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It’s been a long time coming folks, but I’ve finally gotten ahead of my backlog of comics and so I’m thrilled to finally present to you another Pullbox! The Marvel NOW! Initiative is under way (a clear reaction to the New 52, but at least the continuity has remained the same), and with it comes a flurry of new directions, writers, artists, and team-ups for our favorite heroes. DC meanwhile has a pair of smaller events under way with “Death of the Family” in Batman and “Rise of the Third Army” with Green Lantern. But most excitedly may be the start of a new limited run of origin stories from IDW based on the Borderlands video games! With that, here is this week’s Pullbox!

IDW – Borderlands: Origins #1: “Roland” – Everyone knows how much of a bad ass Roland from the first Borderlands game is, but little is known about his time as a Crimson Lance soldier with The Atlas Corporation. This story takes a look at just how he fell out of Atlas’s grace and what happened that turned this supreme soldier into a Vault Hunter.

Written by Gearbox Software Creative Guru Mikey Neumann, this first of four origin stories does a great job of expanding the Borderlands universe even further and holds a special place in my heart because I played my first playthrough of the original Borderlands as Roland. The only thing this comic lacked was how Roland acquires his patented turret. Otherwise, fans of the series will not be disappointed by both the tremendous art stylings of Augustin Padilla and how Mikey begins to further flesh out the characters that started it all for this fan-favorite shooter franchise. Great story, great action, great art makes this an easy addition to anyone’s Pullbox this week!

Marvel – X-Men Legacy #1 – Legion, one of the most powerful mutants on the planet and Professor Xavier’s prodigal son finally shows his face again. While the Avengers and X-Men fought over the Phoenix Force, Legion continued to fight his own personal demons in the Himalayas. With the aid of an old friend of his dad’s, Legion constructs a psychic prison that keeps his most malevolent personalities at bay. But when Legion is overwhelmed by the psychic outburst that occurs when his dad is killed by Cyclops, there is a prison break.

Legion has become one of the most interesting characters in the Marvel Universe over the past few years as the shades of gray become even more vague with him as he slips further and further into himself. To continue to see the ramifications, however, of Professor Xavier’s death and tie it directly into him makes this a storyline to watch. I can’t wait to see where Legion goes from here and I’m thrilled that he is being brought back after sitting out the Avengers vs. X-Men event. A strong start to this relaunched title, no doubt.

Marvel – All-New X-Men #1 – New mutants are popping up all over the world and Cyclops is trying to outrace Wolverine’s Jean Grey School in terms of recruiting them. Meanwhile, Beast is facing a terminal illness on his own as he refuses to share the burden with his friends and so before he leaves this plane of existence, he needs to make things right with Cyclops. Not necessarily the one of the current time, however.

This issue got off to such a strong start with Beast’s illness and Cyclops recruiting new mutants left and right. Then Brian Michael Bendis decided to send Beast back in time. Just because. There is nothing I hate more than time travel as a mechanic to kick off a new book because you are just trying to set a tone for why people should read this and time travel always ends up confusing people. Time travel and parallel universes are the two things that need to be held off of more often because they can end up with so many ramifications and therefore should be saved for major events. It even led to a confusing first-issue cover with the original five X-Men that almost made me want to pass up this book. Issue #1 and Bendis is already jumping the shark. Damn him and his time travel.

DC – Batman #14 – Alfred has been abducted and Commissioner Gordon is next on the Joker’s list as he wishes to remove all distractions from Batman’s life in order to harden him into the person he once was. To do this, Joker has finally deduced who the people are under the masks and is re-enacting all his first crimes with Batman, but out of order to keep the Dark Knight on his toes.

This is the best story in comics right now. After lying dormant for a year, the Joker has returned with the ultimate scheme. And for once it has purpose that even we can understand. Not only to hurt the people of Gotham randomly, but to drive a stake through Batman’s heart in the process by eliminating all those around him. You can’t stop turning the page to see what the Joker does next and how he will inventively eliminate his targets. Not only is he forcing Batman back to the way he once was, he’s also changing himself by ostracizing Harley and riding this scheme out solo. I look forward to every one of these chapters each week and get giddy just thinking about what I may read in each one. A must read for sure.

DC – Green Lantern Corps #14 – Guy Gardner and his troops fail to overcome the Third Army soldiers with only Gardner escaping the unfortunate fate of assimilation. The Guardians quickly change their plan, however, and turn this minor setback still into a victory by then revoking Gardner’s ring and sending him back to Earth. With only two original Earth Lanterns of Sector 2814 left, The Third Army may be poised to carry out the Guardians’ mission of complete and total emotional annihilation.

This story is moving along at a snail’s pace right now as each issue is the slow, methodical elimination of the main Lantern threats for the Guardians. It is setting itself up so that once the action does start, it’ll be hot and heavy, but as it is all this table setting is starting to bore me. Stay with this a few more issues folks to see if it starts to get good, but if The Third Army ends up leaving a sour taste in my mouth like the Blackest Night and Brightest Day events, this could be the end of my following the Green Lantern books. Step on the gas with this one DC!

Trouble with Koopalings

There’s been a lot of talk lately in the game industry about sequels and what we expect from them. How much they need to change or raise the bar to keep people coming back for more. How they need to break the mold so it doesn’t seem like each game is just cut from the same cloth over and over again. One franchise, however, never felt it needed to do that. It just kept churning out sequel after sequel and rarely changed a thing. A few new powers here, a couple new worlds there, but since the very beginning, everyone’s favorite plumber, Mario, has really never changed. And somehow, he’s still as fun as ever.

To put it simply, as Mario approaches his third decade of relevance, his games continue to define platforming perfection, and New Super Mario Bros. U is the new pinnacle of his long and storied run.

Bowser kidnaps Princess Peach for the 143,658,903,279th time, and it is up to Mario to once again stomp on the seven Koopalings, Bowser Jr., Kamek, and Bowser himself across eight themed worlds in order to get her back and save the day. Moreso than any previous Mario game, New Super Mario Bros. U is the perfect love letter to the era I consider the franchise’s heyday—Super Mario Bros. 3 and Super Mario World.

Wily old Mario veterans will immediately recognize the overworld map, which has shades of Super Mario World written all over it. Then there’s the item system, where you have a stockpile that you can reach into and arm Mario with before each stage, was a Super Mario Bros. 3 invention. It’s a departure from the more recent outings, where you could only have one item in storage but were able to use it mid-stage—presumably because that approach made the past few games a little too easy. Mario wants you to hone those jumping skills again!

And it’s not just the item system that will make you want to brush up on your platforming skills, as every Mario baddie worth his salt returns to get in our mustachioed plumber’s way and make things even more perilous. The level designs are also a bit more abstract this time around, so if you think you’re going to just stockpile dozens upon dozens of lives like in the past few games, you might want to think again.

One returning element that helps counteract all these changes, however, is the our good friend Yoshi. You’re still unable to bring him with you from one stage to the next, but he’s a huge help on the levels you can use him, as they seem specifically designed for Yoshi’s unique attributes, including his new power where if eats enough fruit, he will actually…uhhhh…produce power-ups.

We also see the return of Baby Yoshis in blue, magenta, and yellow varieties, each of which provides a special ability for Mario as he carries them through a level. Yellow lights up dark caverns, Blue shoots bubbles that trap enemies and turn them into coins, and  Magenta can inflate like a balloon and carry Mario for short distances. Although they never grow into full-sized Yoshis, these babies can also eat anything that gets in your way, making it worthwhile to lug them through as many stages as possible.

Aside from a lot of features from the past returning, there are also a few new additions that might make you “oooh” and “aaah.” The most obvious is the much ballyhooed (and somewhat belated) transition to full HD graphics. Simply put, no Mario game has ever looked this good. Some of the world backgrounds are so vibrant that they look as though they’ve been painted onto your TV. They’re so gorgeous, you almost want to take a pictures and put them all in some sort of incredibly dorky museum.

We also get a new power-up in the form of the Flying Squirrel Acorn, which joins old favorites like the Fire and Ice Flowers, Invincibility Stars, and the Super and Mini Mushrooms. It certainly isn’t my favorite power-up of all-time, since you can’t really fly with it like you could the Tanooki Suit or Raccoon Leaf. Instead, you just glide gently across the stage, which isn’t nearly as useful. Still, the Acorn did help inspire a new enemy to add to Bowser’s hordes, and there’s also a much more useful P-Acorn variant (like the P-Wing from Mario 3), where Mario can infinitely glide if you perform a spin jump at the right time. I  also would’ve loved to have seen the Penguin and Frog Suits return, but with a limited item storage system, I can see why the lineup has been cut back some.

There aren’t just changes to the single player game, though, as New Super Mario Bros. U also features three multiplayer modes. Yes, you and four friends (one person can now use the Wii-U remote’s touch screen to place helpful Boost Blocks to help their friends cross especially hard gaps) can still move your way through the single player stages together and cause craziness as you “accidentally” push each other into bottomless pits.

Specific to multiplayer though is a revamped Coin Battle mode, where you and your friends compete to gather the most coins as you work your way through a level. There’s also a coin editor system, so you can design your own stages for the mode. Another multiplayer mode is Challenge Mode that offers unique obstacles for you and your friends to overcome, like seeing who can earn the most lives or get the fastest time in one run. Rounding out the multiplayer is Boost Rush, where you try to traverse scrolling stages that scroll faster and faster as you progress.

All things considered, even though Mario hasn’t really changed that much after all these years, he finds a way to keep himself just fresh enough while still maintaining the high gameplay standard that keeps us all coming back for more again and again. New Super Mario Bros. U doesn’t disappoint and is a must have launch title for anyone picking up the Wii U.

SUMMARY: A love-letter to the days of Super Mario Bros. 3 and Super Mario World, New Super Mario Bros. U’s multiplayer modes, insane platforming, and beautiful HD graphics offer more than enough to provide hours of fun for gamers of all stripes.

  • THE GOOD: Same classic formula with a fresh coat of paint and puzzles.
  • THE BAD: Tanooki Suit > Raccoon Leaf > Flying Squirrel Acorn.
  • THE UGLY: The unbearable pain Yoshi must feel when he craps Fire Flowers.

SCORE: 9.0

New Super Mario Bros. U is a Wii U exclusive. 

Mick Foley has to make some changes to his Survivor Series team, CM Punk finds himself between a rock and a hard place, and the King returns in this week’s Sleeper Hold!

Main Plot Overview:

Long time no talk recap folks. Sorry for the delay, but it’s been a crazy time here at EGM with the insane rush of games coming in for the holidays. Things are settling down a bit now though and so I was able to relax and watch a little Monday Night RAW.

And boy, did a lot happen on RAW last night. Ryback got his revenge on the rogue referee that cost him the title at Hell in a Cell and decimated the poor fool. AJ Lee confronted Vickie Guerrero once again about her supposed affair with John Cena. And leading up the triple-threat Survivor Series main event where John Cena, CM Punk, and Ryback will face off for the WWE Championship, last night’s main event put Cena and Punk against each other in a singles non-title match that saw both men give it their all. At least until Punk tried to run away and then met Ryback, who was still very hungry after his short match with the rogue ref, halfway up the ramp. As Punk began to backtrack away from Ryback, he attempted to escape into the crowd, However, Cena caught him and brought Punk back into the ring to get the win before Cena and Punk then both grabbed the WWE title in a moment dripping with tension and obvious symbolism.

I don’t know who is going to win the WWE Title on Sunday, but I’d love for it to be Punk one more time to cap off his full year as the champ and move into sole possession of the 8th longest title reign in history. I’d also like to see what Ryback would do as champ and maybe even set him up to take on some other unstoppable monsters like The Big Show or Kane down the line. Basically, as long as it’s not John Cena because he’s actually been developing well over the past few months into someone I can at least stand and I think giving him the title now would unravel this all again.

Match of the Night:

There has been a heavy focus in recent months on the tag team division. And to help show off this resurgence, the first 8-man tag match I can remember seeing in quite some time took place as the teams of Rey Mysterio/Sin Cara and Justin Gabriel/Tyson Kidd took on the Primetime Players and Primo/Epico, showing off all four teams’ interesting styles of offense in the match.

The match started off at a normal pace with the heels in control, but once a couple of hot tags were made by the faces, business picked up. With as many high fliers as there were in the ring, it was no surprise to see guys like Sin Cara leap off the top turnbuckle to the outside or for Tyson Kidd to hit a hurricanrana when they got their chance, but the moves all seemed to happen one right after another and so the match had the fastest pacing I’ve seen in some time, especially from Rey Mysterio who many thought might have lost a step, once everyone got into a rhythm. The big highlight of the match, however, was back-to-back finishers with Mysterio’s 619 and Gabriel’s 450 splash on Darren Young to end the bout. All things considered, the quick pace, tight maneuvers, and over-the-top finish made this an easy choice for Match of the Night.

Promo of the Night:

In an outpouring of emotion from everyone in ring and from the WWE Universe, it was great when Jerry “The King” Lawler came down the ramp in hour two to take his headset back from Good Ol’ JR (Although it was great hearing JR again for these past nine weeks. I really wish Michael Cole would go away).

To hear Jerry talk about how his experience was like It’s a Wonderful Life and how much he appreciated the outpouring of love from everyone in the locker room and the WWE Universe was a special moment and I for one am thrilled King pulled through. Of course, the whole moment would go sour when CM Punk would crash the party and Paul Heyman would fake his own heart attack right in the middle of the ring.

But this special promo wasn’t done for then Mick Foley came shambling down to the ring to belittle Punk about how special it was that Jerry was okay. How it was a damn miracle he was there and that for a short period of time he was dead. It was the most emotional I had ever seen Mick Foley and I think even Punk was a little stunned, but he kept his cool and turned it back on Mick as he always does. As a whole though, this was easily the best moment of the night on RAW.

Shocker of the Night:

With the main event at Survivor Series changed to a triple threat match between Punk, Cena, and Ryback, Mick Foley had a gap in his Survivor Series team that needed to be filled. Leaving it up the WWE Universe, Santino Marella, Zack Ryder, and late ballot entry The Miz, who defected from Team Ziggler, the Universe decided shockingly for The Miz by a landslide. Miz admitted that he didn’t like Mick and Mick admitted he didn’t like Miz, but they both hated Ziggler more.

It also led to an interesting storyline developing with the Miz being forced to partner with Kane later that night in a tag match against Rhodes Scholars and Daniel Bryan becoming jealous. Where that may lead, I don’t know, but the whole scheme stinks of turning the Miz into a face with him teaming up with other faces for Survivor Series.

Cheap Pop of the Night:

The emotional rant of Mick Foley about how it was a miracle Jerry Lawler was there in Columbus was not a moment that I felt was cheap in any way. But it needs to be said that it would be a Foley moment if he didn’t shout out the location of RAW at least once an evening and before Mick started preaching to Punk, he couldn’t help but mention last night’s venue in Columbus, Ohio. Mick is nothing if not consistent and we love him for it, but he also gets the Cheap Pop of the Night.

The Bayou’s Lady Liberty

Up until this point, every game in the Assassin’s Creed franchise has followed the bloodline of Desmond Miles, with him acting as the supposed chosen one to save the world. Desmond has prepped for this monumental task by reliving the memories of his ancestors, who also fought in the never-ending Assassin-Templar War, by inserting himself into a device called The Animus. The Assassins aren’t the only ones with an Animus though, and so Liberation takes the unique approach of having you act as an unnamed trainee from Abstergo—the multinational company that serves as a front for the Templars—who’s placed into a Templar Animus in order to show the shades of gray of this ageless conflict.

It’s here that players are then introduced to the life of Aveline de Grandpre, the daughter of a wealthy French businessman and an African slave woman. Aveline grows up in the lap of luxury and so she may look the part of a noble when in her frilly dress or twirling her parasol while wandering around 18th-century New Orleans, but underneath her exterior lies the heart of a warrior, trained by an escaped slave and Assassin leader named Agate, who also happened to be a friend to Aveline’s mother. Aveline then uses this training to forward the movement to free the slaves while also protecting New Orleans from the ever-encroaching Templar influence.

Now, this sounds very much like a worthy Assassin’s Creed story. Unfortunately, due to the constraints of the Vita, Liberation feels like a game that gets cut off before it can really hit its stride in terms of the plot. Much like many of the other games in the franchise, there are twists and turns, but they are far more predictable in Liberation, because in order to make sure they all fit into this cramped little space, you get beaten over the head with the clues. At least the console versions attempted to be subtle.

This truncated story also lends itself to horrible character development. Aveline’s unique back-story gives her such a strong base as a protagonist that it’s a dirty shame when it unravels in just the span of a few short sequences. Worse still, many of the later plotlines (which I won’t get into here to avoid spoilers) are left entirely unresolved.

Speaking of resolving issues, Aveline at the very least can handle her problems as only an Assassin can, as the Assassin’s Creed combat and free running is one franchise staple that wasn’t completely lost in the transition to the Vita. Although the controls can feel a bit stiff at times, you chain together kills, counter attacks, and climb up buildings and trees just as if you were playing on the console. The Vita does offer a special chain attack that you can perform with the touch screen, but it is not necessary to make your way through battle.

And this is probably the best thing about Liberation as a Vita game: It rarely shoves the system’s touch screen capabilities down your throat. Almost everything is optional. There were only a few instances, like one gyroscope oriented mini game or pickpocketing, and as in most every other game franchise that starts on consoles and tries to expand and breakthrough on the Vita, these gimmicky mechanics failed miserably. The rarity of these instances, however, does make them a bit more forgivable than most other Vita titles.

Something not to be forgotten, though, is the one major new feature that Liberation introduces. Aveline has the ability to blend into a variety of situations by changing her garb to match the occasion. If she needs to eavesdrop during a ball, she wears her lady attire. If she needs to sneak onto a plantation, she can wear her slave costume. If you plan on facing a lot of resistance, Aveline can wear her Assassin gear. Each has unique strengths and weaknesses—the Assassin gear, for instance, allows for more weapons, but always has at least a level one notoriety. The lady costume, on the other hand, removes the ability to freerun, but allows you to charm or bribe soldiers to get out of your way.

Mind you, the freerunning aspect isn’t as important for Aveline as the other assassins in the franchise, because her world, much like the story, is much smaller than what we are used to. Although the fiction brings you across three different settings (New Orleans proper, the Bayou, and parts of Mexico), each one is a breeze to run across and perform whatever objectives are required for you to progress. I also found myself less willing to free-run in many instances, because the Vita’s small screen made it feel as if the camera was in too tight on Aveline and that my vision was more obscured compared to other Assassin’s Creed titles.

When all is said and done, though, Liberation is definitely one of the better titles out there for the Vita. Compared to what we have come to expect from something in the Assassin’s Creed family, however, it feels a little under par, especially in terms of the story. Still, if you can’t get enough of the Assassin-Templar war and plan on being on the go a lot, you could do a lot worse on than Assassin’s Creed III: Liberation.

SUMMARY: The strong core of the Assassin’s Creed franchise remains mostly intact here, but the truncated story makes Aveline’s character development feel rushed and the twists much more predictable here. Liberation is solid game if you’re on the go a lot, but it can’t hold a candle to Desmond and his ancestors.

  • THE GOOD: Combat and free-running that rivals that of the console versions,
  • THE BAD: Aveline’s development as a character feels rushed.
  • THE UGLY: Them crocs grow big down in the bayou!

SCORE: 7.5

Assassin’s Creed III: Liberation is a PS Vita exclusive. 

Treyarch’s latest answers the Call again

Like the inevitable changing of the seasons, Call of Duty’s yearly release has become an event to which the gaming community can set their watches. In recent years, many gamers have criticized the cookie-cutter formula—the series has almost felt like a yearly “roster update” in the sports-gaming sense. After my time with Black Ops II, though, I can promise you this is one title that finally deviates from that formula.

Right from the get-go, the plot hits with an innovative one-two punch, as the story splits between two time periods. We get to play as both the original Black Ops protagonist, Alex Mason, in the ’80s as well as his son, David, in the near future of 2025. The key thread that connects them? The villain, Raul Menendez—but this isn’t your standard-issue Call of Duty baddie. The considerable talents of writer David Goyer—co-writer of Batman Begins and The Dark Knight—bring Menendez to life, as he exudes a sinister demeanor and delusions of grandeur that remind you of a cross between the Joker and a classic Bond villain. But Menendez also reveals a human side that elicits empathy at times, making him easily the most interesting, entertaining antagonist the series has ever seen.

After years of creative stagnation, Black Ops II’s campaign is a revelation. Once you get past the first couple of missions, the game introduces branching paths that can change the ending depending on how you react to the situations presented before you. This injects a healthy dose of replayability you usually don’t get from a Call of Duty campaign, making a seven-to-eight-hour experience worth going through multiple times.

The main campaign is joined by the new Strike Force missions, which add some real-time strategy elements to the proceedings. You serve as a handler for a squad who must carry out diverse objectives depending on the mission, issuing orders from above or taking over as any single unit and fight the battle in the trenches yourself.

Whether it’s assassinating targets or protecting computer terminals holding valuable information, the Strike Force objectives are supposed to help determine how you play. Unfortunately, once you dig into these side missions, you’ll realize how incompetent the ally AI is; it often ignores your commands, and soon the RTS view becomes null and void. In the end, it’s better to try to supersoldier it and control one character at a time in order to win the day. Strike Force is a great idea that finally brings some new gameplay elements into the mix, but it’s poorly executed, making some of the missions a bit of a chore depending on the parameters.

Aside from this one glaring flaw, however, the campaign is the best since the first Modern Warfare. The story enthralls from the start, and the gameplay is still definitively Call of Duty—especially with some sweet future tech like the Millimeter Scanner that allows you to see foes through walls.

It wouldn’t be Call of Duty if I didn’t mention the multiplayer, though—and in Black Ops II, this element’s better than ever. The new “Pick 10” system works like a dream in terms of customizing your classes, and the user interface simplifies things so that most anyone can use it to maximize their killing potential in any match. Plus, with new modes like Hardpoint (Call of Duty‘s take on King of the Hill), League Play for official competition, and CODcasting for those would-be pro-gaming broadcasters out there, this is the biggest, best multiplayer suite ever seen in Call of Duty.

But if multiplayer helps define Call of Duty, Zombies mode—which now offers three play options—defines Treyarch as a developer. In fact, this mode’s now been expanded to the point where it could almost be its own standalone game. TranZit offers a deeper experience as you explore a variety of locations, ferried from place to place on a robot-driven bus that has clearly seen better days. Meanwhile, Survival is more of your traditional Zombies experience with self-contained levels taken from sections of TranZit mode. Finally, there’s Grief mode, which puts two teams of humans against each other to see who can survive the zombies the longest.

Let’s face it: Call of Duty is a phenomenon beyond our control at this point; the game will sell millions of copies no matter what a reviwer says. But with branching story paths, the most impressive multiplayer yet, and a Zombies mode that’s to die for, I can say that—for the first time in a long time—I’ll be proud when I answer the call with everyone else when Black Ops II releases.

SUMMARY: The first Black Ops put Treyarch on par with Infinity Ward; with Black Ops II, they surpass them. This is the most impressed I’ve been with Call of Duty since the first Modern Warfare; aside from some problems with the Strike Force missions, this is a shining moment for the franchise.

  • THE GOOD: Best story since the first Modern Warfare.
  • THE BAD: Strike Force missions are a great-but-poorly executed idea.
  • THE UGLY: The stunning renderings of Manuel “Pineapple Face” Noriega.

SCORE: 9.0

Call of Duty: Black Ops II is available on Xbox 360, PS3, PC, and Nintendo Wii U. Primary version reviewed was for Xbox 360.   

Just the two of us

The first time we had seen Army of Two: The Devil’s Cartel, we had played an over the top sequence ending with a helicopter crash that would put many action movies to shame. It was also the first time many of us met Alpha and Bravo and saw the Overkill ability in action where, when triggered, it granted our heroes the ability to turn their surroundings to Swiss cheese with gunfire, courtesy of the power of the Frostbite 2 engine of course.

Recently, we got to go hands-on again with Army of Two: The Devil’s Cartel, and although this slice of game play was promised to be more in line with most of the game’s tone and pacing and not the adrenaline fueled sequence we had played earlier, it still provided us with an interesting look at Alpha and Bravo and how they don’t always have to work together to be effective.

When we started, Alpha and Bravo were making their way through a Mexican cartel stronghold, but events transpired that had separated the two. Bravo was then trapped, downed and bleeding out inside an open courtyard and was fending off enemies left and right. I was playing as Alpha, and had to work my through the stronghold as quickly as possible, for not only was I facing off against other gun wielding maniacs, but was racing the clock to get to Bravo as quickly as possible before he bled out completely. And yes, Bravo can die at this moment forcing you to restart the checkpoint so you had better have your running shoes on.

This sequence was interesting because it showed some role variety for each character, while the Overkill meter also reminded us that these two guys are inexorably linked as each kill either one of us did helped fill the meter for our partners. And a full Overkill meter is always useful when taking on hordes of guys out to kill you. Once I actually got to Bravo and revived him, we then took cover in a fountain and had to clear out the remaining gaggle of hired guns before moving on to a container yard.

In the container yard, a flood of cartel members had us in their sights so we triggered the Overkill ability to turn the crates and other cover many of the bad guys were using into confetti and mow them down with the greatest of ease. We quickly wished we hadn’t been so quick to trigger the Overkill however as after clearing the yard, another helicopter soon appeared over the horizon to makes things difficult for our duo.

The game didn’t penalize us too badly here though as they gave us some cannon fodder enemies with the chopper to rebuild our Overkill. After a few dozen clips into the metal hull of the whirly-bird and she crashed down, again in epic action movie fashion, bringing down a clock tower and a ton of brick red rubble with it.

This wrapped up our time with this new sequence with Army of Two: The Devil’s Cartel and in terms of action the game definitely looks to deliver on all levels if this sequence was what most of the game is meant to be like. The game, again powered by Frostbite 2, also looked fantastic, especially when you start using Overkill to destroy objects in the environment. If you’re a fan of co-op and a fan of third-person shooters, then Army of Two: The Devil’s Cartel looks like it might a game you’d want to keep an eye out for when it releases at the end of March 2013.

Double Trouble

As frightening as the new Dead Space 3 may hope to be, the thing that most gamers feared from it was the new drop-in/drop-out co-op feature. Many were worried about what having a second person next to them would do for the survival horror aspects of the title. We had a chance to test out this new feature recently, however, and I can attest to the fact that if you thought Isaac Clarke was messed up in the head, just wait until you meet EarthGov Sergeant John Carver.

I was allowed to play as John while another journalist grabbed the reigns of Isaac and we went off trudging through the snow in an unspecified section of the game. The first, and most obvious, major advantage of having a partner popped up almost immediately as we were swarmed by some necromorphs and with two weapons unloading at the same time, we made short work of the twisted creatures. Once we moved inside and out of the cold though, the differences in our experiences started to come forward.

It seems that John Carver has some demons haunting him, much like Isaac, since as we entered the base the walls were adorned with Nutcracker inspired toy soldiers. At this time we were told to look at our partner’s screens and both myself and the person I was playing with were shocked that only my screen had the toy soldiers. A shared play experience with singular hallucinations was definitely an interesting twist as players who communicate well with one another could actually freak the other person out depending on what other surprises the Visceral team had in store for us. And indeed the toy soldiers were not the end of our different game play experiences.

After dispatching maybe a dozen more necromorphs who had crawled out of the vents, we approached a door that only Carver could open. As I laid my hands on the door though, Carver was transported to a world within his mind with children taunting him and shadows clawing at him from all directions, doing monumental amounts of damage. Meanwhile, my partner simply saw my character suddenly spasm and start freaking out as the Carver on his screen was screaming in agony with his hands over his temples. And necromophs love nothing more than screams of torture and torment as a swarm of them came out of the walls.

While I was fighting (mostly running) from John’s demons, Isaac had to make sure neither of our actual bodies got torn to shreds. If I escaped from my moment of insanity, I could help Isaac clear out the necromorphs, but should I have succumbed to my demons, the game would be over and we’d have to start a checkpoint just before my craziness started. I know this, because I did succumb several times before realizing it’s better to run from the demons than fight them.

After finishing our short hands-on time, I can say that the personalized hallucinations and detailed back-story that John begins to exhibit have definitely renewed my faith in the co-op mode for Dead Space 3. The fact that Visceral took the time to fully develop and craft a story for this character lets us know that there is a lot more going on with John Carver than what we’ve seen and what kind of a survival horror game would it be without a few surprises? Knowing that you can play a role possibly in scaring the other player just as much as the environment or enemies around you is a great idea and one that will make me want to play the game through a second time for sure. I only wonder now what special moments may be in store for Isaac that leave John wondering just what is going on inside his partner’s head.

The Return of Some Coin-Operated Classics

I wouldn’t trade modern consoles for anything. I love what they can do, the stories they tell, and the experiences they give. But I also fondly remember the days where I would feed my dad’s jar of quarters into giant cabinets to play what at the time was “cutting edge” technology under a bunch of pink neon lights. Some days I’d pilot little starship sprites firing endlessly into the heavens to prevent foreign invaders from raining death and destruction below. Others I was a brave knight riding the noble ostrich against foes on despicable vultures. And others still I was a rally car driver racing for the championship trophy.

Well, if you’re like me and grew up during the Golden Age of arcade gaming, then Midway Arcade Origins should pique your interest. Gathering up 31 different arcade games from the early ’80s through the mid ’90s, this is the mother of all compilation discs. Considering its $30 price tag, that’s a better price than if you tried to gather all these titless individually via the iTunes store, plus you get the added benefit of hunting down achievements (or trophies) for each and every blast from the past.

Here is the full list of games on the disc that come with their original look from their pixelated glory days:

  • Joust
  • Joust II
  • Defender
  • Defender II
  • Gauntlet
  • Gauntlet II
  • Rampage
  • Total Carnage
  • 720
  • APB
  • Arch Rivals
  • Bubbles
  • Championship Sprint
  • Tournament Cyberball 2072
  • Marble Madness
  • Pit-Fighter
  • Rampart
  • Robotron 2084
  • Root Beer Tapper
  • Satan’s Hollow
  • Sinistar
  • Spy Hunter
  • Spy Hunter II
  • Smash TV
  • Super Off-Road
  • Super Sprint
  • Toobin’
  • Vindicators Part II
  • Wizard of Wor
  • Xenophobe
  • Xybots

As you might have noticed, that’s a lot of games. I doubt there’s any person out there who loved every single one of those particular titles. If you have a handful of loves in that list though, this disc features local co-op—just like if you were actually standing at a cabinet—and worldwide online leaderboards. Of course, if they were going to go online with the leaderboards, I think it would have been nice to have gone online play for the actual games themselves, probably the most glaring omission from this collection. At least you don’t have to place quarters on the TV in order to call next game.

Another drawback is that, yes, if you’re under the age of 25, it’s highly likely that this collection won’t appeal to you, since these games probably don’t carry the same amount of nostalgic weight as they do for the older set. It might serve as a nice history lesson or offer up some quality bonding time with your mom or dad, but I don’t see it holding younger gamers’ attention.

When all is said and done, though, this is a collection that anyone who considers themselves a gamer should have. A lot of these titles laid the foundation for what we know as gaming today—and are still some of the hardest games I’ve ever played, to boot. If you grew up in the same era as these games, the nostalgia alone should be enough to prompt you to relive these classic experiences all over again.

SUMMARY:  Younger gamers out there may not see the appeal, but this nostalgia-driven collection is a must have for gamers who remember placing quarters on cabinets to call next game.

  • THE GOOD: One of the best bang for your buck collections out there.
  • THE BAD: No online capability beyond leaderboards.
  • THE UGLY: Being old enough to remember when those graphics were cutting edge.

SCORE: 8.0

Midway Arcade Origins is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360. 

Flimsy Paper

The Paper Mario franchise is that rare video game spin-off that succeeded and then stuck around. Part of this is because it presented a unique way for us to look at one of gaming’s most cherished protagonists. Playing on the physics of Mario, Luigi, Princess Peach, Bowser, and the rest of your expected Mario cast of characters being cardboard cut-outs of themselves added different and entertaining game play that has allowed this to flourish. But could this series’ first portable title stand strong and continue the franchise’s trend of great RPG games, or would it be lost in the wind?

Paper Mario: Sticker Star starts off like most every other Mario adventure. The Mushroom Kingdom is throwing a party, this time to celebrate the annual “Sticker Fest” where the magical “Sticker Comet” will come and grant the wishes of everyone who truly believes in its power. Bowser hears about this, crashes the party, and runs right into the Sticker Comet, shattering it into six separate pieces that enhance the abilities of all those who come into contact with them. It’s then up to Mario to once again set off and put the comet back together, all the while fighting Bowser’s army of classic baddies, from the Boomerang Bros. to Spikes.

The great thing about Sticker Star is right off the bat you can tell it maintains all the charm and personality of those that came before it. From the physical humor that plays off the 2D nature of the characters to the music and bright colors of the Mushroom Kingdom, Sticker Star doesn’t lag behind its console predecessors in any way. It really feels like a Paper Mario game. In fact, the 3D-effect only enhances the visuals further, as more depth-of-field tricks can be performed with hidden passageways or items.

These hidden passageways don’t just lead to coin filled treasure rooms, however. In reference to some classic Super Mario Bros. titles, the overworld map is broken into stages and worlds based on themes (desert, forest, water, etc.). Many of these stages, reminding me of Super Mario World, have multiple exits that will open up alternate paths to Mario’s end goal of one of the Sticker Comet fragments. This leads to Paper Mario: Sticker Star having the largest and most sprawling world the series has seen thus far.

There are some flaws with Paper Mario: Sticker Star, though, and the most glaring resides with the new combat system. Scrapping a more traditional, XP-driven system, Sticker Star relies on the item the game is named after: stickers. You must go around the world and collect as many stickers as possible in order to fill up your sticker book. Then when you enter combat, you must spend these stickers, which only have one use each, to perform vintage Mario maneuvers like jumping and swinging a hammer.

Instead of feeling innovative or entertaining, this mechanic instead made me feel like I was in my very own episode of A&E’s Hoarders, as I’d fill my sticker book to the brim and then refuse to ever use them. In fact, since there are no rewards for defeating enemies, I actually started to avoid combat altogether for fear of running out of stickers once the really difficult, scripted battles rolled around. Even the extremely powerful real-world sticker items made me fear combat, as they also took up more space in my sticker book. I ended up becoming so obsessed with organizing and maintaining my inventory of stickers that by the time I reached the first major boss, I had stopped having fun with Sticker Star.

Another irritating aspect of Sticker Star is the constant need to backtrack. Now, I understand this is a common mechanic in many RPGs, but I don’t understand how designers would think having to retreat to your central base (in this case a small town in the Mushroom Kingdom called Decalsburg) all the time or having to re-visit stages you’ve beaten several times over is fun. And Sticker Star is by far one of the worst culprits of this we’ve seen in some time, as you often have to retread the same ground literally dozens of times.

If you can overcome these two major hurdles, there’s a solid concept for a Paper Mario game buried at the core of Sticker Star. Unfortunately, the new sticker-driven combat forcibly removes a lot of the fun from what would otherwise be a stellar portable title, and since so much of the game is progressed through the combat, the experience suffers tremendously as a whole, making this a recommendation for only the most diehard of Paper Mario fans.

SUMMARY:  The plot and adventure are both more than worthy of the Paper Mario name, and the game is set in a massive, beautifully designed world for gamers to explore. Still, these aspects can’t hide the fact that the sticker fighting system is flawed and removes a lot of the fun from the RPG combat.

  • THE GOOD: Massive new world, branching paths, and references to many previous Mario games.
  • THE BAD: New combat system is nowhere near as effective as what we’ve become accustomed to from previous games in the series.
  • THE UGLY: I still miss Mallow and Geno from Super Mario RPG.

SCORE: 6.5

Paper Mario: Sticker Star is a Nintendo 3DS exclusive. 

One MOBA to rule them all…

J.R.R. Tolkien’s massive Lord of the Rings universe has provided us some of media’s most memorable characters. From Gandalf to Gollum, you’d be hard-pressed to find someone not familiar with this fantasy realm. Rarely though do many of these great characters ever exist in the same place at the same time in the books or movies and so in the vein of a classic ‘What if?’, Warner Bros. Interactive Entertainment is bringing us Guardians of Middle Earth.

This MOBA (multiplayer online battle arena) game allows players to control one of 20 different iconic characters from the main series, as well as the expanded universe, as two teams of five players battle to eliminate their opponent’s towers. The major difference for this game, however, is that unlike most other MOBAs, Guardians will be available on consoles. Normally, this would be a problem in regards to the control schemes of most MOBAs that dictate a mouse/keyboard combo as the proper way to play. But Guardians of Middle Earth blew me away when I went hands-on with an Xbox 360 controller and found it had been simplified to a point that made it manageable, yet still a ton of fun.

Each character has a simple basic attack set to the right trigger and a variety of special powers that unlock as you level up with them set to the four face buttons. You could also carry a hodgepodge of different potions that perform the expected functions of restoring health or boosting stats for yourself or your party.

There are also the expected character classes depending on whom you choose. Sauron is a tank, Gandalf is your magic user, and Legolas is your hit and run ranged character. Along with these series staples there are characters from the expanded universe you can use like Wulfrun, a dark magic user best utilized as a defender, and who may be recognized for his role in The War in the North video game. There is also Hildifons the Hobbit, who is only briefly mentioned throughout Lord of the Rings canon, but who makes his first spectacular appearance in this very game as a brilliant tactician whose powers can set up barricades and force opponents into well laid traps.

We also saw for the first time customizable loadouts. Depending on which Guardian you wish to use, you may wish different abilities or buffs and by equipping a gem-laden belt, you can boost many different attributes of your characters. Also, there is a one-lane option aside from the MOBA standard three-lanes so depending on what match you may wish to take part in, may change how you wish to fortify your chosen Guardian.

When all was said and done, although our time with Guardians of Middle Earth was short, I walked away very excited for this game considering its status as a download title. With a bevy of competitive options ready to be explored and with all the attention to detail you’d expect for any game set in the Lord of the Rings universe, I can see myself pouring way more hours than I should into this title as it stands to be the first legitimate offering of the MOBA game style on a home console. I can’t wait to see how ‘precious’ this game ends up being when it hits December 4th.