games are back—and in a big way.

#2: Borderlands 2

Publisher: 2K Games
Developer: Gearbox Software
Platforms: Xbox 360, PS3, PC, OS X

I’ll admit that I don’t like to play games with other people. They slow me down—or I kill them too much, and they get frustrated, and it just ends up a mess with thrown controllers, slammed headsets, kids crying to their mommies, or me sleeping on the couch. One game is the exception to this rule, though: Borderlands 2. It’s got so many moments where you just wanna go “DID YOU SEE THAT?!” and you need to share that with someone. And if you do play alone, the game doesn’t suffer for it. Throw in probably the best all-around script of the year, and this should be on everyone’s Top 5 list.

#1: Assassin’s Creed III

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox 360, PS3, Wii U, PC

The new naval battles perfectly balance the addictive gameplay and historical accuracy for which the series is known. The plot has more twists than a Twizzler, keeping you hooked the whole way through. The new Wolf Pack co-op mode helps strengthen an already impressive multiplayer suite. Oh, and did I mention you can now stab people in the face more fluidly than ever before? By the time you get to the fifth entry in any franchise, it’s damn near impossible to continually raise the bar. And yet, Assassin’s Creed has done it so spectacularly that I can’t help but give Assassin’s Creed III my game of the year.

Ray’s Off-Topic Awards for 2012

The People’s Champ Award
Street Fighter X Mega Man
Mega Man X Street Fighter - Header This year marked Mega Man’s 25th anniversary…and yet, we didn’t get an official game. For some reason, Capcom cannot remove their collective heads from their asses long enough to be bothered with a new title starring the Blue Bomber. It was Street Fighter’s anniversary, too, and that got a game (even if it was a piece-of-garbage crossover with Tekken). Well, Capcom may not care about Mega Man anymore, but the fans do, and one devotee in particular—a Singaporean designer named Seow Zong Hui—honored Mega Man with his own Street Fighter–infused take!
The Marlboro Man Award for Most Unhealthily Addictive Casual Game
Marvel: Avengers Alliance
I rarely play casual or browser-based games, but when I heard about one based on the Marvel Universe, I figured I’d give it a shot. Any good comic nerd would! Now, nine months after its release, I find myself breaking the level-70 barrier with my custom-created character—and I’ve compiled a true dream team of superheroes. All while devoting far too much free time (and occasionally money) to this free-to-play Facebook addiction, as I continue my quest to save the universe from the element ISO-8!
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Dust: An Elysian Tail
I gave this award out last year, and I feel compelled to do so again—because it would be an indignity to not mention the stunning visuals of Dust: An Elysian Tail. Its hand-drawn animation left me in awe, and when you compound this breathtaking art style with the fact that it was created entirely by one man—Jazz Jackrabbit veteran Dean Dodrill—you can’t help but admire his extreme talents in crafting this intense labor of love.

There’s a storm brewin’…

Looking to capitalize on the success of its TrackMania brand and expand their repertoire, developer Nadeo looked to put their unique spin on old-school first-person shooters. Thus, we have ShootMania. And we were able to go hands-on with Storm, the first maps of the first environment for ShootMania.

The main theme behind ShootMania, much like it’s sister TrackMania, is providing entertaining head-to-head competition by simplifying things in order to hopefully minimize time spent not actually in game and to make the games fast-paced with frantic action. There are several ways Nadeo is doing that with ShootMania, starting with your primary weapon. Described as a rocket launcher (although it looks more like a beam cannon of sorts), the weapon fires streaking blasts of explosive light and so all it takes is two hits to eliminate your enemies in what feels like laser tag on steroids. Players also can utilize bunkers that they would hole up in to use “sniper rifles” that really just focused their lasers to maximize their blast distance.

This was all we saw in regards to weapon variety, however. This is so that players wouldn’t worry about needing to customize loadouts or the like as everyone basically plays on an even level. This not only gets you into the action faster, but also ensures that the competition comes down more to skill, and maybe a little luck, to determine the outcome.

There were items that weren’t offensive in nature though that could also help to the strategy. Reminding me of Metroid, each player is equipped with an energy-based grappling hook that can attach to several points on each map and allow players to swing across gaps to hopefully set up better positions for later offense. There is a risk to the grappling hook though as you cannot fire while swinging.

If you don’t like the idea of being defenseless when swinging through the air, there is also the wall jump. Not easy to time considering the game is a first-person shooter, players who master this maneuver can completely change matches by luring unsuspecting players into coffin corners and then leaping behind them by bouncing up the walls.

In regards to game modes, we also played a simplified version of Team Deathmatch where there were only three players on each team. Again, this affords faster matches, but also gives you the chance to really gel with a particular group of guys and tests your skill as a group. To make sure you don’t spend a lot of time searching for opponents though, as a 3v3 match doesn’t usually last long, you play a series of games with the same people where the overall match doesn’t end until a team gets three game wins and are up by at least two victories. Should a pair of teams trade wins back and forth, then it is the first to five wins overall.

Another way to speed up the action we found was by activating a beacon in the middle of most maps. This switched on an electrical storm field that starts closing in around the beacon. Anyone hit by the field is immediately eliminated and so your surroundings start speeding up the competition as well until there is a small patch of safe zone left and you are left in a Mexican standoff with your opponents.

Of course, some gamers may not be all about competing with other players. Well, any players who are transition over from TrackMania will be happy to know that ShootMania will have a similar map editor so you can build your own nefarious mazes with Halo-like launchers or camper paradises littered with bunkers depending on your own personal play style and share these with your friends. And considering there is minimal customization you can do with your in-game avatar, putting a kick ass map out into the community might be the best way for you to stand out if your kill/death ratio isn’t up to snuff.

In the end, veterans of online first-person shooters should quickly be able to pick up and play around with ShootMania, but mastering it will prove a bit more difficult considering its unique take on map design and game play pace. If you’re a fan of TrackMania and what Nadeo has done with that community over there, you can expect a lot more of the same user-interaction and strong community to develop here. And then again if you’re just looking for a cheap way to shoot some giant lasers, ShootMania: Storm looks like it’ll be a worthwhile romp when it launches January 23, 2013.

In Soviet Russia, Game Plays You!

World War II has long be fertile ground of video games, and for good reason. There are clear-cut good guys and bad guys, enough conflict to tell the story of countless heroes, and plenty of opportunities to romanticize the cultures and countries involved. There’s one area of the war, however, that games have long had a blind spot for: the Eastern Front.

As the Germans continued to spread out across Europe and into North Africa, they found their greatest difficulties arose when they attempted to cross the Ural Mountains and conquer the Soviet Union. The USSR, of course, fought using attrition warfare, whittling down German forces, take advantage of the long Russian winters, and even destroying some of their own resources to prevent them from falling into enemy hands. Many believe it was this strategy and prolonged conflict that finally led to the fall of the Third Reich.

But that’s enough history for today.

Company of Heroes 2, THQ’s follow-up to the popular real-time strategy game, looks to explore this rarely represented conflict—and take full advantage of those long Russian winters as well. Earlier this month, I got to go hands-on with both the single-player and competitive multiplayer modes, giving me a chance to see firsthand what it’ll take to survive along the Eastern Front.

During my single-player time, I tackled a mission that tasked me with building up the Russian forces and conquering three strategic points along a riverbed. The bleakness of the winter setting was immediately apparent, as a whirling snowstorm blew in and hindered my onscreen vision. I also saw the effects of hypothermia set in on my troops, causing them to take ill and requiring me to build fires to keep them warm while we waited out the storm.

As I started my advance across the frozen tundra, I approached the riverbank and experienced another new dynamic as German tanks started moving across the ice towards my position. The game advised me to use mortars to blow holes in the river to sink the German tanks. It would hinder my progress, shrinking the lanes my troops could use to cross the river, but considering the damage it would do to the German armor line, I was left with little choice. As the Panzers sank to their watery graves (in exquisite detail for an RTS game, I might add), I was able to advance across what was left of the frozen river and conquer the objectives with little resistance from the remaining German forces.

While much of this single-player excursion played out like most other RTS games with regard to stockpiling resources, building units, and attempting to use superior strategy to overcome our foes, the new environmental hazards and dynamic terrain were a joy to play around with. From minor visual details like tank tracks in the snow to the new tactical options afforded by the winter elements, there were enough innovations here to make the standard RTS gameplay feel novel and fresh.

After thumping the Germans in the single-player mode, I was afforded the chance to take on some human opponents in versus multiplayer. Wanting to continue to experience the cold Russian winters, I tried out some new maps—including one where the middle capture point was placed on a tiny sliver of land surrounded by a frozen lake. Here, after my experiences in the single player campaign, I made my greatest RTS stand in quite some time.

Allowing myself to fall behind early and basically giving my opponent the middle capture point, I settled in around my base and began to build. Tank after tank after tank would soon dot my base’s perimeter. With only 50 or so points between me and defeat, I sent my armor columns onward towards the middle point. My German opponent did not stand idly by while I built my forces up and had quite the armor division himself by the time we faced off for our grand conflict.

He had unwisely placed much of his armor on the fragile ice, though. With a few well-placed barrages from my tanks, I sent much of his armor to the bottom of the lake and deployed a single engineer to capture the point. Thanks to my shelling, I’d set up a natural barricade of broken ice that my opponent was unable to overcome. Victory was mine, and it was time to break out the finest Russian vodka to celebrate!

Much like the single player campaign, the multiplayer was tremendous fun, and having to balance the elements along with the unique terrain made for a RTS experience unlike any other. What’s more, the level of detail on each unit and locales is almost unheard of in an RTS. If the small snippet of game play we saw was any indicator, Company of Heroes 2 should be a must-have game for strategy fans and World War II buffs alike when it launches on PC in 2013.

You’ll Never See It Coming

When we think of most military shooters, we think of epic, Michael Bay-inspired moments and frantic, run-and-gun firefights, but sometimes you can change the world more with a single, well-placed bullet than a boxload of clips. There’s a stealthy aspect of war that’s sometimes forgotten about in the modern military first-person shooter—the men who, when they do their job right, you don’t even know they were there.

I speak, of course, of the sniper. While they’re commonly relegated to the role of a long-distance throwaway henchman in most games, real-world snipers are some of the most feared combatants in many environments, as they can decimate enemy forces before the victims even know what hit them. That’s why, when I got a chance to go hands-on with a couple levels from the upcoming Sniper: Ghost Warrior 2, I knew I was in for a very different FPS experience.

The first level had me decked out in jungle camo as we infiltrated an unspecified area of the Philippines. Working my through thick foliage and past meager riverside huts, I was quickly introduced to a variety of mechanics I don’t normally see in games. The first was the icon in my scope that let me know where my bullets would hit—and since every bullet is affected by wind and the force of gravity, it was seldom the precise spot where my crosshairs were aiming. With a quick pull of the trigger, I took out a guard smoking a cigarette and was startled as the camera violently shook. I was then informed that a smoother, slower squeeze of the trigger would lessen the recoil and make my shots more accurate, just as if I were shooting an actual sniper rifle.

The Phillippines level was a breeze for someone with as much FPS experience as me, but the devs were quick to note that I was playing on Casual, which means I had access to a few features that wouldn’t be accessible on the higher difficulty levels. On Normal or Hard, the enemies won’t be automatically marked on the minimap—I’d need to spot them with my binoculars. I’d also need to estimate the bullet drop myself, since that handy reticule wouldn’t be there to help.

Even on Casual, however, my skills were put to the test when we took on the next level, a flashback to war-torn Sarajevo in the early ’90s. Here, enemies were more numerous and frantically searching for insurgents, making it much harder to camp and take out enemies one by one. This is where the game’s heartbeat mechanic really came into play. In several instances, I found myself taking enemy fire, which caused my in-game heart rate to skyrocket. As a result, it was much more difficult to steady my rifle for a killing shot on subsequent enemies. And with only a pistol, knife, and said sniper rifle to count on, every time my adversaries tried to rush my position, I was in for the fight of my life.

This is when it really dawned on me, and the concept for the game started to come together. This wasn’t your standard military shooter as much as it was a stealth game. The scenarios you find yourself in may have the window dressing of your other military shooters, but Sniper: Ghost Warrior 2 is shaping up into something more akin to Hitman than Call of Duty. Fans of the first game will appreciate a lot of the changes that were made to also prevent this game from heading down that typical FPS path, like the removal of the run-and-gun assault rifle segments in favor of more dedicated sniping gameplay.

All in all, our time with the game was unfortunately very short, but I was amazed at how much fun I was having crawling through the tall grass and lining up headshot after headshot. The new mechanics added interesting levels of nuance to sniping. Fans of the first Sniper will love the new changes, while newcomers will appreciate the breath fresh of air this gives military FPS games. I can’t wait to see the full game when Sniper: Ghost Warrior 2 releases in late Q1 2013.