Latest Entries »

The battle for Middle Earth is about to begin

Some of my favorite comics growing up were Marvel’s “What If?”s. These comics would look at how things would change in the universe if one thing in the past turned out differently from what we could consider continuity. And when I started playing Guardians of Middle-Earth, a part of me flashed back to those comics of my youth because the concept of this game is much like those comics. Many of us know, or are at least mildly familiar with, The Lord of the Rings. I don’t know anyone who doesn’t recognize the names Legolas, Gandalf the Grey, Sauron, or Gollum. Well, what if 22 players, some more major than others, from The Lord of the Rings universe were all put onto the battlefield at one time. That’s what you get with Guardians of Middle-Earth.

Aside from the “What If?” scenario, there really isn’t much more to this story as Guardians of Middle-Earth is a MOBA (multiplayer online battle arena). The basic purpose of MOBAs is that you and your teammates must assault enemy towers along three lanes of combat. Each character has their own unique abilities, even with all 22 characters falling into one of five classes (striker, defender, warrior, enchanter, tactician). Being somewhat familiar with some of the characters, like Legolas being an archer, and Gandalf wielding magic, will definitely accelerate your learning curve as you’ll find who fits your play style a little faster, but you don’t need to be familiar with Tolkien’s classic fiction to really embrace a character once you find one in your wheelhouse.

The most impressive thing about this game is that MOBAs are traditionally PC games and yet this is the first game in this genre that has found a way to transition the PC control schemes many MOBA players are used to smoothly over to a console. The transition isn’t completely perfect as there are some minor issues with aiming and just seeing your character when the trenches get full with a few characters from each team and suddenly it seems like fireballs, lightning bolts, and every other matter of magical attack is flying across a small space on your screen. But usually it works itself out rather quickly when someone pays the price. In regards to how it feels though, the game handles smoothly and I found myself losing hours at a time with this game in what felt like a blink of the eye.

Something else that Guardians of Middle-Earth brings to the table besides its controls is that it introduces a new 1-Lane mode. This mode is all about great, fast-paced action where you and your foes will grind the battle out in the trenches and only the team that works the best together and is most familiar with their characters will be able to push the line of conflict.

Along with the 1-Lane mode, there is plenty of Lord of the Rings flavor beyond the characters if that is the primary aspect of this game that is making you curious about downloading it. Once you reach a certain player level, you can start unlocking custom loadout belts that you use by placing a variety of gems in to boost your health, defense, offense, magic, or combination of those. The custom loadouts are great because this can help you master several characters instead of just one or two and gives you something to keep working towards as you move through the levels. Not to mention it can afford you some flexibility if your friends want to throw down in 1-Lane or traditional 3-Lane for a while.

If you aren’t familiar with MOBAs because you are more of a console gamer than a PC gamer, this is a great way to jump into the genre. If you do like MOBAs, you’ll be impressed with how smooth Guardians of Middle-Earth feels on a console. If you like Lord of the Rings, you won’t be able to not try every character and work towards unlocking them all. All in all, I was blown away by how much fun I had with this game and it is definitely worth its $15 (1200 MSP) price tag.

SUMMARY:  Easily as deep and addicting a MOBA as you’d find on the PC, Guardians of Middle-Earth should appeal to newcomers and veterans of the genre alike. Add in the Lord of the Rings flair and this should be money well spent for most gamers.

  • THE GOOD: Sets a high standard for future MOBAs on consoles
  • THE BAD: Sometimes difficult to tell just where you are when the action gets overly frantic
  • THE UGLY: Gollum. Always Gollum.

SCORE: 9.0

Guardians of Middle-Earth is available on PS3 (PSN) and Xbox 360 (XBLA). Primary version reviewed was for XBLA. 

I’ll be Damned…

The last time many gamers saw the bald man with the barcode on the back of his head, Agent 47 and Diana Burnwood had taken down the Franchise in Hitman: Blood Money and things looked to be getting back to normal (well, as normal as they get for the world’s greatest assassin). When we begin Hitman: Absolution, however, things are far more different than we remembered, as 47 has a new handler and his new target is the previously mentioned Ms. Burnwood.

Although some of the pieces of this initial puzzle come together as you play Absolution, there are a lot of unanswered questions in regards to just what transpired between Blood Money and Absolution. Thus, we have Hitman: Damnation, a prequel novel by Raymond Benson (best known for having written several official James Bond novels) that reveals Diana’s fall from grace, introduces and fleshes out key Absoltuon characters like Birdie, Benjamin Travis, and his assistant Jade, and just what brings Agent 47 back into the ICA’s folds.

After Burnwood leaves 47 to die in the Himalayan mountains in the middle of a contract and drops off the grid, everyone’s favorite bald assassin finds himself drifting through life after recovering from yet another near-death experience. Wishing to leave the ICA behind, 47 survives on simple hits for various drug lords and other unsavory types. After all, old habits die a lot harder than most of 47’s targets.

It isn’t long before the newly reformed ICA wishes to reacquire their greatest asset, though, and with the promise of finding Diana and figuring out why she left him, 47 accepts being brought back into the ICA ranks. Wishing to see if 47 still has it, the ICA wants to test the hitman before sending him after Burnwood, should they be able to follow up on their guarantee of finding her. But what starts off as your run-of-the-mill political assassination quickly turns into a conspiracy of global proportions that will push 47’s bio-enhanced skills to their limits.

Considering how much I, like much of the EGM staff, enjoyed Hitman: Absolution, I relished the chance to see several of the blanks in the game’s backstory filled in. Benson shows off his Hitman chops almost right off the bat by how he easily allows readers to jump into the head of the near-emotionless assassin. Although 47’s internal dialogue and Benson’s narration can sometimes blend together a bit too much, getting a better feel for his motivations throughout this book really helped me enjoy what IO Interactive did with the game. This chapter in the Hitman franchise is easily the deepest slice of personality we’ve ever gotten from the cold-blooded killer.

Damnation isn’t just about deepening the character of 47, though. The book may get off to a bit of a slow start, but there’s more than enough action here to keep fans interested, as Benson beautifully describes several hits in stunning, meticulous detail. For the last 100 pages or so, I couldn’t put Damnation down as it ramped up to a thrilling, action-packed conclusion. Throw in some dynamic and interesting villains and I can’t see anyone who enjoys the Hitman games not enjoying this read. This book is more than worth the price ($9.99) considering how much enjoyment Hitman fans will get from its 300 pages. Damnation would make a great stocking stuffer or wishlist addition if you have a huge Hitman fan in your household.

SCORE: 8.5

Not always lucky there’s a Family Guy

It’s never easy to capture the essence of a licensed product in a videogame. Sure, games like Batman: Arkham City show it can be done, but for every gem, you get South Park: Tenorman’s Revenge, X-Men: Destiny, a half-dozen Simpsons titles (excluding Hit and Run), and the worst of them all, Aquaman: Battle for Atlantis (just beating out the equally awful Superman 64). So, when it came time for Family Guy to take another crack at a video game, six years after their first failure on the last console generation, it was hard not to think “Here we go again.”

Inspired by the Season 8 episode “Road to the Multiverse,” Family Guy: Back to the Multiverse centers around the machinations of an alternate universe incarnation of Bertram, Stewie’s evil half-brother who was destroyed in the main Family Guy universe episode “The Big Bang Theory.” This version of Bertram has built his own multiverse remote control and vowed revenge on Stewie for killing him in any universe. Knowing that their own vast multiverse experience makes them the only ones capable of putting a stop to the plan, the show’s beloved odd couple, Stewie and Brian, embark on a quest across 10 parallel dimensions to stop Bertram from putting together an unstoppable army that will squash the Griffin family once and for all.

As a fan of the show, I admit the premise sounded promising. When you consider that the plot was written by the Fuzzy Door writing staff and that everyone from the cartoon reprised their voice for the game, the story side of Back to the Multiverse didn’t worry me one bit. And it did, indeed, deliver in most instances, as there were many moments during the game’s cutscenes where I found myself laughing out loud as Brian and Stewie found themselves in a Pirate World, an Amish World, a world ruled by handicapped people, and much more.

Unfortunately, when it came to being a fleshed-out game, I found Back to the Multiverse lacking. The third-person shooter gameplay quickly became tedious as wave after wave of cookie-cutter enemies swarmed me in each level, yet still provided almost no challenge. Surprisingly, the handful of platforming obstacles in several levels—along with one very special level with Peter—provided some enjoyable variety to the grind of shooting everything in sight, but these brief departures from the blasting bonanza were too few and far between to save the game from becoming repetitive, dull, and simple.

The game is also extremely short and linear, and in order to try to cram in a couple extra hours of playtime, each level is littered with pointless item collection side quests that reward players with nothing but concept art and multiplayer skins. Somewhere between collecting my 10th wanted poster in the Amish world and my 7th handicap placard in the “Handicapable” level, I was already done with the hoarding.

And speaking of the multiplayer, what were developers Heavy Iron thinking by not making the co-op or versus modes online capable? The multiplayer suite here is impressive, with challenges, Deathmatch and CTF, a horde mode, and campaign co-op. Though far from revolutionary, Multiverse definitely has the potential to stand up to many other titles out there, but since all the modes are restricted to local play, they quickly lose their luster. The multiplayer levels, especially in Team Deathmatch, seem better designed for larger groups of players with their scope and size. With only up to four people locally, everyone is constantly wandering around, desperate for someone to shoot. I appreciate local play as an option, but it just doesn’t work well as the only option, not in this day and age.

In the end, this game is like many of those other licensed products that have come before it. There’s a very solid core here, with the visuals and the humorous writing capturing the animated heart of the show. If the fat from the single player had been cut out so there was only maybe only five or six more polished and varied levels, I could see this being a great downloadable or budget title in the $20-30 price range. For a full $60 though, Family Guy: Back to the Multiverse is far too flawed to be worth it for all but the most passionate (and delusional) of Family Guy fans, as this falls into place with the rest of the long list of other mediocre adapted media property video games out there.

SUMMARY: A solid comedic core cannot save what becomes tedious gameplay as you move through the 10 different dimensions of the Multiverse. Throw in the mind-boggling lack of online multiplayer for a suite that clearly could have benefited from it, and Family Guy: Back to the Multiverse should only appeal to fanatics of the FOX animated sitcom.

  • THE GOOD: Much of the game captures the humor of the show.
  • THE BAD: No online multiplayer, tedious side quests.
  • THE UGLY: Amish women. What? It’s not like they’re going to read this on the Internet or something.

SCORE: 5.5

Family Guy: Back to the Multiverse is available on Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360. 

Crash and burn

Up until yesterday, I had no idea what Crashed Ice was. If you came up to me on the street and asked me, I’d probably say it was some sort of alcoholic beverage. And considering Red Bull puts on the event, I may start experimenting with that one later (I’m thinking some blue grenadine and vodka needs to be in there). But, no, Crashed Ice is actually a winter extreme sport involving skating downhill at breakneck speeds while dressed as a hockey player on a closed track. So, considering my love of hockey and my unfortunate experience playing many Kinect, sports, and Kinect sports games over the past couple of years, I figured “How bad could it be?” Famous last words if there ever were ones.

Released to coincide with the first event of the 2012-2013 World Championship season, Red Bull Crashed Ice Kinect allows your avatar to don pads and blades and try to become the faster skater out there as you avoid various real-life and in-game exclusive obstacles. Featuring avatars based on actual Crashed Ice competitors like Kyle Croxall and Jasper Felder, you and three others race to the finish in each event, just like in the actual sport. Being that the game is Kinect based, you’d expect maybe some leg movement, but instead of moving your legs to gain speed, you just swing your arms back and forth as fast as possible in a motion that is more reminiscent of skiing rather than skating. And, unfortunately, Red Bull Crashed Ice Kinect happens to be yet another prime example of a game that fails primarily because the Kinect sensor can’t pick up your motions a majority of the time if you go too fast, obviously defeating the entire purpose of what a race is supposed to be.

The controls aren’t the only failure of Red Bull Crashed Ice Kinect, however, since it’s not like there’s much strategy to this game. The entire concept is “you go downhill as fast as possible.” The faster you swing your arms, the faster you go (if the sensor picks you up), and so the challenge centers more around your level of aerobic fitness than anything the game actually throws at you. Sure, some sensationalized jumps and a Hulk-like stomp move to help knock your competition down to try to give the game a fun, arcade-like feel. But again the Kinect often fails to pick up the rare moments you need these over-the-top maneuvers to advance through the game.

Of course, it’s not like there’s much of a game here to begin with, either; the game consists of only five events. And given the brevity of these races, you can blow through the entire campaign in less than an hour. Even with online leaderboards and the ability to download ghosts of friends or top racers to go against, the game basically equates to a dollar per track. You spend more time on load menus than actually playing this game. So, with the control problems and lack of depth—and the fact that most people don’t even know what Crashed Ice is—this game could be free instead of $5 (400 Microsoft points) and it still wouldn’t be worth it! After putting in far too much time with this, I can say it’s a game everyone should avoid—and that I need to go comfort myself by experimenting more with my Crashed Ice drink recipe (maybe I should put some Natty Ice in there?).

SUMMARY: Even with its cheap price of only 400 Microsoft points ($5), when you combine the game’s poor recognition of your body movements and a severe lack of content, there just isn’t enough of a game here to warrant any sort of purchase.

  • THE GOOD: Head-to-head racing with ghosts.
  • THE BAD: Everything else.
  • THE UGLY: This may be the only skating we see this year with the NHL labor impasse (I miss you, hockey!).

SCORE: 2.5

Red Bull Crashed Ice Kinect is an XBLA (Xbox 360) exclusive.

It was an interesting week in the comic world as IDW brings back another old-school hero while Marvel and DC continue to try to spin our old heroes into something new. So let’s just get right to it with this week’s Pullbox!

IDW – Judge Dredd #1 – The year is 2100. Most of the world is a radioactive wasteland aside from a small strip along the North American east coast where all people can do is build upward at this point. The facilities of this last bastion of humanity are mostly automated, but occasionally man’s primal urges to break the law rise to the surface and when this happens, there is only one true form of law. The Judges And the most severe of this militant law-enforcement group is Judge Dredd.

Capitalizing on the fair success of the Dredd movie, this comic is the start of bringing Britain’s most infamous comic book hero ever here to the States in a way that stays true to its dark, dystopian future. This first comic is a joy for any comic reader that is even just vaguely familiar with the character as it throws you in head-first to Judge Dredd’s world without pulling any punches. Pick this up and stick with it folks because it is going to be one hell of a ride from here on out.

DC – Talon #2 – Calvin Rose begins his war against the Court of Owls in earnest in the hopes of finding the women who helped prevent him from succumbing to the same fate as all other Talons. When he looks to hit one of the Court’s primary fund reserves, however, he realizes that he may have bitten off more than he can chew and will need to push his skills as an escape artist to the test if he hopes to live.

Even though this book is only a couple of issues in, and I didn’t even really enjoy the whole ‘Court of Owls’ concept, Talon shows a lot of potential as it is already introducing new and unique characters, and looks to be working hard to give Calvin some nemesis of his own to do battle against. The idea of bringing back Owls from the dead could get old quickly, but it definitely works through a couple of issues and it should be interesting to see how Calvin’s war on the Owls continues in the coming months This is definitely one book to keep an eye on.

Marvel – Astonishing X-Men Annual #1 – In this one-shot story, we again see how being an X-Man affects Northstar and his marriage as The Friends of Humanity terrorist group has started targeting the loved ones of mutants instead of just the mutants themselves. Labeling them gene traitors, Northstar must aide his friends in hunting down the hate mongers before his husband becomes the next casualty.

If you’ve been reading Astonishing X-Men, this Annual issue really helps put a nice little bowtie on the recent events that have happened with Northstar and his wedding and all that. It doesn’t really feature a lot of action, but does a nice job of fleshing out some characters, including Karma, Northstar, and his husband, and feels like it is setting them all up for something big in the future. A solid read, but not a must have unless you’ve been following this series very closely.

DC – Batman, Inc. #5 – Batman claims he’s had a vision of the future where Damian becomes Batman and Gotham gets wiped off the map because of it. Everyone Bruce knows and loves die in the future and so in order to prevent this from happening, Bruce wishes to send Damian back to Talia as a peace offering.

A little confusing at first, as is typical of most of Grant Morrison’s more recent works, it all comes together in the end as this issue has an old-school ‘Elseworlds’ feel to it that I appreciated. Also, having the Joker being the villain the brings about the end of Gotham was a nice touch as any time you can work in the Clown Prince of Crime is a bonus for sure. It would have been nice though if aside from explaining Batman’s insane vision, if this issue has actually done something, like, I don’t know, forward the story, perhaps. Not the best issue of Batman, Inc. in how it relates to the series, but I’ve read worse.

Marvel – Secret Avengers #34 – Captain Britain and Hawkeye are trapped in the Earth-666 parallel universe where all the heroes we know are classic movie monsters (Thor is the Mummy, Wolverine is a vampire, Punisher is a Frankenstein monster, etc.), Venom and Valkyrie are ejected into space, and Hank Pym gets turned into a Deathlok!

This was one of the most difficult issues for me to follow in a while what with so many different stories going on at once. I usually love Rick Remender’s work, but he needs to get a grip on the reigns of this one fast because it feels like an out of control train ready to wreck at any time. And it’s not like I tried jumping into this one cold turkey. I’ve been following this series and still had trouble trying to piece together everything that was supposed to be happening. The whole feel of Secret Avengers seems to have taken a downward turn ever since Hawkeye took it over from Captain America and even though I’ve been with this book since the very beginning, it needs to pick up soon or I’m jumping ship.

All Blood, No Guts

George S. Patton was one of the United States’ greatest generals of all-time. Although a bit eccentric, his strategic mind and ability to inspire his troops by weaving colorful tapestries of profanity, akin to Rembrandt painting a landscape, was the stuff of legend. His leadership and larger-than-life persona in the North Africa campaign of World War II would position him to play a key role in Operation Fortitude, the critical deception of German military forces that led to the Invasion of Normandy. After Normandy, Patton would remain at the helm of the US Third Army and lead them across France and strike suffocating blows against the Germans, maintaining a ratio of killing 13 German troops to every one American lost through the rest of the war.

Because of this storied military career, there was no better choice to inspire a turn-based strategy game. HISTORY: Legends of War: Patton follows Patton’s Third Army in their march across Western Europe. Divided up into 21 missions, you’ll move your troops expertly through mid-20th century France and Germany as you do your part to disassemble Hitler’s war machine while commanding various Allied tanks, planes, and soldiers.

Right off the bat, Legends of War does a fine job of maintaining the historical accuracy of many of the battles that the Third Army fought, with only some minor dramatization done for the sake of providing an assortment of missions for you to partake in. The variety of missions you will be tasked with range from searching for and destroying key German installations, protecting or eliminating several high-value targets, or the more standard annihilation of all your enemies on the map. This array of different missions is supposed to help keep the game play fresh and fun. Despite a wide range of objectives, however, Legends of War quickly finds more ways to lose your attention that grasp it.

One of the primary flaws of the game comes with the lack of fluctuation in the action. Every battle and conflict plays out relatively the same even with the aforementioned mission variance. Whether it is a Bradley tank or a sniper, each unit you control (a maximum of eight per battle) only has one or two attacks. This removes much of the strategy from each conflict, especially with your troops able to one-hit kill many enemies, while surprisingly they can take a barrage of bullets before succumbing to their own demise. This reeks of poor balance and pulls you away from the realism of the mission scenarios.

Another problem that crops up is the control scheme. Not surprising really considering this is a strategy game, a genre that plays better 9 times out of 10 on a PC. But with several other games in the genre having overcome this dilemma over the past few years, its always disappointing now when a game comes along that falls into the same old, stereotypical traps of camera issues and unit placement. Along with this, the game’s textures are sub-par at best for any modern system, console or PC. How a game is allowed to ship looking and controlling like this is beyond me.

There are a couple of minor bright spots to the game play at least. The game’s economy and upgrade systems are as clear-cut as they come and make it easy for the users to prepare before each new mission. And as you complete missions and unlock more unit types, Patton can also level up in a plethora of different categories that can bolster everything from the offensive or defensive capabilities of your troops to the amount of money and prestige Patton receives with each ensuing victory. I have to say though that even the unit purchasing stinks from a lack of attention to detail at times as each new unit has a back story and name, but after just a couple of purchases, they start to repeat. I had three Donald Aldrich and two Charles Kelly in an eight-man group at one point!

When it comes down to it, HISTORY: Legends of War: Patton does not live up to the great general’s legacy. There is a solid core here for strategy enthusiasts, but there are far too many flaws that were easily avoidable to make this worth most anyone’s time or money. If Patton were here right now, someone would be getting slapped for making this game.

SUMMARY:  The historical accuracy and details of the game are a testament to arguably the greatest general the US has ever had. HISTORY: Legends of War: Patton, however, falls flat in many aspects of the basest execution we would expect from a current console game and this keeps it from fulfilling its true potential.

  • THE GOOD: World War II buffs will appreciate the attention to historical accuracy and detail
  • THE BAD: Makes classic console strategy game mistakes
  • THE UGLY: Not enough soldiers getting slapped by their generals anymore

SCORE: 4.0

HISTORY: Legends of War: Patton is available on PS Vita, PS3, Xbox 360, and PC. Primary version reviewed was for Xbox 360. 

EGM Game Over Podcast 015: Nintendentious

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] November 16th, 2012

[News] The Wii U’s about to launch, THQ is in trouble, Silicon Knights’ games sentence to death, Call of Duty: Black Ops II hits $500 million on its first day, and Xbox Live turns 10.

[EGM Reviews] Halo 4, Call of Duty: Black Ops II, Wonderbook

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

All the fallout from Survivor Series, including both CM Punk and Big Show retaining their respective titles and Team Foley going down in a blaze of glory, came to the forefront on Monday Night RAW as it went on the air from Dayton, Ohio.

Main Plot Overview: The biggest result of Sunday’s Survivor Series PPV, traditionally one of the most controversy laden events of the year, saw CM Punk miraculously retain the WWE Championship after three NXTers interfered and put Ryback through the announce table during the triple threat match. This led to one of the most over-the-top celebrations in WWE history as CM Punk’s title reign officially reached one year, only the eighth time in history that has happened.

Ryback, none too happy about being screwed over again however, decided to crash the party. But just when Ryback looked to feed his hunger, the three NXT upstarts appeared again and performed a Survivor Series encore, again putting Ryback through a table.

It also seems that John Cena is starting a feud with Dolph Ziggler and therefore being slowly worked out of the main plot for the first time in a while. More on that though later!

Match of the Night: I have to say that aside from the stupid AJ/Cena drama and Punk’s weekly gloating, last night’s RAW saw the best all around wrestling card in quite a while, making this a difficult decision. With push coming to shove though, I had to pick a PPV main event caliber match that was almost buried in the very middle of the show.

Continuing the rivalry of Randy Orton and Alberto Del Rio in a fight to see who is truly the WWE’s “Apex Predator”, Del Rio and Orton were placed in a Best 2 out of 3 Falls Match. In a surprising call, and to probably hasten the pace of what can be a marathon match inducing stipulation, Del Rio quickly disqualified himself when he refused to stop using the ring post to smash Randy Orton’s arm.

Of course, this was in the hopes of weakening it to more easily lock in his patented armbar submission, which is exactly what Del Rio did to score the second point of that match, his first. Tied up at 1 fall apiece, Orton was in trouble with his arm devastated. But you only need one arm to land an RKO.

After Del Rio missed his Enziguri finisher and Orton countered a second armbar attempt into a pinning situation, Del Rio’s frustration was clear. So much so that he attempted to use Orton’s own RKO against him, but Randy countered it into an Irish Whip followed up by his vintage middle rope suspended DDT. After this, Orton hit the RKO himself and won in what was a spectacular show from both men and has me interested in a non-title rivalry for the first time in quite a while.

Promo of the Night: After AJ and Vickie had their typical spot where Vickie was trying to prove that AJ and John Cena were an item, finally the dam broke and AJ and John locked lips right there in the ring. But it wasn’t this moment that made this situation the Promo of the Week.

As AJ and John made out, Dolph Ziggler made his way to the ring and ambushed John. When the tides turned, Ziggler made his way up the ramp to escape and John attempted to follow, but on the way out the ring, it looks like Cena twisted his ankle. At first, I thought he might have been legitimately hurt as replays show John did indeed twist his ankle and you can’t really fake that.

Officials later claimed it was more of a knee injury, but here is why I do not think it was serious. If it had been, John’s night would’ve been over and he’d likely have gone to this hospital. Instead, AJ busted into the Men’s Locker Room and confronted Dolph. This is when it got good.

Dolph then proceeded to belittle poor AJ, even calling her a piece of trash. AJ then freaked and started smacking Dolph. Cena then busted in to break it up, but Dolph then kicked the “injured” knee of John Cena as the two proceeded to have one of the best backroom brawls we’ve seen on RAW in a while, even smashing each other through a bathroom stall. This conflict combined with Dolph’s amazing heel speech is what made this series of events the Promo of the Night.

Shocker of the Night: We have a Great Khali sighting! I suppose the WWE’s ratings in India have dipped as the only reason why you see the Punjabi Playboy is to boost international appeal, as he is the worst wrestler on the roster by far. So this was an easy Shocker of the Week for me because I can’t remember the last time I saw Khali “wrestle”.

Of course, he still didn’t really wrestle as all he did was hit Primo and Epico, his handicap match opponents, with his big fist once or twice and the match was over. At the very least the match gave us an excuse to see the amazing Rosa Mendes come to ringside again though.

Cheap Pop of the Night: With Mick Foley not around that much anymore, it’s hard to call what was the Cheap Pop of the Night as I do not recall anyone blatantly pointing out the WWE’s presence in Dayton, Ohio. Because of this, the Cheap Pop of the Night actually goes to CM Punk for his new “I’m a Paul Heyman Guy” t-shirt (available now on WWEShop.com of course!) that cheaply plugs his legendary manager. This isn’t to say it’s not an awesome shirt as I think I know exactly what I’ll be buying on Cyber Monday next week now, but it just goes to shop a pop doesn’t always have to be for the hometown crowd.

A close second was when Paul Heyman called out the WWE Universe for chanting “ECW” in prior weeks, but not really understanding what that meant as the current WWE audience could never handle the glory days of ECW brand wrestling, or him spinning tales of how he used to hang out with the legendary Bruno Sammartino when he was a boy.

For Clementine

Back in April, gamers had a chance to start an epic journey—one that involved being thrust into the midst of Robert Kirkman’s The Walking Dead universe via the start of a five-episode game series by Telltale Games. On this journey, the unlikely relationship between an 8-year-old little girl and a man turned convict after a crime of passion would consume everyone who played this landmark game; protecting this child quickly became the center of your apocalyptic world. Now, seven months later, Telltale’s episodic roller-coaster ride looks to come a halt, as Lee and Clementine’s adventures in the zombie apocalypse are all but done for the time being.

Admittedly, it’s hard to talk about a game such as this for several reasons—chief among them being that gameplay centers squarely on the story. Many gamers will have different situations going into this final episode of Season One due to the branching paths caused by the countless decisions made over the course of the previous four episodes. And because of this, the last thing I want to do is spoil any of the insane surprises in store for you in this episode. I can assure you, though, that if you thought the heart-wrenching moments and plot twists were going to slow down with this final chapter, you thought wrong.  There’s some resolution, but all I can say is that every decision has a consequence—and Lee’s sins will come back to haunt him in powerful, terrifying ways if you weren’t careful over the course of your playthrough.

I’ll also say that even though this episode may be the most emotionally charged, it’s also noticeably the shortest of the series. That’s not to say it’s not worth your money, since everything you’ve worked toward comes to a head here—but, clearly, not everything can burn at the high this particular episode does for as long as the previous episodes ran.

Aside from the emotionally charged story, this episode also features some new and tweaked gameplay elements that count on players knowing the controls. Fewer prompts and more frantic instances tested my reflexes more than any previous episode—while also heightening the tension of the events transpiring around me while I looked for Clementine.

At the end of the day, enough cannot be said about Telltale’s The Walking Dead, whether you’ve been with it from the beginning like myself and downloading the final episode today or purchasing the fully compiled season on disc on December 4th. It isn’t the most involved of videogames in terms of gameplay, but it’s truly an accomplishment in game storytelling—and this episode only continues what Telltale started while leaving plenty of questions swirling around to ensure the already confirmed second season will kick off with a bang. If you’re a fan of The Walking Dead, point-and-click adventure games, or just intricate storytelling, this series is a must-have and should be in everyone’s game-of-the-year discussions. You’d be doing yourself a disservice not playing this game.

SUMMARY:  Right from the start, this episode cranks up the tension to 11. Unfortunately, this may also be why it burns itself out as the shortest episode of the series. However, it’s also one of the most satisfying, as everything you’ve built up to finally comes to a head—and in the end, you’ll do whatever you can to protect Clementine in this accomplishment in videogame storytelling.

  • THE GOOD: Leaves itself open enough for a second season.
  • THE BAD: Shortest episode of the series.
  • THE UGLY: Human nature.

SCORE: 9.0

The Walking Dead: Episode 5—No Time Left is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for XBLA. 

Holy rusted armor, Batman!

For me, Batman: Arkham City was one of the crowning achievements of this console generation—never mind just 2011. So, when I heard it was being ported to the Wii U for the system’s launch (13 months after its initial release, mind you), I certainly understood why. But when I went hands-on with the new Armored Edition at this year’s E3, I was disappointed with the Wii U “innovations”—it seemed Nintendo loyalists wouldn’t get nearly the same smooth experience I had when I first played the Xbox 360 and PS3 versions. I understood that a 15-minute demo wouldn’t be nearly enough time to pass final judgment on this one, though—especially as it was my first experience with the Wii U, period.

Flash-forward five months later, and I’ve been playing the Wii U incessantly along with my fellow EGM cohorts. And though some of my fears have been assuaged—and some of the new features have even impressed me—several new problems that have arisen that make Batman: Arkham City—Armored Edition the clearly inferior version of this phenomenal game.

The first flaw that you’ll notice rather quickly is glitches that were never present before—audio suddenly cutting in and out and weird shadows in cutscenes that make many characters look unnatural. In fact, the very look of the game as a whole has almost a waxy quality to it now, where you wonder if it actually takes full advantage of the Wii U’s HD. Maybe some of this odd look is just Batman’s new cheap suit of armor, which leads us to another major problem in all the gimmicks that have been tacked on in order to try to sell this version of the game: the B.A.T. system.

With the B.A.T. system, Batman can absorb the kinetic energy thrown around in battle and then channel it into enhanced strength. The problem is that this redesign makes the game far too easy. Fights where you had to strategize who you’d take out first—as thugs came at you with knives, shields, stun batons, and all other manner of weaponry—are now nullified, as the B.A.T. system makes it so that every enemy can now be taken down in only a couple of hits.

The next problem comes via the Wii U’s GamePad controller and the touchscreen features that have been added. The hopes were that by adding your inventory screen and minimap to the controller, it would create a more fluid experience. Instead, it does the exact opposite. The controller’s minimap is less detailed and harder to read than if you were pausing the game and looking at it on a normal-sized TV screen. It also fails to streamline the experience in any way, as you’re still interrupting the game to look down at the screen and set waypoints, level Batman up, or change gadgets—and now you’re doing it with Batman in the open, vulnerable to the dangers of the living, breathing environment of Arkham City. This again deters the strategy offered in the original version.

One way to escape this problem is by playing the entire game on the Wii U GamePad tablet, should you wish to use your TV for something else. I do applaud the fact that there’s no lag or choppiness, but playing the game on the controller’s tiny screen—which is of a worse quality than what you’d get with an iPad, iPhone, or even the PS Vita—only makes the visuals look even more muddy and unappealing.

The final shortcoming with Armored Edition also involves the Wii U controller. Having to hold it up and move it around to scan areas in Detective mode or to pilot my remote-controlled Batarang had me grinding my teeth at times while also grinding the poorly placed controller joysticks. Also, the cheesy effect of having Alfred talk through the controller became tiresome quickly, as the audio quality is so poor on the small speakers. It all felt like unnecessary proof-of-concept mechanics that again were much smoother and simpler on other systems.

Now, I’ve really honed in on the negative aspects I found with this port, but this isn’t to say the game is broken and completely unplayable. Gamers who don’t have the muscle memory of playing the game on Xbox 360 or PS3 will likely more readily adapt to the controller, and the core elements that made Batman: Arkham City so great are still present. The enthralling story, the classic DC characters, and even all the DLC is bundled onto the disc so that once you beat the main story, you can go back and play Harley Quinn’s Revenge or use Nightwing, Robin, or Catwoman on their challenge maps. The combat system that allowed Batman to showcase his bevy of martial-arts maneuvers is also still available, should you choose to ignore the B.A.T. feature.

But, like many of the ports that are coming to the Wii U long after their initial release, there’s really no positive reason for you to look into this port if you’ve played it before on other consoles; this is simply a dumbed-down version for the Nintendo hardcore. I legitimately feel bad that they get this bastardized version of Batman: Arkham City—they’ll never know how great this game was in its perfectly polished original form.

SUMMARY: Although the core of Batman: Arkham City remains intact, new glitches and tacked-on gimmicks take away from the overall experience enough to make this a clearly inferior version of one of the great games of this generation.

  • THE GOOD: Same great story with all DLC packs already on the disc.
  • THE BAD: New glitches and unnecessary gimmicks make this a worse version than its predecessors.
  • THE UGLY: How the game looks if you play exclusively on the Wii U controller.

SCORE: 7.0

Batman: Arkham City: Armored Edition is a Wii U-exclusive version of Batman: Arkham City.